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6486 lines (6030 loc) · 313 KB
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"""S2Tweaker GUI (customtkinter, dunkel, englische Oberflaeche)."""
from __future__ import annotations
import datetime
import json
import math
import os
import queue
import subprocess
import sys
import threading
import traceback
from pathlib import Path
import tkinter as tk
from tkinter import filedialog, messagebox
import customtkinter as ctk
from . import __version__, faq, game, modscan, pakio
from .gamedata import GameData
from .tweaks import (
ALL_CATEGORIES,
AMMO_CALIBER_LABELS,
CALIBERS_ODD,
ARMOR_PARAM_LABELS,
ARMOR_PARAMS,
AMMO_PARAM_KEYS,
AMMO_PARAM_LABELS,
AMMO_PARAMS,
AMMO_TYPE_LABELS,
CATEGORY_LABELS,
WEAPON_CATEGORY_LABELS,
WEAPON_PARAM_LABELS,
WEAPON_PARAMS,
Settings,
ammo_label,
armor_label,
build_patches,
caliber_label,
caliber_warning,
summarize,
swappable_calibers,
weapon_available_params,
)
APP_TITLE = f"S2Tweaker {__version__} – S.T.A.L.K.E.R. 2 Mod Generator"
# KEIN Netzwerkcode. Seit 1.19.2 stellt das Programm ueberhaupt keine
# Verbindung mehr her — auch nicht auf Knopfdruck. Grund: Nexus' eigene
# Regeln nennen internetfaehige Programme unzulaessig, "unless where it is
# crucial", und sagen ausdruecklich, dass "'auto update' functionality does
# not qualify as crucial". Ohne urllib laesst sich das im oeffentlichen
# Quelltext mit einem einzigen grep nachpruefen — und genau diese
# Nachpruefbarkeit ist gegenueber Moderation und Virenscannern mehr wert
# als der Komfort eines Update-Knopfes. Nicht wieder einbauen.
def app_dir() -> Path:
"""Ordner der EXE (gefroren) bzw. des Projekts (Entwicklung).
Das Tool ist PORTABLE: Einstellungen, Cache und Output liegen alle
neben der EXE — Ordner loeschen entfernt alles restlos.
"""
if getattr(sys, "frozen", False):
return Path(sys.executable).parent
return Path(__file__).resolve().parent.parent
def _asset(*parts: str) -> Path:
"""Pfad zu einer mitgelieferten Datei (Bilder, Icon).
Der `assets`-Ordner liegt neben dem Paket: im Repo `assets/`, im
ausgelieferten Programmordner `_internal/assets/` (tools/build_exe.py
kopiert ihn dorthin). Derselbe Weg in beiden Faellen."""
return Path(__file__).resolve().parent.parent / "assets" / Path(*parts)
def output_dir() -> Path:
return app_dir() / "output"
def cache_dir() -> Path:
return app_dir() / "cache"
def presets_dir() -> Path:
return app_dir() / "presets"
SETTINGS_FILE = app_dir() / "settings.json"
# Eingebettetes Manifest an der Pak-WURZEL (nicht unter GameData — dort
# scannt das Spiel nach Configs; an der Wurzel ist die Datei garantiert
# wirkungslos). Macht jede gebaute Pak zu einem wieder ladbaren Preset.
MANIFEST_NAME = "S2Tweaker_Manifest.json"
ctk.set_appearance_mode("dark")
ctk.set_default_color_theme("dark-blue")
PAD = {"padx": 12, "pady": 3}
# Bernstein: eine einzige Quelle fuer Suchtreffer, Warnhinweise und
# Override-Marker im Waffenbaum.
ACCENT = "#d9a648"
# Mod-Scan-Markierungen: bewusst WEDER rot (Gefahr/Remove-Knopf) NOCH das
# Bernstein der Warnhinweise und Suchtreffer — beides hat schon eine
# Bedeutung. Blau = reine Information, Violett = Warnstufe.
MARK_INFO = "#5da8dc" # fremde Mod aendert den Wert, Regler steht auf (vanilla)
MARK_WARN = "#b07fe0" # fremde Mod aendert den Wert UND der Regler ist verstellt
# --- Fraktionsbeziehungen (Tab "Factions") -------------------------------
# Kuratierte Haupt-Fraktionen: (cfg-SID, englischer PDA-Anzeigename).
# Story-/Boss-/Arena-Fraktionen bleiben bewusst draussen
# (docs/FACTION_RELATIONS_RESEARCH.md, Abschnitt WARNUNGEN). "Mutant"
# ist die Schirm-Fraktion aller Mutanten und steht als letzte, damit
# jeder Fraktions-Block seine "vs. Mutants"-Zeile bekommt.
FACTION_CHOICES = [
("Neutrals", "Loners"),
("Bandits", "Bandits"),
("Militaries", "Military"),
("Varta", "Ward"),
("Duty", "Duty"),
("Freedom", "Freedom"),
("Mercenaries", "Mercenaries"),
("Monolith", "Monolith"),
("Noon", "Noontide"),
("Spark", "Spark"),
("Corpus", "Corps"),
("Scientists", "Scientists"),
("Mutant", "Mutants (all)"),
]
def relation_level(value: float) -> str:
"""Kurzer Levelname zur Zahl (RelationLevelRanges der Spieldaten:
<= -800 Enemy, -799..-201 Disaffection, -200..200 Neutral, ab 201
Friend). "wary" statt "Disaffection", damit es neben den Slider passt;
der Sektions-Hinweis nennt den offiziellen Begriff."""
v = int(round(value))
if v <= -800:
return "enemy"
if v <= -201:
return "wary"
if v <= 200:
return "neutral"
return "friend"
def fmt_relation(value: float) -> str:
return f"{int(round(value))} · {relation_level(value)}"
# Anzeigenamen (Waffen + Ruestungen): s2tweaker/names.py — verifizierte
# Community-Masterliste des Besitzers (02.09.). Reine UI-/Suchhilfe.
from .names import WEAPON_ALIASES
def weapon_display(sid: str) -> str:
alias = WEAPON_ALIASES.get(sid)
return f"{sid} · „{alias}“" if alias else sid
def weapon_sid_hit(sid: str, query: str) -> bool:
"""Suchtreffer auf SID ODER Anzeigenamen (AKM-74S, Riemann & Co.)."""
return (query in sid.lower()
or query in WEAPON_ALIASES.get(sid, "").lower())
def fmt_trade_level(value: float) -> str:
"""Handels-Schwelle als Levelname (0..3; Vanilla = Disaffected)."""
level = max(0, min(3, int(round(value))))
return ("Enemy", "Disaffected", "Neutral", "Friend")[level]
# --- Mutanten-Tab: Arten-Baum --------------------------------------------
MUT_PARAM_LABELS = { # Reihenfolge = Regler-Reihenfolge je Art
"hp": "Health",
"speed": "Speed",
"damage": "Damage (each attack)",
"regen": "Health regen",
"protection": "Physical protection",
}
# Reine ANZEIGE-Gruppierung (nach Groesse/Charakter, keine Spielwerte);
# Arten, die hier nicht stehen (kuenftige Spiel-Patches, "Mutant"-Generika),
# landen automatisch im Block "Other species".
MUT_GROUPS = [
("small", "Small critters",
["Rat", "Tushkan", "Blinddog", "MoldyBlinddog", "Bayun"]),
("medium", "Medium beasts",
["Boar", "Flesh", "Deer", "Pseudodog", "Snork"]),
("humanoid", "Humanoids & psi mutants",
["Bloodsucker", "Burer", "Controller", "Poltergeist"]),
("large", "Large predators",
["Chimera", "Pseudogiant"]),
]
MUT_SPECIES_LABELS = {
"Bayun": "Bayun (cat)",
"Blinddog": "Blind dog",
"MoldyBlinddog": "Moldy blind dog",
"Mutant": "Generic mutant",
"Rat": "Rat swarm",
}
def mutant_species_label(species: str) -> str:
return MUT_SPECIES_LABELS.get(species, species)
class FaqRow:
"""Eine Frage im FAQ-Fenster: Frage-Knopf, Antwort klappt auf.
Die Suche laeuft ueber q + a + die unsichtbaren Schlagworte (k) aus
faq.py — so findet "health pack" auch den Consumable-Regler."""
def __init__(self, parent, entry: dict, font_q, font_a):
self.entry = entry
self.haystack = " ".join(
(entry["q"], entry["a"], entry.get("k", ""))).lower()
self.frame = ctk.CTkFrame(parent, fg_color="transparent")
self.btn = ctk.CTkButton(
self.frame, text="\u25b8 " + entry["q"], anchor="w",
fg_color="transparent", hover_color="gray25", font=font_q,
command=self.toggle)
self.btn.pack(fill="x")
self.answer = ctk.CTkLabel(
self.frame, text=entry["a"], anchor="w", justify="left",
wraplength=640, font=font_a, text_color="gray80")
self.open = False
def toggle(self):
self.set_open(not self.open)
def set_open(self, open_: bool):
self.open = open_
if open_:
self.answer.pack(fill="x", padx=24, pady=(0, 6))
self.btn.configure(text="\u25be " + self.entry["q"])
else:
self.answer.pack_forget()
self.btn.configure(text="\u25b8 " + self.entry["q"])
def matches(self, words: list[str]) -> bool:
return all(w in self.haystack for w in words)
class HoverTip:
"""Minimaler Hover-Tooltip (fuer die Scan-Punkte an Reglern/Checkboxen).
text_fn wird erst beim Zeigen ausgewertet — der Text eines Punkts
aendert sich mit dem Reglerzustand (Info- vs. Warnstufe)."""
def __init__(self, widget, text_fn):
self.widget = widget
self.text_fn = text_fn
self.tip = None
widget.bind("<Enter>", self._show)
widget.bind("<Leave>", self._hide)
def _show(self, _event=None):
text = self.text_fn()
if not text or self.tip is not None:
return
self.tip = tk.Toplevel(self.widget)
self.tip.wm_overrideredirect(True)
self.tip.wm_geometry(
f"+{self.widget.winfo_rootx() + 12}+{self.widget.winfo_rooty() + 24}")
tk.Label(self.tip, text=text, justify="left", bg="#1f1f1f",
fg="#e6e6e6", relief="solid", borderwidth=1,
font=("Segoe UI", 9), padx=8, pady=4, wraplength=380).pack()
def _hide(self, _event=None):
if self.tip is not None:
self.tip.destroy()
self.tip = None
class SliderRow:
"""Label + Slider + Wertanzeige + Reset auf Vanilla."""
def __init__(self, parent, label: str, from_: float, to: float, step: float,
default: float, fmt, tooltip: str = "", on_change=None,
log: bool = False):
self.default = default
self.fmt = fmt
self.on_change = on_change
# Wertebereich in WERT-Einheiten (auch im Log-Modus); get()/set()
# sprechen immer Werte, nur die Schiene rechnet intern in log10.
self.lo, self.hi = float(from_), float(to)
self.log = bool(log)
row = ctk.CTkFrame(parent, fg_color="transparent")
row.pack(fill="x", **PAD)
self.row = row
self.conflict_mods: list[str] = [] # Mod-Scan: wer aendert das auch?
self.conflict_after: set[str] = set()
self.conflict_unknown: set[str] = set() # Workshop: Reihenfolge unklar
self.locked = False # Avoid-conflicts-Sperre
self._on_unlock = None
self._base_state = "normal"
self.dot: ctk.CTkLabel | None = None
self._dot_tip = ""
self.label = ctk.CTkLabel(row, text=label, width=260, anchor="w")
self.label.pack(side="left")
if self.log:
# Logarithmische Schiene (GitHub #4 "Higher health value"): feine
# Schritte nahe Vanilla, oben bis 100000. Bewusst OHNE
# number_of_steps: CTkSlider.set() rastet sonst auf Log-Schritte
# und aus set(250) wuerde 251 - get() rundet stattdessen auf
# 3 signifikante Stellen.
self.slider = ctk.CTkSlider(
row, from_=math.log10(self.lo), to=math.log10(self.hi),
command=self._changed
)
else:
steps = max(1, int(round((to - from_) / step)))
self.slider = ctk.CTkSlider(
row, from_=from_, to=to, number_of_steps=steps, command=self._changed
)
self.slider.pack(side="left", fill="x", expand=True, padx=8)
self.value_label = ctk.CTkLabel(row, text="", width=110, anchor="e")
self.value_label.pack(side="left")
self.reset_btn = ctk.CTkButton(row, text="↺", width=28, command=self.reset)
self.reset_btn.pack(side="left", padx=(6, 0))
self._orig_color = self.label.cget("text_color")
self.set(default)
if tooltip:
hint = ctk.CTkLabel(parent, text=" " + tooltip, anchor="w",
font=ctk.CTkFont(size=11), text_color="gray60")
hint.pack(fill="x", padx=12)
def _changed(self, _=None):
value = self.get()
vanilla = " (vanilla)" if abs(value - self.default) < 1e-9 else ""
lock = " \U0001f512" if self.locked else ""
self.value_label.configure(text=self.fmt(value) + vanilla + lock)
if self.conflict_mods:
self._update_dot()
if self.on_change is not None:
self.on_change()
def get(self) -> float:
if self.log:
value = 10.0 ** float(self.slider.get())
mag = 10.0 ** math.floor(math.log10(max(value, 1e-9)))
value = round(value / mag * 100.0) / 100.0 * mag # 3 signifikante Stellen
return round(min(self.hi, max(self.lo, value)), 4)
return round(float(self.slider.get()), 4)
def set(self, value: float):
if self.log:
self.slider.set(math.log10(min(self.hi, max(self.lo, float(value)))))
else:
self.slider.set(value)
self._changed()
def reset(self):
self.set(self.default)
def set_state(self, state: str):
# Basiszustand merken: eine Avoid-Sperre haelt den Regler auch dann
# deaktiviert, wenn die GUI insgesamt wieder freigeschaltet wird.
self._base_state = state
self.slider.configure(state="disabled" if self.locked else state)
self.reset_btn.configure(state=state)
def set_locked(self, locked: bool, on_unlock=None):
"""Avoid-conflicts-Sperre: Regler deaktiviert, der Reset-Knopf wird
zum Entsperr-Knopf (bewusstes Freischalten je Regler)."""
if locked == self.locked:
self._on_unlock = on_unlock or self._on_unlock
return
self.locked = locked
self._on_unlock = on_unlock
if locked:
self.slider.configure(state="disabled")
self.reset_btn.configure(text="\U0001f513", command=self._unlock)
else:
self.slider.configure(state=self._base_state)
self.reset_btn.configure(text="\u21ba", command=self.reset)
self._changed()
if self.conflict_mods:
self._update_dot()
def _unlock(self):
if self._on_unlock is not None:
self._on_unlock()
def set_highlight(self, mode: str):
"""Suchfilter: 'match' = hervorheben, 'dim' = abdunkeln."""
if mode == "match":
color = ACCENT
elif mode == "dim":
color = "gray35"
else:
color = self._orig_color
self.label.configure(text_color=color)
# ------------------------------------------------- Mod-Scan-Markierung
def set_conflict(self, mods, loads_after=(), order_unknown=()):
"""Farbpunkt "eine andere Mod aendert das auch" setzen/entfernen.
loads_after: Teilmenge der Mods, deren Pak ALPHABETISCH nach der
eigenen Ausgabe-Pak laedt — dort gewinnt im Konfliktfall die fremde
Mod, und der Tooltip darf nicht "your value wins" behaupten.
order_unknown: Steam-Workshop-Mods — deren Ladereihenfolge regelt
das Spiel selbst, "your value wins" waere dort geraten.
Der Punkt haengt NICHT am Reglerwert: "Reset all to vanilla" laesst
ihn absichtlich stehen (die fremde Mod ist ja weiterhin installiert)
— nur seine Stufe wechselt dann von Warnung auf Information."""
self.conflict_mods = sorted(mods or [])
self.conflict_after = set(loads_after) & set(self.conflict_mods)
self.conflict_unknown = set(order_unknown) & set(self.conflict_mods)
self._update_dot()
def _update_dot(self):
if not self.conflict_mods:
if self.dot is not None:
self.dot.pack_forget()
self._dot_tip = ""
return
if self.dot is None:
self.dot = ctk.CTkLabel(self.row, text="\u25cf", width=16)
HoverTip(self.dot, lambda: self._dot_tip)
names = ", ".join(self.conflict_mods)
if self.locked:
self.dot.configure(text_color=MARK_INFO)
self._dot_tip = (f"locked by Avoid conflicts \u2014 {names} changes "
"this; click \U0001f513 to unlock this slider")
elif abs(self.get() - self.default) < 1e-9:
self.dot.configure(text_color=MARK_INFO)
self._dot_tip = f"also changed by {names}"
else:
self.dot.configure(text_color=MARK_WARN)
notes = []
if self.conflict_after:
notes.append(", ".join(sorted(self.conflict_after))
+ " loads AFTER your pak, so its value may win")
if self.conflict_unknown:
notes.append(", ".join(sorted(self.conflict_unknown))
+ " is loaded by the game's own mod manager "
"(load order unknown), so its value may win")
if notes:
self._dot_tip = (f"{names} changes this too \u2014 and "
+ "; ".join(notes))
else:
self._dot_tip = (
f"{names} changes this too \u2014 your value wins")
if not self.dot.winfo_manager():
self.dot.pack(side="left", after=self.label)
def fmt_min(v: float) -> str:
return f"{int(round(v))} min"
def fmt_hud(v: float) -> str:
return {0: "vanilla (as the difficulty sets it)", 1: "always shown"}.get(int(round(v)), "always hidden")
def fmt_slot(v: float) -> str:
return {0: "vanilla (pistols only)", 1: "+ SMGs", 2: "+ SMGs & shotguns"}.get(int(round(v)), "any weapon")
def fmt_lock(v: float) -> str:
return {0: "no lock (travel overweight)", 1: "partial lock"}.get(int(round(v)), "vanilla (full lock)")
def fmt_fov(v: float) -> str:
return f"{v:.0f}\u00b0"
def fmt_hours(v: float) -> str:
return f"{int(round(v))} h"
def fmt_plus(v: float) -> str:
return "vanilla" if int(round(v)) == 0 else f"+{int(round(v))}"
def fmt_int(v: float) -> str:
return f"{v:.0f}"
def fmt_pct(v: float) -> str:
return f"{v:.0f} %"
def fmt_factor(v: float) -> str:
return f"× {v:g}"
def fmt_kg(v: float) -> str:
return f"{v:.0f} kg"
def fmt_dec(v: float) -> str:
return f"{v:g}"
# ------------------------------------------------------------------ Mod-Scan
# Zuordnung GUI-Schluessel -> Settings-Feld. Wird NUR vom Mod-Scan benutzt,
# um den Fussabdruck EINES Reglers zu bestimmen (build_patches mit genau
# einem verstellten Wert -> welche (Struct, Blatt)-Paare entstehen?).
# Der Release-GUI-Test prueft die Vollstaendigkeit gegen app.sliders —
# ein neuer Regler ohne Eintrag hier faellt dort auf, nicht erst auf Nexus.
SLIDER_FIELDS: dict[str, str] = {
"hp": "max_hp", "hp_regen": "hp_regen", "sp": "max_stamina",
"sp_regen": "stamina_regen", "fall": "fall_damage_pct",
"walk": "walk_speed_factor", "run": "run_speed_factor",
"jump": "jump_height_factor", "vault_height": "vault_height_factor",
"vault_distance": "vault_distance_factor",
"vault_angle": "vault_angle_factor",
"vault_min_height": "vault_min_height_factor",
"vault_landing": "vault_landing_factor",
"vault_over_depth": "vault_over_depth_factor",
"vault_over_offset": "vault_over_offset_factor",
"st_sprint": "stamina_sprint",
"st_jump": "stamina_jump", "st_melee_l": "stamina_melee_light",
"st_melee_s": "stamina_melee_strong", "st_butt": "stamina_buttstock",
"st_vault": "stamina_vault", "carry": "max_carry_weight",
"penalty": "penalty_start_weight", "weight": "item_weight_factor",
"pdmg": "player_damage_factor", "headshot": "headshot_factor",
"aimpunch": "aim_punch_factor", "npcdmg": "npc_damage_factor",
"npchp": "npc_hp_factor", "npc_acc": "npc_accuracy_factor",
"npc_vision": "npc_vision_factor", "npc_hearing": "npc_hearing_factor",
"npc_reaction": "npc_reaction_factor", "npc_grenades": "npc_grenade_factor",
"alife_agents": "max_agents_factor", "alife_distance": "spawn_distance_factor",
"lair_mutants": "lair_mutant_factor", "lair_humans": "lair_human_factor",
"lair_respawn": "lair_respawn_factor",
"enc_freq": "encounter_frequency_factor",
"enc_mutants": "encounter_mutant_factor", "enc_pack": "encounter_pack_factor",
"enc_blinddog": "enc_blinddog_factor", "enc_boar": "enc_boar_factor",
"enc_flesh": "enc_flesh_factor", "enc_tushkan": "enc_tushkan_factor",
"enc_chimera": "enc_chimera_factor",
"enc_generic": "enc_generic_mutant_factor",
"npc_gear": "npc_gear_quality_factor",
"npc_free_shots": "npc_free_shots_factor", "npc_burst": "npc_burst_factor",
"npc_fire_pause": "npc_fire_pause_factor", "npc_engage": "npc_engage_range_factor",
"npc_range": "npc_weapon_range_factor", "npc_regen": "npc_regen_factor",
"stealth_crouch": "crouch_stealth_factor", "stealth_noise": "movement_noise_factor",
"stealth_weather": "weather_stealth_factor",
"stealth_flashlight": "flashlight_stealth_factor",
"npc_alertness": "npc_alertness_factor", "npc_search": "npc_search_time_factor",
"npc_courage": "npc_courage_factor", "npc_stagger": "npc_stagger_factor",
"npc_attack_cd": "npc_attack_cooldown_factor",
"npc_rank_add": "npc_weapon_rank_add",
"npc_light": "npc_flashlight_factor", "npc_light_cone": "npc_flashlight_cone_factor",
"npc_light_combat": "npc_flashlight_combat_factor",
"npc_light_on": "npc_flashlight_on_hour", "npc_light_off": "npc_flashlight_off_hour",
"save_manual": "manual_save_slots", "save_quick": "quick_save_slots",
"save_auto": "auto_save_slots", "autosave_min": "autosave_interval_min",
"mut_attack_cd": "mutant_attack_cooldown_factor",
"mhp": "mutant_hp_factor", "mdmg": "mutant_damage_factor",
"mspeed": "mutant_speed_factor", "mhearing": "mutant_hearing_factor",
"mut_regen": "mutant_regen_factor",
"bs_cloak": "bloodsucker_cloak_factor", "bs_uncloak": "bloodsucker_uncloak_factor",
"expl": "explosion_damage_factor", "dur": "durability_factor",
"dur_armor": "armor_durability_factor", "jam": "jamming_factor",
"ap_strike": "armor_strike_factor", "ap_burn": "armor_burn_factor",
"ap_shock": "armor_shock_factor", "ap_chem": "armor_chemical_factor",
"ap_rad": "armor_radiation_factor", "ap_psy": "armor_psy_factor",
"ap_carry": "armor_carry_bonus_factor", "sway": "scope_sway_pct",
"breath_drain": "breath_drain_factor", "breath_regen": "breath_regen_factor",
"spread": "spread_factor", "recoil": "recoil_factor",
"recoil_upgrades": "recoil_upgrade_factor",
"wrange": "weapon_range_factor", "wbleed": "weapon_bleeding_factor",
"adsmove": "ads_speed_factor", "aimspeed": "aim_time_factor",
"magazine": "magazine_factor",
"melee": "melee_damage_factor", "melee_range": "melee_range_factor",
"interact": "interaction_range_factor", "dialog_range": "dialog_range_factor",
"climb": "climb_speed_factor", "start_money": "starting_money",
"art_slots": "artifact_slots_bonus", "shoot_shake": "shooting_shake_factor",
"ads_zoom": "ads_zoom_factor",
"dialog_fov": "dialog_fov", "cutscene_fov": "cutscene_fov", "default_fov": "default_fov",
"hud_compass": "hud_compass", "hud_crosshair": "hud_crosshair",
"hud_bodies": "hud_body_markers", "hud_stashes": "hud_stash_markers",
"corpse_time": "corpse_time_factor", "corpse_max": "corpse_max_count",
"weather_dur": "weather_duration_factor", "bullet_drop": "bullet_drop_factor",
"bullet_speed": "bullet_speed_factor", "pistol_slot": "pistol_slot_level",
"mprot": "mutant_protection_factor", "sleep_min": "min_sleep_hours",
# 1.26.0
"hands_zoom": "handless_zoom_factor", "crouch_vignette": "crouch_vignette_factor",
"butt_wear": "butt_wear_factor", "expl_radius": "explosion_radius_factor",
"expl_npc": "explosion_npc_damage_factor", "phantom_dog": "phantom_dog_damage_factor",
"reload": "reload_speed_factor", "jam_clear": "jam_clear_factor",
"mut_loot": "mutant_loot_chance_factor", "stash_clue": "stash_clue_factor",
"alife_vision": "alife_vision_factor", "map_reveal": "map_reveal_factor",
"ft_lock": "fast_travel_lock", "guide_delay": "guide_delay_factor",
"prot_cap": "protection_cap_factor", "weird_art": "weird_artifact_factor",
"clicker": "clicker_factor",
"ammo_dmg": "ammo_damage_factor",
"ammo_ap": "ammo_piercing_factor", "ammo_ad": "ammo_armor_damage_factor",
"ammo_cover": "ammo_cover_factor", "anomaly": "anomaly_damage_factor",
"anom_electro": "anomaly_electro_factor", "anom_chem": "anomaly_chemical_factor",
"anom_fire": "anomaly_fire_factor", "anom_grav": "anomaly_gravity_factor",
"radiation": "radiation_factor", "bleeding": "bleeding_factor",
"hunger": "hunger_rate_factor", "sleep": "sleepiness_rate_factor",
"consumable": "consumable_factor", "healing": "healing_factor",
"cons_duration": "consumable_duration_factor", "day_length": "day_length_factor",
"art_count": "artifact_count_factor", "art_respawn": "artifact_respawn_factor",
"rain": "rain_factor",
"emission": "emission_factor", "stash_loot": "stash_loot_factor",
"stash_chance": "stash_chance_factor", "stash_ammo": "stash_ammo_factor",
"loot_amount": "loot_amount_factor", "art_effect": "artifact_effect_factor",
"art_radiation": "artifact_radiation_factor", "art_spawn": "artifact_spawn_factor",
"art_rarity": "artifact_rarity_factor", "detector": "detector_range_factor",
"fasttravel": "fast_travel_cost_factor", "restock": "trader_restock_factor",
"trader_dur": "trader_min_durability_pct",
"drop_cond": "dropped_condition_pct",
"trader_stock": "trader_stock_factor",
"trader_variety": "trader_variety_factor",
"trader_money": "trader_money_factor",
"buyprice": "trader_buy_price_factor",
"sellprice": "trader_sell_price_factor", "repair": "repair_cost_factor",
"upgrade": "upgrade_cost_factor", "questreward": "quest_reward_factor",
"rq_cooldown": "repeatable_quest_factor",
"price_weapon": "weapon_price_factor", "price_armor": "armor_price_factor",
"price_ammo": "ammo_price_factor", "price_artifact": "artifact_price_factor",
"price_consumable": "consumable_price_factor",
"rel_rollback": "relation_rollback_factor",
"rel_reaction": "relation_reaction_factor",
"rel_trade": "trade_min_level",
"emission_dur": "emission_duration_factor",
}
CHECK_FIELDS: dict[str, str] = {
"improved_vaulting": "improved_vaulting",
"vault_sprint": "vault_sprint",
"no_overweight": "no_overweight_penalty",
"ignore_equipped": "ignore_equipped_weight",
"quest_weightless": "quest_items_weightless",
"npc_no_heal": "npc_no_heal",
"drop_cond_exact": "dropped_condition_exact",
"trader_inf_money": "trader_infinite_money",
"upgrades_take_both": "upgrades_take_both",
"upgrades_no_blueprint": "upgrades_no_blueprint",
"upgrades_no_tiers": "upgrades_no_tiers",
"no_aim_mouse": "no_aim_assist_mouse",
"no_aim_gamepad": "no_aim_assist_gamepad",
"sleep_anytime": "sleep_anytime",
"sleep_emission": "sleep_in_emission",
# 1.26.0
"no_knockdown": "no_knockdown", "no_water_slow": "no_water_slowdown",
"ladder_look": "ladder_free_look", "look_down": "look_straight_down",
"mut_anomalies": "mutants_trigger_anomalies", "guards_normal": "guards_no_instakill",
"psy_phantoms": "psy_phantoms_only", "npc_no_loot": "npcs_no_corpse_loot",
"map_regions": "map_all_regions", "teleports_instant": "instant_teleports",
"skip_intro": "skip_intro", "traders_no_gear": "traders_no_gear_buy",
}
# Sonderwerte, wo "Default x 2" keinen (sinnvollen) Patch ergaebe.
FOOTPRINT_PROBES: dict[str, float] = {
"fall_damage_pct": 50.0,
"fast_travel_lock": 0.0,
"npc_weapon_rank_add": 2.0,
"scope_sway_pct": 50.0,
"trader_min_durability_pct": 0.0,
"hud_compass": 2.0, "hud_crosshair": 2.0, "hud_body_markers": 2.0,
"hud_stash_markers": 2.0, "pistol_slot_level": 3.0,
}
# Teure Fussabdruecke: nur berechnen, wenn die gescannten Mods plausibel
# etwas Passendes anfassen — loot_amount parst sonst grundlos die
# 9,3-MB-Datei, npc_no_heal geht ueber 1.601 NPC-Prototypen. Zwei billige
# Ausloeser je Schluessel: der Basis-Dateiname taucht in einem Pfadsegment
# auf ODER eines der typischen Blattfelder in den gescannten Paaren —
# {bpatch}-Dateien duerfen naemlich unter voellig freiem Namen irgendwo
# unter GameData liegen, der Dateiname allein reicht nachweislich nicht.
EXPENSIVE_FOOTPRINTS: dict[str, tuple[str, frozenset]] = {
"rq_cooldown": ("QuestNodePrototypes",
frozenset({"InGameHours"})),
"loot_amount": ("ItemGeneratorPrototypes",
frozenset({"MinCount", "MaxCount"})),
"drop_cond": ("ItemGeneratorPrototypes",
frozenset({"MinDurability", "MaxDurability"})),
"check:drop_cond_exact": ("ItemGeneratorPrototypes",
frozenset({"MinDurability", "MaxDurability"})),
"trader_stock": ("ItemGeneratorPrototypes",
frozenset({"MinCount", "MaxCount"})),
"trader_variety": ("ItemGeneratorPrototypes",
frozenset({"Chance"})),
"stash_loot": ("StashPrototypes",
frozenset({"MinCount", "MaxCount"})),
"stash_chance": ("StashPrototypes",
frozenset({"MinSpawnChance", "MaxSpawnChance"})),
"stash_ammo": ("StashPrototypes",
frozenset({"MainWeaponAmmoCount"})),
"check:npc_no_heal": ("ObjPrototypes", frozenset({"RegenHP"})),
"check:upgrades_take_both": ("UpgradePrototypes",
frozenset({"BlockingUpgradePrototypeSIDs"})),
"check:upgrades_no_blueprint": ("UpgradePrototypes",
frozenset({"RequiredItemPrototypeSIDs"})),
"check:upgrades_no_tiers": ("UpgradePrototypes",
frozenset({"RequiredUpgradePrototypeSIDs"})),
"lair_mutants": ("LairPrototypes", frozenset({"MaxSpawnQuantity"})),
"lair_humans": ("LairPrototypes", frozenset({"MaxSpawnQuantity"})),
"lair_respawn": ("LairPrototypes",
frozenset({"InitialSpawnQuantityRespawnTimeSeconds",
"MaxSpawnQuantityRespawnTimeSeconds",
"WipeRespawnTimeoutSeconds"})),
}
def footprint_settings(key: str) -> list[Settings] | None:
"""Settings-Sonden mit GENAU EINEM verstellten Regler (Fussabdruck).
Liefert bis zu ZWEI Sonden (Default x2 UND x0.5): Builder mit Deckel
oder Boden emittieren sonst nur die halbe Wahrheit — bei x2 fehlen z.B.
alle Fundchancen, die in Vanilla schon auf 1.0 stehen (nachgewiesen:
9 von 19 Stash-Prototypen), bei x0.5 die Werte am unteren Anschlag.
Der Fussabdruck ist die VEREINIGUNG beider Sonden.
None = Schluessel bewusst nicht markierbar: die wcat_-Kategorie- und die
Baum-Regler (Waffen/Munition/Mutanten) laufen ueber die globalen Regler
mit — deren Fussabdruck deckt dieselben Dateien ab."""
if key.startswith("check:"):
field_name = CHECK_FIELDS.get(key[len("check:"):])
return None if field_name is None else [Settings(**{field_name: True})]
field_name = SLIDER_FIELDS.get(key)
if field_name is None:
return None
# npc_gear patcht AUSSCHLIESSLICH Weight-Blaetter — und genau die
# schliesst der Scan-Vergleich bewusst aus (Kollisions-Haertung,
# ROADMAP Mod-Scan). Ein Fussabdruck waere immer leer; der Regler ist
# damit wie die Baum-Regler nicht markierbar.
if field_name == "npc_gear_quality_factor":
return None
default = getattr(Settings(), field_name)
if field_name in FOOTPRINT_PROBES:
probes = [FOOTPRINT_PROBES[field_name]]
elif default:
probes = [default * 2, default * 0.5]
else:
probes = [1.0]
extra = {}
if field_name == "item_weight_factor":
# Der Gewichts-Builder patcht nur die angehakten Kategorien
extra["item_weight_categories"] = set(ALL_CATEGORIES)
return [Settings(**{field_name: p}, **extra) for p in probes]
class IwWeaponRow:
"""Aufklappbare Zeile EINER Waffe im Overrides-Baum.
Die Regler entstehen erst beim ERSTEN Aufklappen (lazy) und werden
danach wiederverwendet. Einzige Wahrheit bleibt app.weapon_overrides —
eine nie geoeffnete Waffe hat gar keine Widgets, die veralten koennten.
"""
def __init__(self, app, parent, sid: str, cat: str):
self.app = app
self.sid = sid
self.cat = cat
# Nur die Parameter, die es fuer diese Waffe in den Spieldaten gibt
# (wie im Munitions- und Ruestungsbaum). Ohne bekannte Liste bleibt
# es bei allen zehn.
self.params = list(app._iw_params.get(sid) or WEAPON_PARAMS)
self.body = None # CTkFrame, erst bei build()
self.sliders: dict[str, SliderRow] = {}
self.cal_menu = None # Kaliber-Dropdown (Issue #6)
self.cal_warn = None # Warnzeile darunter
self._cal_vanilla = None
self._cal_values: list[str] = []
self._cal_labels: list[str] = []
self.reset_btn = None
self.expanded = False
self._highlight = "normal"
self._state = app._iw_state # zuletzt durchgereichter Zustand
self.frame = ctk.CTkFrame(parent, fg_color="transparent")
self.frame.pack(fill="x")
self.btn = ctk.CTkButton(
self.frame, text="", anchor="w", fg_color="transparent",
hover_color="gray25", font=app._iw_font_row,
command=self.toggle, state=app._iw_state)
self.btn.pack(fill="x", padx=(16, 8), pady=1)
self._orig_color = self.btn.cget("text_color")
self.refresh()
# ------------------------------------------------------------ Aufbau
def build(self):
"""Lazy: Hinweis, 8 Regler und Reset-Knopf einmalig erzeugen."""
if self.body is not None:
return
self.body = ctk.CTkFrame(self.frame, fg_color="transparent")
shared = self.app._iw_share.get(self.sid)
if shared:
ctk.CTkLabel(
self.body,
text=" shares combat stats with: " + ", ".join(shared),
anchor="w", justify="left", wraplength=700,
font=self.app._iw_font_hint, text_color="gray60",
).pack(fill="x", padx=12, pady=(2, 0))
edition = self.app._iw_dlc.get(self.sid)
if edition:
name = {"PreOrder": "Pre-order"}.get(edition, edition)
ctk.CTkLabel(
self.body,
text=f" {name}-edition weapon – overrides on it patch "
"the DLC config branch (untested in-game; harmless "
"if you don't own that edition).",
anchor="w", justify="left", wraplength=700,
font=self.app._iw_font_hint, text_color="gray60",
).pack(fill="x", padx=12, pady=(2, 0))
if len(self.params) < len(WEAPON_PARAMS):
missing = [WEAPON_PARAM_LABELS[p].lower()
for p in WEAPON_PARAMS if p not in self.params]
ctk.CTkLabel(
self.body,
text=" the game data has no " + ", ".join(missing)
+ (" values" if len(missing) > 1 else " value")
+ " for this weapon – no slider is offered for "
+ ("them." if len(missing) > 1 else "it."),
anchor="w", justify="left", wraplength=700,
font=self.app._iw_font_hint, text_color="gray60",
).pack(fill="x", padx=12, pady=(2, 0))
self._build_caliber_row()
# Sperre waehrend des Aufbaus: SliderRow.__init__ ruft set(default)
# und damit _changed auf — ohne Sperre wuerde der halb gefuellte
# Regler-Satz den gespeicherten Override der Waffe ueberschreiben.
# Alten Wert merken und zuruecklegen, damit ein verschachtelter
# Aufruf (z. B. aus _iw_refresh_all heraus) die Sperre nicht loest.
prev = self.app._iw_loading
self.app._iw_loading = True
# Der Aufbau der 8 Regler dauert spuerbar (~0,4 s): Sanduhr zeigen,
# damit der erste Klick auf eine Waffe nicht wie ein Haenger wirkt.
try:
self.app.configure(cursor="watch")
self.app.update_idletasks()
except Exception:
pass
try:
for param in self.params:
self.sliders[param] = SliderRow(
self.body, WEAPON_PARAM_LABELS[param], 0.25, 4, 0.25, 1,
fmt_factor, on_change=self._changed)
finally:
self.app._iw_loading = prev
try:
self.app.configure(cursor="")
except Exception:
pass
self.reset_btn = ctk.CTkButton(
self.body, text="↺ Reset this weapon", width=170,
fg_color="transparent", border_width=1, command=self.reset)
self.reset_btn.pack(anchor="w", padx=12, pady=(2, 4))
# Duenne Trennlinie: sonst klebt der Knopf optisch an der naechsten Waffe
ctk.CTkFrame(self.body, height=2, corner_radius=0,
fg_color="gray35").pack(fill="x", padx=12, pady=(4, 6))
self.load_values() # setzt _iw_loading selbst
# Leerer Merkwert erzwingt das Durchreichen an die NEUEN Regler,
# auch wenn sich der Zustand seit dem Zeilenbau nicht geaendert hat.
self._state = ""
self.set_state(self.app._iw_state) # koennte noch gesperrt sein
# ----------------------------------------------------------- Kaliber
def _build_caliber_row(self):
"""Dropdown "Ammunition" (GitHub Issue #6, Wunsch von Molkerr).
Steht ueber den Reglern, weil es die Waffe grundsaetzlicher
veraendert als jeder Faktor. KEIN Kaskaden-Element: ein Kaliber
ist ein Name, kein Faktor — es stapelt nicht mit Kategorie oder
globalem Regler und gibt es deshalb nur je Waffe.
Es wird bewusst NICHTS gesperrt: auch Schrot, Gauss und Werfer
stehen drin. Was dabei kaputtgeht, sagt die Warnzeile darunter —
mit der echten, aus den Spieldaten gerechneten Zahl."""
vanilla = self.app._iw_caliber.get(self.sid)
if vanilla is None:
return # Waffe ohne Kaliber (Messer o. Ae.)
options = self.app._iw_caliber_options
if not options:
return
self._cal_vanilla = vanilla
self._cal_values = [""] + [c for c in options if c != vanilla]
labels = [f"vanilla ({caliber_label(vanilla)})"] + [
caliber_label(c) for c in self._cal_values[1:]]
self._cal_labels = labels
row = ctk.CTkFrame(self.body, fg_color="transparent")
row.pack(fill="x", padx=12, pady=(4, 0))
ctk.CTkLabel(row, text="Ammunition", width=260, anchor="w",
font=self.app._iw_font_row).pack(side="left")
self.cal_menu = ctk.CTkOptionMenu(
row, values=labels, width=230, command=self._caliber_changed)
self.cal_menu.pack(side="left")
# Zwei Hinweise, die immer gelten (also nicht erst bei Auswahl):
# der Schaden bleibt, und NPC-Waffen haengen mit dran.
users = self.app._iw_setup_users.get(self.sid, 1)
note = ("Changes which rounds the weapon takes - not its damage. "
"Damage comes from the weapon itself (the slider below); "
"a swap changes penetration, bullet flight, price and how "
"easy the ammo is to find.")
if users > 1:
note += (f" This weapon setup is shared by {users} items, so "
"the change applies to the NPC and boss versions of "
"this gun as well.")
ctk.CTkLabel(self.body, text=" " + note, anchor="w",
justify="left", wraplength=700,
font=self.app._iw_font_hint,
text_color="gray60").pack(fill="x", padx=12, pady=(2, 0))
self.cal_warn = ctk.CTkLabel(
self.body, text="", anchor="w", justify="left", wraplength=700,
font=self.app._iw_font_hint, text_color="#E6B800")
self.cal_warn.pack(fill="x", padx=12, pady=(0, 2))
self._refresh_caliber_warning()
def _caliber_changed(self, label: str):
if self.app._iw_loading or self.cal_menu is None:
return
self.app._iw_auto_opened.discard(self.cat) # siehe toggle()
try:
wanted = self._cal_values[self._cal_labels.index(label)]
except ValueError:
return
if wanted:
self.app.weapon_calibers[self.sid] = wanted
else:
self.app.weapon_calibers.pop(self.sid, None)
self._refresh_caliber_warning()
self.refresh()
self.app._iw_after_change(self.cat)
def _refresh_caliber_warning(self):
if self.cal_warn is None:
return
chosen = self.app.weapon_calibers.get(self.sid)
text = ""
if chosen and self.app.gd is not None:
text = caliber_warning(self.app.gd, self._cal_vanilla, chosen)
self.cal_warn.configure(text=(" " + text) if text else "")
def toggle(self):
# Jede Interaktion in einer Kategorie macht sie zur Benutzer-Kategorie:
# das Leeren des Suchfelds darf sie danach nicht mehr zuklappen.
self.app._iw_auto_opened.discard(self.cat)
if self.expanded:
self.body.pack_forget()
self.expanded = False
else:
self.build()
# Tiefer eingerueckt als der Waffenknopf: die Knopfbeschriftung
# sitzt selbst schon ~20 px innen, sonst stuenden die Regler-
# Beschriftungen genau unter dem Waffennamen statt darunter-innen.
self.body.pack(fill="x", padx=(36, 0), after=self.btn)
self.expanded = True
self.refresh()
# ------------------------------------------------------------- Werte
def load_values(self):
"""weapon_overrides -> Regler, ohne dass _changed zurueckschreibt."""
if self.cal_menu is not None:
chosen = self.app.weapon_calibers.get(self.sid, "")
prev = self.app._iw_loading
self.app._iw_loading = True
try:
index = (self._cal_values.index(chosen)
if chosen in self._cal_values else 0)
self.cal_menu.set(self._cal_labels[index])
finally:
self.app._iw_loading = prev
self._refresh_caliber_warning()
if self.sliders:
stored = self.app.weapon_overrides.get(self.sid, {})
prev = self.app._iw_loading
self.app._iw_loading = True
try:
for param, row in self.sliders.items():
row.set(stored.get(param, 1.0))
finally:
self.app._iw_loading = prev
self.refresh()
def _changed(self):
"""Reglerbewegung NUR dieser Waffe in weapon_overrides schreiben."""
if self.app._iw_loading or not self.sliders:
return
self.app._iw_auto_opened.discard(self.cat) # siehe toggle()
values = {p: r.get() for p, r in self.sliders.items()}
values = {p: v for p, v in values.items() if abs(v - 1.0) > 1e-9}
if values:
self.app.weapon_overrides[self.sid] = values
else:
self.app.weapon_overrides.pop(self.sid, None)
self.refresh()
self.app._iw_after_change(self.cat)
def reset(self):
self.app.weapon_overrides.pop(self.sid, None)
self.app.weapon_calibers.pop(self.sid, None)
self.load_values()
self.app._iw_after_change(self.cat)
# -------------------------------------------------------- Darstellung
def refresh(self):
n = len(self.app.weapon_overrides.get(self.sid, {}))
arrow = "▾" if self.expanded else "▸"