The fixed single-recipe world structures (conveyors, e.g. 1 Raw Aurogen Crystal -> 10 Energy Rods) are a separate mechanic from workbench recipes. Document where they live and how to read them, with a reproducible extractor. - docs/PRODUCTION_LINES.md: the 'where to find it' record — ECS classes (ProductionLineRecipeComponent -> CraftingRecipe), the epb_assets_all game_conveyor_*_epb prefabs, EntityBlueprint/Odin serialization, the extraction path, and the open energy_grid_*/island-placement lead. - bundle/extract_production_lines.py: UnityPy + odin_read extractor -> extracted/production_lines.json (14 conveyor recipes). - BUNDLES.md: add production_lines.json to the data-source map.
128 lines
5.7 KiB
Python
128 lines
5.7 KiB
Python
#!/usr/bin/env python3
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"""Extract SAND world 'Factory Production Line' (conveyor) recipes.
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These are the fixed single-recipe world structures (e.g. 1 Raw Aurogen Crystal ->
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10 Energy Rods), DISTINCT from the player workbench recipes in
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extracted/crafting_recipes.json. Same data shape, different home:
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Mechanic .... a "Factory Production Line": an item conveyor that runs ONE recipe.
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ECS ......... Hologryph.Sand.Shared.Game.Features.Crafting
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ProductionLineComponent (input/output entity indices)
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ProductionLineRecipeComponent -> CraftingRecipe recipe
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ProductionLine{Input,Output}DataComponent (isLargeItem flags)
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CraftingRecipe = { CraftingIngredient[] inputIngredients,
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CraftingIngredient[] outputIngredients,
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float craftingTimeSeconds }
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CraftingIngredient = { string itemId, int amount }
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Where ....... epb_assets_all.bundle, prefabs named game_conveyor_*_epb.prefab
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(Assets/Content/Game/game_conveyor/...). Each prefab GameObject has
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an EntityBlueprint (Sirenix Odin SerializedMonoBehaviour) component;
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the recipe lives in its Odin-serialized `serializationData`.
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Islands ..... energy_grid_*_epb.prefab (Wunderinsel, Kaiserplatz, DeusExMachine,
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LittleFactory1-3, LittleFactoryArmory*) place/group conveyors per
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location. They reference conveyors by entity ref, NOT item-id string,
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so recipe->island mapping needs the island prefab placements
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(islands_assets_all.bundle) -- not done here.
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Extraction path: UnityPy (typetree via IL2CPP generator) reads each EntityBlueprint
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MonoBehaviour -> serializationData.SerializedBytes -> odin_read.parse -> walk for
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the CraftingRecipe node. Mirrors extract_loot.py (loot tables are Odin too).
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Writes extracted/production_lines.json.
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"""
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import os, sys, json, UnityPy
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from UnityPy.helpers.TypeTreeGenerator import TypeTreeGenerator
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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import odin_read
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GAME = "/mnt/d/SteamLibrary/steamapps/common/Sand Playtest"
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META = os.path.join(GAME, "Sand_Data/il2cpp_data/Metadata/global-metadata.dat")
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DLL = os.path.join(GAME, "GameAssembly.dll")
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BUNDLES = "/home/downloadpizza/sand_tools/bundles" # symlink -> StreamingAssets/aa/...
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OUT = "/home/downloadpizza/sand_tools/extracted/production_lines.json"
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UNITY = "6000.0.40f1"
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def recipes_in(node, out):
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"""Collect every CraftingRecipe-shaped dict in an odin_read tree."""
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if isinstance(node, dict):
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if "inputIngredients" in node or "outputIngredients" in node:
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out.append(node)
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for v in node.values():
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recipes_in(v, out)
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elif isinstance(node, list):
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for v in node:
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recipes_in(v, out)
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def ingredients(arr):
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"""Flatten an Odin CraftingIngredient[] (possibly nested in $items) -> [(itemId, amount)]."""
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if isinstance(arr, dict):
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arr = arr.get("$items", arr)
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out = []
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for x in (arr or []):
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rows = x if isinstance(x, list) else [x]
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for y in rows:
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if isinstance(y, dict) and "itemId" in y:
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out.append((y.get("itemId"), y.get("amount")))
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return out
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def entity_blueprint(go):
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"""Return the EntityBlueprint MonoBehaviour object_reader on a prefab GameObject, or None."""
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for c in go.m_Components:
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co = c.read()
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r = co.object_reader
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if r.type.name == "MonoBehaviour" and co.m_Script.read().m_ClassName == "EntityBlueprint":
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return r
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return None
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def main():
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gen = TypeTreeGenerator(UNITY)
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gen.load_il2cpp(open(DLL, "rb").read(), open(META, "rb").read())
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env = UnityPy.load(os.path.join(BUNDLES, "epb_assets_all.bundle"),
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os.path.join(BUNDLES, "sand_monoscripts.bundle"))
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result = {}
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for path, obj in env.container.items():
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base = path.split("/")[-1].replace("_epb.prefab", "")
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if not base.startswith("game_conveyor_") or obj.type.name != "GameObject":
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continue
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eb = entity_blueprint(obj.read())
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if eb is None:
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continue
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script = eb.read().m_Script.read()
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full = (script.m_Namespace + "." if script.m_Namespace else "") + script.m_ClassName
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nodes = json.loads(gen.get_nodes_as_json(script.m_AssemblyName, full))
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sb = eb.read_typetree(nodes).get("serializationData", {}).get("SerializedBytes")
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if not sb:
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continue
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parsed = odin_read.parse(bytes(sb))
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found = []
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recipes_in(parsed["roots"], found)
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recipes_in(parsed["items"], found)
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for r in found:
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result[base] = {
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"inputs": [{"itemId": i, "amount": a} for i, a in ingredients(r.get("inputIngredients"))],
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"outputs": [{"itemId": i, "amount": a} for i, a in ingredients(r.get("outputIngredients"))],
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"craftTimeSeconds": r.get("craftingTimeSeconds"),
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}
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out = {
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"_source": "epb_assets_all.bundle game_conveyor_*_epb EntityBlueprint "
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"(Odin) -> ProductionLineRecipeComponent.recipe (CraftingRecipe)",
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"_count": len(result),
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"production_lines": dict(sorted(result.items())),
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}
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json.dump(out, open(OUT, "w"), indent=1)
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print(f"wrote {OUT} ({len(result)} conveyor recipes)")
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for k, r in out["production_lines"].items():
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inp = " + ".join(f"{i['amount']}x {i['itemId']}" for i in r["inputs"]) or "?"
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outp = " + ".join(f"{i['amount']}x {i['itemId']}" for i in r["outputs"]) or "?"
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print(f" {k.replace('game_conveyor_',''):24s} {inp:48s} -> {outp} ({r['craftTimeSeconds']}s)")
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if __name__ == "__main__":
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main()
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