Files
alttpr-python/source/enemizer/Enemizer.py

543 lines
26 KiB
Python

import RaceRandom as random
from Utils import snes_to_pc
from source.dungeon.EnemyList import SpriteType, EnemySprite, sprite_translation
from source.dungeon.RoomList import Room010C
from source.enemizer.SpecialEnemyModes import get_enemy_map_uw, get_enemy_map_ow, write_mimic_changes
from source.enemizer.SpriteSheets import sub_group_choices
from source.enemizer.SpriteSheets import randomize_underworld_sprite_sheets, randomize_overworld_sprite_sheets
from source.enemizer.TilePattern import tile_patterns
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, 4, 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: {2, 3, 4, 5, 8, 9, 10}, 0x7d: {4, 5, 6, 7, 8, 10}, 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},
0xee: {0, 1, 2, 3, 4} # low health traversal
}
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, all_sheets, 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
for sheet in all_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 or sprite.static:
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 room_id in data_tables.room_requirements:
required_groups = data_tables.room_requirements[room_id]
for idx, grp in enumerate(required_groups):
if grp is not None:
if isinstance(grp, tuple):
match_any_sub_groups[idx].update(grp)
else:
match_all_sub_groups[idx] = {grp}
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:
if match_all_room_groups and sheet.id 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.id 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.id 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, all_sheets, ow_sheets, data_tables):
requirements = data_tables.sprite_requirements
for sheet in all_sheets:
if area_id in sheet.room_set:
return [sheet]
match_all_room_groups = set()
match_all_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()}
for sprite in 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 requirements:
continue
req = requirements[key]
if isinstance(req, dict):
req = req[area_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])
possible_sheets = []
for sheet in ow_sheets:
if match_all_room_groups and sheet.id 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
possible_sheets.append(sheet)
return possible_sheets
ignore_sheets_uw = {65, 69, 71, 78, 79, 82, 88, 98}
ignore_sheets_ow = {6}
def find_candidate_sprites(data_tables, sheet_range, uw=True):
requirements = data_tables.sprite_requirements
sprite_candidates = []
sheet_candidates = []
all_sheets = []
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
valid_flag = (uw and r.uw_valid) or (not uw and r.ow_valid)
if not r.static and valid_flag 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])
sprite_candidates.append(k)
for num in sheet_range:
sheet = data_tables.sprite_sheets[num]
all_sheets.append(sheet)
if (uw and num in ignore_sheets_uw) or (not uw and num in ignore_sheets_ow):
continue
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
sheet_candidates.append(sheet)
return sprite_candidates, sheet_candidates, all_sheets
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) and requirement.ow_valid:
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 and not sprite.static:
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 and not sprite.static:
sprite_table[idx] = sprite
return sprite_table
sprite_limiter = {
EnemySprite.Debirando: 2,
EnemySprite.DebirandoPit: 2,
EnemySprite.Hinox: 2,
EnemySprite.Sluggula: 2,
EnemySprite.BombGuard: 2,
EnemySprite.Beamos: 2,
EnemySprite.Gibo: 2,
# EnemySprite.CannonTrooper: 2, ??
EnemySprite.WallCannonHorzTop: 2,
EnemySprite.WallCannonHorzBottom: 2,
EnemySprite.WallCannonVertLeft: 2,
EnemySprite.WallCannonVertRight: 2,
EnemySprite.BlueArcher: 2,
EnemySprite.BlueGuard: 2,
EnemySprite.GreenGuard: 2,
EnemySprite.RedSpearGuard: 2,
EnemySprite.RedJavelinGuard: 2,
EnemySprite.AntiFairyCircle: 4
}
def exceeds_sprite_limit(limit, sprite):
return sprite_limiter[sprite.sprite]-1+limit > 15 if sprite.sprite in sprite_limiter else False
def randomize_underworld_rooms(data_tables, world, player, custom_uw):
any_enemy_logic = world.any_enemy_logic[player]
enemy_drops_active = world.dropshuffle[player] in ['underworld']
specific = setup_specific_requirements(data_tables)
uw_candidates, uw_sheets, all_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, 0x20, 0x29, 0x30, 0x33,
0x4d, 0x5a, 0x90, 0xa4, 0xac, 0xc8, 0xde}:
continue
current_sprites = data_tables.uw_enemy_table.room_map[room_id]
sprite_limit = sum(sprite_limiter[x.kind] if x.kind in sprite_limiter else 1 for x in current_sprites)
if room_id in {0x3f, 0x44, 0x45, 0x93, 0xce, 0x117}:
sprite_limit += 1 # for liftable blocks see PotFlags.Block in PotShuffle
randomizeable_sprites = get_randomize_able_sprites(room_id, data_tables)
if not randomizeable_sprites:
candidate_sheets = get_possible_sheets(room_id, data_tables, specific, all_sheets, uw_sheets)
chosen_sheet = random.choice(candidate_sheets)
data_tables.room_headers[room_id].sprite_sheet = chosen_sheet.id - 0x40
if randomizeable_sprites:
candidate_sheets = get_possible_sheets(room_id, data_tables, specific, all_sheets, 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
# wallmaster in hera basement throws off hera basement key code
wallmaster_chosen = room_id in {0x0039, 0x0049, 0x0056, 0x0057, 0x0068, 0x0087, 0x008d}
for i, sprite in randomizeable_sprites.items():
if room_id in custom_uw and i in custom_uw[room_id]:
sprite.kind = sprite_translation[custom_uw[room_id][i]]
else:
# filter out water if necessary
candidate_sprites = [x for x in candidate_sprites if not x.water_only or sprite.water]
# filter out wallmaster if already on tile
if wallmaster_chosen:
candidate_sprites = [x for x in candidate_sprites if x.sprite != EnemySprite.Wallmaster]
candidate_sprites = [x for x in candidate_sprites if not exceeds_sprite_limit(sprite_limit, x)]
if sprite.drops_item:
forbidden = determine_forbidden(any_enemy_logic == 'none', room_id, True)
choice_list = [x for x in candidate_sprites if x.good_for_key_drop(forbidden)]
# terrorpin, deadrock, buzzblob, lynel, redmimic/eyegore
elif room_id in shutter_sprites and i in shutter_sprites[room_id]:
forbidden = determine_forbidden(any_enemy_logic != 'allow_all', room_id)
choice_list = [x for x in candidate_sprites if x.good_for_shutter(forbidden)]
else:
choice_list = [x for x in candidate_sprites if not x.water_only]
choice_list = filter_choices(choice_list, room_id, i, data_tables.uw_enemy_denials)
if enemy_drops_active:
choice_list = filter_choices(choice_list, room_id, i, data_tables.uw_enemy_drop_denials)
if len(choice_list) == 0:
randomized = False
break
weight = [data_tables.uw_weights[r.sprite] for r in choice_list]
chosen = random.choices(choice_list, weight, k=1)[0]
sprite.kind = chosen.sprite
if sprite.kind in sprite_limiter:
sprite_limit += sprite_limiter[sprite.kind]-1
if sprite.kind == EnemySprite.Wallmaster:
wallmaster_chosen = True
sprite.kind = 0x09
sprite.sub_type = SpriteType.Overlord
done = randomized
# done with sprites
# done with rooms
def determine_forbidden(forbid, room_id, drop_flag=False):
forbidden_set = set()
if forbid:
forbidden_set.update({EnemySprite.Terrorpin, EnemySprite.Deadrock, EnemySprite.Buzzblob,
EnemySprite.Lynel, EnemySprite.RedEyegoreMimic, EnemySprite.RedMimic})
if drop_flag:
forbidden_set.add(EnemySprite.RedBari) # requires FireRod to Drop
# else: Not yet able to protect triggers, would change default GT tile room behavior
# forbidden_set.add(EnemySprite.AntiFairy) # can't drop anyway
return forbidden_set
def filter_choices(options, room_id, sprite_idx, denials):
key = room_id, sprite_idx
return [x for x in options if key not in denials or x.sprite not in denials[key]]
def filter_water_phobic(options, sprite):
return [x for x in options if not x.water_phobic or not sprite.water]
def randomize_overworld_enemies(data_tables, custom_ow):
ow_candidates, ow_sheets, all_sheets = find_candidate_sprites(data_tables, range(1, 64), False)
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 not randomizeable_sprites:
candidate_sheets = get_possible_ow_sheets(area_id, all_sheets, ow_sheets, data_tables)
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)
else:
candidate_sheets = get_possible_ow_sheets(area_id, all_sheets, ow_sheets, data_tables)
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():
if area_id in custom_ow and i in custom_ow[area_id]:
sprite.kind = sprite_translation[custom_ow[area_id][i]]
else:
candidate_sprites = filter_choices(candidate_sprites, area_id, i, data_tables.ow_enemy_denials)
candidate_sprites = filter_water_phobic(candidate_sprites, sprite)
weight = [data_tables.ow_weights[r.sprite] for r in candidate_sprites]
chosen = random.choices(candidate_sprites, weight, k=1)[0]
sprite.kind = chosen.sprite
# randomize the bush sprite per area
bush_candidates = [x for x in candidate_sprites if x.bush_valid]
weight = [data_tables.ow_weights[r.sprite] for r in bush_candidates]
bush_sprite_choice = random.choices(bush_candidates, weight, k=1)[0]
data_tables.bush_sprite_table[area_id] = bush_sprite_choice
# damage and health tables only go to F2
skip_sprites = {
EnemySprite.ArmosKnight, EnemySprite.Lanmolas, EnemySprite.Moldorm, EnemySprite.Mothula, EnemySprite.Arrghus,
EnemySprite.HelmasaurKing, EnemySprite.Vitreous, EnemySprite.TrinexxRockHead, EnemySprite.TrinexxFireHead,
EnemySprite.TrinexxIceHead, EnemySprite.Blind, EnemySprite.Kholdstare, EnemySprite.KholdstareShell,
EnemySprite.FallingIce, EnemySprite.Arrghi, EnemySprite.Agahnim, EnemySprite.Ganon,
EnemySprite.PositionTarget, EnemySprite.Boulders
}
def randomize_enemies(world, player):
if world.enemy_shuffle[player] != 'none':
data_tables = world.data_tables[player]
custom_ow = get_enemy_map_ow(world.enemy_shuffle[player], data_tables)
custom_uw = get_enemy_map_uw(world.enemy_shuffle[player], data_tables)
enemy_map = world.customizer.get_enemies() if world.customizer else None
if enemy_map and player in enemy_map:
if 'Underworld' in enemy_map[player]:
custom_uw = enemy_map[player]['Underworld']
if 'Overworld' in enemy_map[player]:
custom_ow = enemy_map[player]['Overworld']
randomize_underworld_sprite_sheets(data_tables.sprite_sheets, data_tables, custom_uw)
randomize_underworld_rooms(data_tables, world, player, custom_uw)
randomize_overworld_sprite_sheets(data_tables.sprite_sheets, data_tables, custom_ow)
randomize_overworld_enemies(data_tables, custom_ow)
# fix thief stats
# subclass_table = world.damage_table[player].damage_table['SubClassTable']
# subclass_table[EnemySprite.Thief] = subclass_table[EnemySprite.GreenEyegoreMimic]
# data_tables.enemy_stats[EnemySprite.Thief].health = 4
# could turn droppable on here if we wanted for killable theives
# health shuffle
if world.enemy_health[player] != 'default':
stats = world.data_tables[player].enemy_stats
min_health = {'easy': 1, 'normal': 2, 'hard': 2, 'expert': 4}
max_health = {'easy': 4, 'normal': 15, 'hard': 25, 'expert': 50}
min_h = min_health[world.enemy_health[player]]
max_h = max_health[world.enemy_health[player]]
for sprite, stat in stats.items():
if sprite == EnemySprite.Octorok4Way:
stat.health = stats[EnemySprite.Octorok].health # these guys share data
elif sprite == EnemySprite.GreenMimic:
stat.health = stats[EnemySprite.GreenEyegoreMimic].health # these share data
elif sprite == EnemySprite.RedMimic:
stat.health = stats[EnemySprite.RedEyegoreMimic].health # these share data
elif sprite not in skip_sprites:
if isinstance(stat.health, tuple):
stat.health = random.randint(min_h, max_h), random.randint(min_h, max_h)
else:
stat.health = random.randint(min_h, max_h)
if world.enemy_damage[player] != 'default':
stats = world.data_tables[player].enemy_stats
# randomize damage groupings
for sprite, stat in stats.items():
if sprite == EnemySprite.Octorok4Way:
stat.damage = stats[EnemySprite.Octorok].damage # these guys share data
elif sprite == EnemySprite.GreenMimic:
stat.damage = stats[EnemySprite.GreenEyegoreMimic].damage # these share data
elif sprite == EnemySprite.RedMimic:
stat.damage = stats[EnemySprite.RedEyegoreMimic].damage # these share data
elif sprite == EnemySprite.Thief: # always group 0 for 0 damage
stat.damage = 0
elif sprite not in skip_sprites:
if isinstance(stat.damage, tuple):
stat.damage = random.randint(0, 8), random.randint(0, 8)
else:
stat.damage = random.randint(0, 8)
# randomize bump table
original_table = [
(0x02, 0x01, 0x01),
(0x04, 0x04, 0x04),
(0x00, 0x00, 0x00),
(0x08, 0x04, 0x02),
(0x08, 0x08, 0x08),
(0x10, 0x08, 0x04),
(0x20, 0x10, 0x08),
(0x20, 0x18, 0x10),
(0x18, 0x10, 0x08),
(0x40, 0x30, 0x18)]
for i in range(0, 10):
if i == 0: # group 0 will always be 0 for thieves
green_mail, blue_mail, red_mail = 0, 0, 0
del original_table[2]
else:
if world.enemy_damage[player] == 'random':
green_mail = random.randint(0, 64)
if world.enemy_damage[player] == 'random':
blue_mail = random.randint(0, 64)
red_mail = random.randint(0, 64)
else:
idx = random.randint(0, len(original_table)-1)
green_mail, blue_mail, red_mail = original_table[idx]
del original_table[idx]
world.data_tables[player].enemy_damage[i] = [green_mail, blue_mail, red_mail]
def write_enemy_shuffle_settings(world, player, rom):
if world.dropshuffle[player] in ['underworld']:
rom.write_byte(snes_to_pc(0x368109), 0x01)
if world.enemy_shuffle[player] != 'none':
# enable new mimics
rom.write_byte(snes_to_pc(0x368105), 0x01)
# killable thief
# rom.write_byte(snes_to_pc(0x368108), 0xc4)
# rom.write_byte(snes_to_pc(0x0DB237), 4) # health value - randomize it if killable, maybe
if world.enemy_shuffle[player] == 'mimics':
write_mimic_changes(rom, True)
else:
# 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
# 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)
if world.enemy_shuffle[player] == 'shuffled':
rom.write_byte(snes_to_pc(0x368100), 1) # randomize bushes