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Project description

autoangel

Python bindings for parsing and manipulating Angelica Engine game files.

Installation

pip install autoangel

Quick Start

Working with elements.data

import autoangel

# Load elements.data file
data = autoangel.read_elements('/path/to/elements.data')

# Inspect data
print(f'Version: {data.version}')
print(f'Number of lists: {len(data)}')

# Access a specific list (e.g., weapons list)
weapons_list = data[3]
print(f'List: {weapons_list.config.caption}')

# Iterate through entries
for i in range(10):
    weapon = weapons_list[i]
    print(f'ID: {weapon.ID}, name: {weapon.Name}')

# Modify entries
for weapon in weapons_list:
    weapon.durability_min = weapon.durability_max = 99999

# Save modifications
data.save('modified_elements.data')

Working with pck/pkx files

import autoangel

# Load package
package = autoangel.read_pck('/path/to/package.pck')

# Or load a paired pck+pkx package
package = autoangel.read_pck('/path/to/package.pck', '/path/to/package.pkx')

# List all files in the package
files = package.file_list()
print(f'Number of files: {len(files)}')

# Find files with a specific prefix
textures = package.find_prefix('textures/')
print(f'Number of texture files: {len(textures)}')

# Extract a specific file
file_content = package.get_file('some/path/in/package.txt')
if file_content:
    with open('extracted_file.txt', 'wb') as f:
        f.write(file_content)

Creating and modifying pck packages

from pathlib import Path
import autoangel

# Create a package from scratch
builder = autoangel.PackageBuilder()
builder.add_file('models/npc.ecm', Path('npc.ecm').read_bytes())
builder.add_file('models/player.ecm', Path('player.ecm').read_bytes())
builder.save('models.pck')

# Modify an existing package
package = autoangel.read_pck('/path/to/textures.pck')
builder = package.to_builder()
builder.add_file('textures/new_texture.dds', new_texture_data)
builder.remove_file('textures/old_texture.dds')
builder.save('textures_modified.pck')

# Serialize to bytes instead of file
raw = builder.to_bytes()

API Reference

Functions

Function Description
read_elements(path, config?) Parse elements.data from file (memory-mapped)
read_elements_bytes(content, config?) Parse elements.data from bytes
read_elements_config(path) Parse elements config from file
read_elements_config_string(content) Parse elements config from string
read_pck(path, pkx_path?, config?) Parse pck package from file (memory-mapped)
read_pck_bytes(content, config?) Parse pck package from bytes

Classes

ElementsData, ElementsDataList, ElementsDataEntry, ElementsConfig, ElementsListConfig, PackageConfig, PckPackage, PackageBuilder

Full type stubs are included with the package. See autoangel.pyi for details.

API documentation is available on GitHub Pages.

Key Details

  • File-backed parsing uses memory-mapped I/O — source files cannot be modified while ElementsData / PckPackage objects are alive
  • Byte array parsing available via read_elements_bytes() / read_pck_bytes() when mmap is not desired
  • Bundled configs auto-detect game version from the data header; pass your own ElementsConfig to override
  • Entry fields support both attribute-style (entry.Name) and dict-style (entry['Name']) access
  • Modify fields in-place, then call data.save(path) or data.save_bytes() to serialize

Development

Requires uv and a Rust toolchain.

# Build (dev)
uv run maturin develop

# Build (release)
uv run maturin build --release

# Run tests (Python 3.10+ required)
uv run pytest

# Run stubtest
uv run --with mypy python -m mypy.stubtest autoangel --ignore-missing-stub --allowlist stubtest_allowlist.txt

Test data uses Git LFS — run git lfs pull if tests fail on missing files.

License

MIT License

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