Python tooling for decoding walker saves and mining game data: sand.py / build_wbt.py / walker_hashes.py / harvest_hashes.py (.wbt codec + hashes), extract_*/loot_probe/odin_read/unitybundle (asset parsing), make_*_wiki + render_wiki (wiki generation), recover_key. Paths point at the local extracted/, wiki/, and Walkers symlink.
102 lines
4.1 KiB
Python
102 lines
4.1 KiB
Python
#!/usr/bin/env python3
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"""Extract the I2 Localization term table (English) from SAND's I2Languages asset.
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The typetree read trips on an I2 alignment quirk, but each TermData is
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self-describing, so we parse the MonoBehaviour body directly. Layout (Unity
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serialization, little-endian, 4-byte aligned strings/arrays), from dump.cs:
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engine header: m_GameObject(12) m_Enabled(1,align4) m_Script(12) m_Name(string)
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LanguageSourceData mSource:
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UInt8 x3 flags (align4)
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TermData[] mTerms: int count, then per term:
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string Term
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int32 TermType
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string Description
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string[] Languages (the translations, one per language)
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byte[] Flags
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string[] Languages_Touch
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UInt8 CaseInsensitiveTerms (align4)
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int32 OnMissingTranslation
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string mTerm_AppName
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LanguageData[] mLanguages: int count, then per language:
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string Name; string Code; byte Flags; byte Compressed (align4)
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"""
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import os, struct, json
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GAME = "/mnt/d/SteamLibrary/steamapps/common/Sand Playtest"
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DU = os.path.join(GAME, "Sand_Data/data.unity3d")
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OUT = "/home/downloadpizza/sand_tools/i2_terms_en.json"
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class R:
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def __init__(self, b, off=0): self.b=b; self.o=off
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def align(self):
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self.o = (self.o + 3) & ~3
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def u8(self):
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v=self.b[self.o]; self.o+=1; return v
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def i32(self):
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v=struct.unpack_from('<i',self.b,self.o)[0]; self.o+=4; return v
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def i64(self):
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v=struct.unpack_from('<q',self.b,self.o)[0]; self.o+=8; return v
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def s(self):
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n=self.i32()
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if n<0 or n>10_000_000: raise ValueError(f"bad str len {n} @ {self.o}")
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v=self.b[self.o:self.o+n].decode('utf-8','replace'); self.o+=n; self.align(); return v
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def bytes(self):
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n=self.i32(); v=self.b[self.o:self.o+n]; self.o+=n; self.align(); return v
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def str_array(self):
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n=self.i32(); return [self.s() for _ in range(n)]
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def parse(raw):
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r=R(raw)
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# engine header
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r.i32(); r.i64() # m_GameObject
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r.u8(); r.align() # m_Enabled
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r.i32(); r.i64() # m_Script
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name=r.s() # m_Name
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# mSource — each bool is individually 4-byte aligned
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r.u8(); r.align(); r.u8(); r.align(); r.u8(); r.align()
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nterms=r.i32()
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terms=[]
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for _ in range(nterms):
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term=r.s()
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desc=r.s() # TermType is not serialized; Description (usually empty)
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langs=r.str_array() # the translations, one per language
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flags=r.bytes() # one flag byte per language
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touch=r.str_array() # Languages_Touch
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terms.append((term, langs))
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languages=[]
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try: # trailing block is best-effort (English is index 0 regardless)
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r.u8(); r.align() # CaseInsensitiveTerms
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r.i32() # OnMissingTranslation
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r.s() # mTerm_AppName
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nlang=r.i32()
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for _ in range(nlang):
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lname=r.s(); lcode=r.s(); r.u8(); r.align(); r.u8(); r.align()
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languages.append((lname,lcode))
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except Exception:
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pass
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return name, languages, terms
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def main():
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import UnityPy
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env=UnityPy.load(DU)
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obj=next(o for o in env.objects if o.type.name=='MonoBehaviour'
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and len(o.get_raw_data())==3816792)
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name, languages, terms = parse(obj.get_raw_data())
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print("asset:",name,"| languages:",languages)
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eng=next((i for i,(n,c) in enumerate(languages)
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if c.lower().startswith('en') or n.lower().startswith('english')),0)
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print("english index:",eng,"| terms:",len(terms))
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table={t:(tr[eng] if eng<len(tr) else (tr[0] if tr else '')) for t,tr in terms}
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json.dump({'_source':'I2 LanguageSourceAsset (I2Languages), data.unity3d',
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'languages':languages,'english_index':eng,'count':len(table),
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'terms':table}, open(OUT,'w'), indent=2, ensure_ascii=False)
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from collections import Counter
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ns=Counter(k.split('/')[0] for k in table)
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print("\ntop term-key prefixes:")
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for k,c in ns.most_common(30): print(f" {c:4d} {k}")
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print("\nwrote",OUT)
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if __name__=='__main__':
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main()
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