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Extract data from a .CivBeyondSwordSave file

Project description

Civ4Save

Parse the data in a .CivBeyondSwordSave file.

So far I've only tested with the vanilla version of the Civ4 BTS and the slightly tweaked XML files Sullla uses in the AI survivor series. A tweaked DLL to support a higher MAX_PLAYERS will work you just need to pass the max_players value to the parser.

Mods like BAT/BUG/BULL change the structure of the save file and currently cannot be parsed. I'd like to support them but I need specific details on what changes the mods are making to the binary save format.

Thanks to this repo for hosting the Civ4 BTS source. Wouldn't have been possible to make this without it.

Usage

Install

  • Requires >= python3.10
  • If someone opens an issue requesting 3.6-3.9 I'll get to it

python -m pip install civ4save

Command line Tool

$ civ4save --help

Usage: civ4save [OPTIONS] COMMAND [ARGS]...

Options:
  --version  Show the version and exit.
  --help     Show this message and exit.

Commands:
  gamefiles   Find and print relevant game files paths
  make-enums  Convert XML files to Enums (does not modify your files).
  parse       Parses a .CivBeyondSwordSave file
$ civ4save parse --help

Usage: civ4save parse [OPTIONS] FILE

  Parses a .CivBeyondSwordSave file

  FILE is a save file or directory of save files

Options:
  --max-players INTEGER  Needed if you have changed your MAX_PLAYERS value in
                         CvDefines.h
  --settings             Basic info and settings only. Nothing that would be
                         unknown to the human player
  --spoilers             Extra info that could give an advantage to human
                         player.
  --player INTEGER       Only show data for a specific player idx. Defaults to
                         the human player
  --list-players         List all player (idx, name, leader, civ, etc.) in the game
  --ai-survivor          Use XML settings from AI Survivor series
  --debug                Print detailed debugging info
  --json                 Format output as JSON
  --help                 Show this message and exit.

Settings

Spoilers

Player

Player Cont.

gamefiles command works on both Linux (flatpak Steam install too) and Windows.

$ civ4save gamefiles

Game Folder
-----------
/home/dan/.local/share/Steam/steamapps/common/Sid Meier's Civilization IV Beyond the Sword

Saves Folder
------------
/home/dan/.local/share/Steam/steamapps/compatdata/8800/pfx/drive_c/users/steamuser/My Documents/My Games/Beyond the Sword/Saves/single

XML Folder
----------
/home/dan/.local/share/Steam/steamapps/common/Sid Meier's Civilization IV Beyond the Sword/Beyond the Sword/Assets/XML

make-enums command could be useful for developers/modders, I needed it to make this library possible. It locates the XML files (Vanilla, Warlords, BTS), reads each file, and transforms it into a python enum. BTS takes precendence over Warlords and Vanilla if 2 XML files have the same name. The enums are written to stdout. Ex. civ4save make-enums > enums.py It does not make any changes to your files.

As a Libray

from civ4save import SaveFile

# SaveFile takes 3 args:
#   file: str | Path (required)
#   context: Context | None (default None)
#   debug: bool (default False)
save = SaveFile('Rome.CivBeyondSwordSave')
save.settings  # civ4save.objects.Settings
save.players  # dict[int, civ4save.objects.Player]
save.game_state  # civ4save.objects.GameState
save.get_player(0)  # Returns civ4save.objects.Player
# The plots take a few seconds to parse as there are thousands of them so they
# only get parsed when accessed. Afterwards they are cached so access is fast again
save.get_plot(x=20, y=20)  # Returns civ4save.objects.Plot
for plot in save.plots:
    print(plot)

# Optionally create a Context to change a few values the parser uses
# Context takes 3 kwargs:
#   max_players: int (default is 19, defines length of many arrays in the savefile)
#   max_teams: int (defaults to same as max_players)
#   ai_survivor: bool (default False, changes the size of the BuildingType arrays)
context = Context(max_players=50)
save = SaveFile('Rome.CivBeyondSwordSave', context)

Development / Contributing

python -m pip install ".[dev]" to install in editable mode along with all dev deps.

python -m pytest tests/ to run the tests.

Or you can use the ./run.sh script if you're on Linux.

./run.sh install dev
./run.sh tests
./run.sh c4 --help
./run.sh clean
./run.sh build

How it Works

Games are saved in a what's basically a memory dump that kind of looks like a sandwich.

| uncompressed data | zlib compressed data | uncompressed data + checksum |

The SaveFile class handles all of the decompression stuff as well as the parsing using the construct library.

If you want to see the actual binary structure of the save file see src/civ4save/structs.py.

Write Order

The game calls its ::write functions in this order when saving:

  1. CvInitCore (done)
  2. CvGame (done)
  3. CvMap (done)
  4. CvPlot (buggy/inconsistent)
  5. CvArea (under construction)
  6. CvTeam (not implemented)
  7. CvPlayer (not implemented)

Plots Bug

For some unknown reason save files larger than 136KB (largest I have that doesn't encounter the bug) parsing fails about half through the plots array. pass debug=True to SaveFile to see details when parsing a large save file and you'll get detailed debugging output. When debug=False the parser parses as many plots as it can and doesn't raise any exceptions.

TODO

  • Caching of parsed saves (Pickle?, JSON?)
  • Build more useful objects from some of the XML files (Leaders, Civs)
  • Textual UI for browsing saves in a directory
  • xml_files.py needs tests
  • src/civ4save/objects/* all need tests
  • use pdoc to autogenerate docs (and better docstrings)
  • contrib subpackage for interesting scripts (ex. comparing starting locations in ai survivor)
  • diffing tools to tell what changed between 2 saves/autosaves
  • Click mutually exclusive group plugin for more robust cli arg handling
  • cli.py fix all those if statements

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