import RaceRandom as random from Utils import snes_to_pc from source.dungeon.EnemyList import SpriteType from source.dungeon.RoomList import Room010C from source.enemizer.SpriteSheets import sub_group_choices, setup_required_dungeon_groups from source.enemizer.SpriteSheets import randomize_underworld_sprite_sheets, randomize_overworld_sprite_sheets from source.enemizer.TilePattern import tile_patterns water_rooms = { 0x16, 0x28, 0x34, 0x36, 0x38, 0x46, 0x66 } # these room need to be locked on the gfx ID : 17 # todo: task list # anti-fairy shutter logic # check cucco, implement flag for certain immune enemies that are okay in shutter rooms # Room 0x16 (sprites 4,5,6 need to be water but 0-3 don't) # shutter_sprites = { 0xb8: {0, 1, 2, 3, 4, 5}, 0xb: {4, 5, 6, 7, 8, 9}, 0x1b: {3, 4, 5}, 0x4b: {0, 3, 4}, 0x4: {9, 13, 14}, 0x24: {3, 5, 6}, # not sure about 6 - bunny beam under pot 0x28: {0, 1, 2, 3, 4}, 0xe: {0, 1, 2, 3}, 0x2e: {0, 1, 2, 3, 4, 5}, 0x3e: {1, 2}, 0x6e: {0, 1, 2, 3, 4}, 0x31: {7, 8, 10}, 0x44: {2, 3, 5}, 0x45: {1, 2, 3}, 0x53: {5, 6, 8, 9, 10}, 0x75: {0, 2, 3, 4, 5}, 0x85: {2, 3, 4, 5}, 0x5d: {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12}, 0x6b: {5, 6, 7, 8, 9, 10, 11, 12, 13}, 0x6d: {0, 1, 2, 3, 4, 5, 6, 7, 8}, 0x7b: {3, 4, 8}, 0x7d: {4, 5, 6, 7, 8}, 0x8d: {0, 1, 2, 3, 4}, 0xa5: {0, 1, 2, 3, 4, 5, 6, 7}, 0x71: {0, 1}, 0xd8: {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10}, 0xb0: {0, 1, 2, 3, 4, 5, 7, 8, 9, 10}, 0xc0: {0, 1, 2}, 0xe0: {0, 1, 2, 3}, 0xb2: {5, 6, 7, 10, 11}, 0xd2: {0, 1, 2, 3, 4, 5, 6, 7, 8, 9}, 0xef: {0, 1, 2}, 0x10c: {4, 5, 6, 7}, 0x123: {0, 1, 2, 3} } water_sprites = { 0x16: {4, 5, 6}, 0x28: {0, 1, 2, 3}, 0x34: {0, 1, 2}, 0x36: {1, 2, 5, 7, 8}, 0x38: {0, 1, 2, 4, 5, 6}, } # not really shutters: only tiles: # 0xb6 TR Tile, TR Pokey 1, Chain chomp? # 0x87 hera tile room? # 0x3d gt minihelma? # 0x8d gt tile room? # 0x96 gt torch cross? def setup_specific_requirements(data_tables): requirements = data_tables.sprite_requirements water_groups = set() water_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()} killable_groups = set() killable_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()} key_groups = set() key_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()} for sid, requirement in requirements.items(): if isinstance(requirement, dict): continue if requirement.good_for_uw_water(): water_groups.update(requirement.groups) for i in range(0, 4): limited = [x for x in requirement.sub_groups[i] if x in sub_group_choices[i]] water_sub_groups[i].update(limited) if requirement.good_for_shutter(): killable_groups.update(requirement.groups) for i in range(0, 4): killable_sub_groups[i].update(requirement.sub_groups[i]) if requirement.can_drop: key_groups.update(requirement.groups) for i in range(0, 4): key_sub_groups[i].update(requirement.sub_groups[i]) return water_groups, water_sub_groups, killable_groups, killable_sub_groups, key_groups, key_sub_groups def get_possible_sheets(room_id, data_tables, specific, uw_sheets): # forced sprites for room requirements = data_tables.sprite_requirements water_groups, water_sub_groups, killable_groups, killable_sub_groups, key_groups, key_sub_groups = specific # forced_req = set() key_needed = False killable_needed = room_id in shutter_sprites water_needed = room_id in water_rooms for sheet in uw_sheets: if room_id in sheet.room_set: return [sheet] match_all_room_groups = set() match_all_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()} # match_all_sub_groups = {0: set(uw_sub_group_choices[0] + [70, 72]), 1: set(uw_sub_group_choices[1] + [13, 73]), # 2: set(uw_sub_group_choices[2] + [19]), 3: set(uw_sub_group_choices[3] + [25, 68])} for sprite in data_tables.uw_enemy_table.room_map[room_id]: sprite_secondary = 0 if sprite.sub_type != SpriteType.Overlord else sprite.sub_type key = (sprite.kind, sprite_secondary) if key not in requirements: continue req = requirements[key] if isinstance(req, dict): req = req[room_id] if req.static or not req.can_randomize: if req.groups: match_all_room_groups.intersection_update(req.groups) if not match_all_room_groups: match_all_room_groups = set(req.groups) for i in range(0, 4): if req.sub_groups[i]: match_all_sub_groups[i].intersection_update(req.sub_groups[i]) if not match_all_sub_groups[i]: match_all_sub_groups[i] = set(req.sub_groups[i]) # forced_req.add(req) if sprite.drops_item: key_needed = True match_any_room_groups = set() match_any_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()} exclude_all_groups = set() exclude_all_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()} if water_needed: if water_groups: match_any_room_groups.update(water_groups) for i in range(0, 4): if water_sub_groups[i]: match_any_sub_groups[i].update(water_sub_groups[i]) else: # exclude water stuff exclude_all_groups.update(water_groups) for i in range(0, 4): exclude_all_sub_groups[i].update(water_sub_groups[i]) if key_needed: if key_groups: match_any_room_groups.update(key_groups) for i in range(0, 4): if key_sub_groups[i]: match_any_sub_groups[i].update(key_sub_groups[i]) elif killable_needed: if killable_groups: match_any_room_groups.update(killable_groups) for i in range(0, 4): if killable_sub_groups[i]: match_any_sub_groups[i].update(killable_sub_groups[i]) possible_sheets = [] for sheet in uw_sheets: str(sheet) if match_all_room_groups and sheet not in match_all_room_groups: continue if any(match_all_sub_groups[i] and sheet.sub_groups[i] not in match_all_sub_groups[i] for i in range(0, 4)): continue if exclude_all_groups and sheet in exclude_all_groups: continue if any(exclude_all_sub_groups[i] and sheet.sub_groups[i] in exclude_all_sub_groups[i] for i in range(0, 4)): continue if match_any_room_groups and sheet not in match_any_sub_groups: continue test_subs = [i for i in range(0, 4) if match_any_sub_groups[i]] if test_subs and all(sheet.sub_groups[i] not in match_any_sub_groups[i] for i in test_subs): continue possible_sheets.append(sheet) return possible_sheets def get_possible_ow_sheets(area_id, ow_sheets): # requirements = data_tables.sprite_requirements for sheet in ow_sheets: if area_id in sheet.room_set: return [sheet] # not sure I need to match anything else at this point return ow_sheets def find_candidate_sprites(data_tables, sheet_range): requirements = data_tables.sprite_requirements uw_sprite_candidates = [] uw_sheet_candidates = [] candidate_groups = set() candidate_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()} for k, r in requirements.items(): if isinstance(r, dict): continue if not r.static and r.uw_valid and not r.dont_use: candidate_groups.update(r.groups) for i in range(0, 4): candidate_sub_groups[i].update(r.sub_groups[i]) uw_sprite_candidates.append(k) for num in sheet_range: sheet = data_tables.sprite_sheets[num] if candidate_groups and sheet not in candidate_groups: continue test_subs = [i for i in range(0, 4) if candidate_sub_groups[i]] if test_subs and all(sheet.sub_groups[i] not in candidate_sub_groups[i] for i in test_subs): continue uw_sheet_candidates.append(sheet) return uw_sprite_candidates, uw_sheet_candidates def get_possible_enemy_sprites(room_id, sheet, uw_sprites, data_tables): ret = [] for sprite in uw_sprites: requirement = data_tables.sprite_requirements[sprite] if isinstance(requirement, dict): requirement = requirement[room_id] if sheet.valid_sprite(requirement) and requirement.can_spawn_in_room(room_id): ret.append(requirement) return ret def get_possible_enemy_sprites_ow(sheet, sprites, data_tables): ret = [] for sprite in sprites: requirement = data_tables.sprite_requirements[sprite] if isinstance(requirement, dict): continue if sheet.valid_sprite(requirement): ret.append(requirement) return ret def get_randomize_able_sprites(room_id, data_tables): sprite_table = {} for idx, sprite in enumerate(data_tables.uw_enemy_table.room_map[room_id]): sprite_secondary = 0 if sprite.sub_type != SpriteType.Overlord else sprite.sub_type key = (sprite.kind, sprite_secondary) if key not in data_tables.sprite_requirements: continue req = data_tables.sprite_requirements[key] if isinstance(req, dict): continue if not req.static and req.can_randomize: sprite_table[idx] = sprite return sprite_table def get_randomize_able_sprites_ow(area_id, data_tables): sprite_table = {} for idx, sprite in enumerate(data_tables.ow_enemy_table[area_id]): sprite_secondary = 0 if sprite.sub_type != SpriteType.Overlord else sprite.sub_type key = (sprite.kind, sprite_secondary) if key not in data_tables.sprite_requirements: continue req = data_tables.sprite_requirements[key] if isinstance(req, dict): continue if not req.static and req.can_randomize: sprite_table[idx] = sprite return sprite_table # RandomizeRooms(optionFlags); def randomize_underworld_rooms(data_tables): # RoomCollection.RandomizeRoomSpriteGroups # randomize room sprite sheets specific = setup_specific_requirements(data_tables) uw_candidates, uw_sheets = find_candidate_sprites(data_tables, range(65, 124)) for room_id in range(0, 0x128): if room_id in {0, 1, 3, 6, 7, 0xd, 0x14, 0x1c, 0x20, 0x29, 0x30, 0x33, 0x4d, 0x5a, 0x7F, 0x90, 0xa4, 0xac, 0xc8, 0xde}: continue if room_id not in data_tables.uw_enemy_table.room_map: continue # sprite_reqs = data_tables.sprite_requirements randomizeable_sprites = get_randomize_able_sprites(room_id, data_tables) if randomizeable_sprites: candidate_sheets = get_possible_sheets(room_id, data_tables, specific, uw_sheets) done = False while not done: chosen_sheet = random.choice(candidate_sheets) data_tables.room_headers[room_id].sprite_sheet = chosen_sheet.id - 0x40 candidate_sprites = get_possible_enemy_sprites(room_id, chosen_sheet, uw_candidates, data_tables) randomized = True if room_id in water_rooms: water_sprites = [x for x in candidate_sprites if x.water_only] if len(water_sprites) == 0: randomized = False else: for i, sprite in randomizeable_sprites.items(): chosen = random.choice(water_sprites) sprite.kind = chosen.sprite else: # todo: stal sprites for i, sprite in randomizeable_sprites.items(): if sprite.drops_item: choice_list = [x for x in candidate_sprites if x.good_for_key_drop() and not x.water_only] elif room_id in shutter_sprites and i in shutter_sprites[room_id]: choice_list = [x for x in candidate_sprites if x.good_for_shutter() and not x.water_only] else: choice_list = [x for x in candidate_sprites if not x.water_only] if len(choice_list) == 0: randomized = False break chosen = random.choice(choice_list) sprite.kind = chosen.sprite done = randomized # done with sprites # done with rooms def randomize_overworld_enemies(data_tables, randomize_bush_sprites): # todo: decision on stump/bird # original kodongo discovery? # rom.write_byte(snes_to_pc(0x09CF4F), 0x10) //move bird from tree stump in lost woods ow_candidates, ow_sheets = find_candidate_sprites(data_tables, range(1, 64)) areas_to_randomize = [0, 2, 3, 5, 7, 0xA, 0xF, 0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x1a, 0x1b, 0x1d, 0x1e, 0x22, 0x25, 0x28, 0x29, 0x2A, 0x2b, 0x2c, 0x2d, 0x2e, 0x2f, 0x30, 0x32, 0x33, 0x34, 0x35, 0x37, 0x3a, 0x3b, 0x3c, 0x3f] area_list = areas_to_randomize + [x + 0x40 for x in areas_to_randomize] # light world + dark world area_list += [0x80, 0x81] + [x + 0x90 for x in areas_to_randomize] # specials + post aga LW for area_id in area_list: randomizeable_sprites = get_randomize_able_sprites_ow(area_id, data_tables) if randomizeable_sprites: candidate_sheets = get_possible_ow_sheets(area_id, ow_sheets) chosen_sheet = random.choice(candidate_sheets) data_tables.overworld_sprite_sheets[area_id] = chosen_sheet candidate_sprites = get_possible_enemy_sprites_ow(chosen_sheet, ow_candidates, data_tables) for i, sprite in randomizeable_sprites.items(): chosen = random.choice(candidate_sprites) sprite.kind = chosen if randomize_bush_sprites: pass # todo: randomize the bush sprite def randomize_enemies(world, player): if world.enemy_shuffle[player] != 'none': data_tables = world.data_tables[player] randomize_underworld_sprite_sheets(data_tables.sprite_sheets) randomize_underworld_rooms(data_tables) randomize_overworld_sprite_sheets(data_tables.sprite_sheets) randomize_overworld_enemies(data_tables, world.enemy_shuffle[player] == 'random') # todo: health shuffle # todo: damage shuffle def write_enemy_shuffle_settings(world, player, rom): if world.enemy_shuffle[player] != 'none': # killable thief rom.write_byte(snes_to_pc(0x368108), 0xc4) rom.write_byte(snes_to_pc(0x0DB237), 4) # health value: # todo: thief health value # mimic room barriers data_tables = world.data_tables[player] mimic_room = data_tables.room_list[0x10c] = Room010C mimic_room.layer1[40].data[0] = 0x54 # rail adjust mimic_room.layer1[40].data[1] = 0x9C mimic_room.layer1[45].data[1] = 0xB0 # block adjust 1 mimic_room.layer1[47].data[1] = 0xD0 # block adjust 2 if world.enemy_shuffle[player] == 'random': rom.write_byte(snes_to_pc(0x368100), 1) # randomize bushes # random tile pattern pattern_name, tile_pattern = random.choice(tile_patterns) rom.write_byte(snes_to_pc(0x9BA1D), len(tile_pattern)) for idx, pair in enumerate(tile_pattern): rom.write_byte(snes_to_pc(0x09BA2A + idx), (pair[0] + 3) * 16) rom.write_byte(snes_to_pc(0x09BA40 + idx), (pair[1] + 4) * 16)