502 lines
24 KiB
Python
502 lines
24 KiB
Python
import RaceRandom as random
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from Utils import snes_to_pc
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from source.dungeon.EnemyList import SpriteType, EnemySprite, sprite_translation
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from source.dungeon.RoomList import Room010C
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from source.enemizer.SpriteSheets import sub_group_choices
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from source.enemizer.SpriteSheets import randomize_underworld_sprite_sheets, randomize_overworld_sprite_sheets
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from source.enemizer.TilePattern import tile_patterns
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shutter_sprites = {
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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},
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0x24: {3, 4, 5, 6}, # not sure about 6 - bunny beam under pot
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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},
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0x31: {7, 8, 10}, 0x44: {2, 3, 5}, 0x45: {1, 2, 3}, 0x53: {5, 6, 8, 9, 10}, 0x75: {0, 2, 3, 4, 5},
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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},
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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},
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0xa5: {0, 1, 2, 3, 4, 5, 6, 7}, 0x71: {0, 1}, 0xd8: {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10},
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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},
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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}
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}
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def setup_specific_requirements(data_tables):
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requirements = data_tables.sprite_requirements
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water_groups = set()
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water_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()}
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killable_groups = set()
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killable_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()}
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key_groups = set()
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key_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()}
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for sid, requirement in requirements.items():
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if isinstance(requirement, dict):
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continue
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if requirement.good_for_uw_water():
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water_groups.update(requirement.groups)
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for i in range(0, 4):
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limited = [x for x in requirement.sub_groups[i] if x in sub_group_choices[i]]
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water_sub_groups[i].update(limited)
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if requirement.good_for_shutter([]):
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killable_groups.update(requirement.groups)
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for i in range(0, 4):
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killable_sub_groups[i].update(requirement.sub_groups[i])
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if requirement.can_drop:
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key_groups.update(requirement.groups)
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for i in range(0, 4):
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key_sub_groups[i].update(requirement.sub_groups[i])
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return water_groups, water_sub_groups, killable_groups, killable_sub_groups, key_groups, key_sub_groups
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def get_possible_sheets(room_id, data_tables, specific, all_sheets, uw_sheets):
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# forced sprites for room
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requirements = data_tables.sprite_requirements
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water_groups, water_sub_groups, killable_groups, killable_sub_groups, key_groups, key_sub_groups = specific
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# forced_req = set()
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key_needed = False
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killable_needed = room_id in shutter_sprites
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for sheet in all_sheets:
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if room_id in sheet.room_set:
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return [sheet]
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match_all_room_groups = set()
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match_all_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()}
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# match_all_sub_groups = {0: set(uw_sub_group_choices[0] + [70, 72]), 1: set(uw_sub_group_choices[1] + [13, 73]),
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# 2: set(uw_sub_group_choices[2] + [19]), 3: set(uw_sub_group_choices[3] + [25, 68])}
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for sprite in data_tables.uw_enemy_table.room_map[room_id]:
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sprite_secondary = 0 if sprite.sub_type != SpriteType.Overlord else sprite.sub_type
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key = (sprite.kind, sprite_secondary)
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if key not in requirements:
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continue
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req = requirements[key]
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if isinstance(req, dict):
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req = req[room_id]
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if req.static or not req.can_randomize or sprite.static:
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if req.groups:
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match_all_room_groups.intersection_update(req.groups)
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if not match_all_room_groups:
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match_all_room_groups = set(req.groups)
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for i in range(0, 4):
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if req.sub_groups[i]:
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match_all_sub_groups[i].intersection_update(req.sub_groups[i])
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if not match_all_sub_groups[i]:
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match_all_sub_groups[i] = set(req.sub_groups[i])
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# forced_req.add(req)
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if sprite.drops_item:
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key_needed = True
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match_any_room_groups = set()
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match_any_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()}
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exclude_all_groups = set()
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exclude_all_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()}
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if room_id in data_tables.room_requirements:
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required_groups = data_tables.room_requirements[room_id]
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for idx, grp in enumerate(required_groups):
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if grp is not None:
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if isinstance(grp, tuple):
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match_any_sub_groups[idx].update(grp)
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else:
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match_all_sub_groups[idx] = {grp}
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if key_needed:
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if key_groups:
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match_any_room_groups.update(key_groups)
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for i in range(0, 4):
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if key_sub_groups[i]:
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match_any_sub_groups[i].update(key_sub_groups[i])
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elif killable_needed:
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if killable_groups:
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match_any_room_groups.update(killable_groups)
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for i in range(0, 4):
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if killable_sub_groups[i]:
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match_any_sub_groups[i].update(killable_sub_groups[i])
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possible_sheets = []
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for sheet in uw_sheets:
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if match_all_room_groups and sheet.id not in match_all_room_groups:
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continue
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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)):
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continue
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if exclude_all_groups and sheet.id in exclude_all_groups:
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continue
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if any(exclude_all_sub_groups[i] and sheet.sub_groups[i] in exclude_all_sub_groups[i] for i in range(0, 4)):
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continue
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if match_any_room_groups and sheet.id not in match_any_sub_groups:
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continue
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test_subs = [i for i in range(0, 4) if match_any_sub_groups[i]]
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if test_subs and all(sheet.sub_groups[i] not in match_any_sub_groups[i] for i in test_subs):
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continue
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possible_sheets.append(sheet)
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return possible_sheets
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def get_possible_ow_sheets(area_id, all_sheets, ow_sheets, data_tables):
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requirements = data_tables.sprite_requirements
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for sheet in all_sheets:
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if area_id in sheet.room_set:
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return [sheet]
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match_all_room_groups = set()
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match_all_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()}
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for sprite in data_tables.ow_enemy_table[area_id]:
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sprite_secondary = 0 if sprite.sub_type != SpriteType.Overlord else sprite.sub_type
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key = (sprite.kind, sprite_secondary)
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if key not in requirements:
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continue
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req = requirements[key]
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if isinstance(req, dict):
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req = req[area_id]
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if req.static or not req.can_randomize:
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if req.groups:
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match_all_room_groups.intersection_update(req.groups)
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if not match_all_room_groups:
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match_all_room_groups = set(req.groups)
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for i in range(0, 4):
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if req.sub_groups[i]:
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match_all_sub_groups[i].intersection_update(req.sub_groups[i])
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if not match_all_sub_groups[i]:
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match_all_sub_groups[i] = set(req.sub_groups[i])
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possible_sheets = []
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for sheet in ow_sheets:
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if match_all_room_groups and sheet.id not in match_all_room_groups:
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continue
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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)):
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continue
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possible_sheets.append(sheet)
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return possible_sheets
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ignore_sheets_uw = {65, 69, 71, 78, 79, 82, 88, 98}
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ignore_sheets_ow = {6}
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def find_candidate_sprites(data_tables, sheet_range, uw=True):
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requirements = data_tables.sprite_requirements
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sprite_candidates = []
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sheet_candidates = []
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all_sheets = []
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candidate_groups = set()
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candidate_sub_groups = {0: set(), 1: set(), 2: set(), 3: set()}
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for k, r in requirements.items():
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if isinstance(r, dict):
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continue
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valid_flag = (uw and r.uw_valid) or (not uw and r.ow_valid)
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if not r.static and valid_flag and not r.dont_use:
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candidate_groups.update(r.groups)
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for i in range(0, 4):
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candidate_sub_groups[i].update(r.sub_groups[i])
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sprite_candidates.append(k)
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for num in sheet_range:
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sheet = data_tables.sprite_sheets[num]
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all_sheets.append(sheet)
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if (uw and num in ignore_sheets_uw) or (not uw and num in ignore_sheets_ow):
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continue
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if candidate_groups and sheet not in candidate_groups:
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continue
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test_subs = [i for i in range(0, 4) if candidate_sub_groups[i]]
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if test_subs and all(sheet.sub_groups[i] not in candidate_sub_groups[i] for i in test_subs):
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continue
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sheet_candidates.append(sheet)
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return sprite_candidates, sheet_candidates, all_sheets
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def get_possible_enemy_sprites(room_id, sheet, uw_sprites, data_tables):
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ret = []
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for sprite in uw_sprites:
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requirement = data_tables.sprite_requirements[sprite]
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if isinstance(requirement, dict):
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requirement = requirement[room_id]
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if sheet.valid_sprite(requirement) and requirement.can_spawn_in_room(room_id):
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ret.append(requirement)
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return ret
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def get_possible_enemy_sprites_ow(sheet, sprites, data_tables):
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ret = []
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for sprite in sprites:
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requirement = data_tables.sprite_requirements[sprite]
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if isinstance(requirement, dict):
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continue
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if sheet.valid_sprite(requirement) and requirement.ow_valid:
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ret.append(requirement)
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return ret
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def get_randomize_able_sprites(room_id, data_tables):
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sprite_table = {}
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for idx, sprite in enumerate(data_tables.uw_enemy_table.room_map[room_id]):
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sprite_secondary = 0 if sprite.sub_type != SpriteType.Overlord else sprite.sub_type
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key = (sprite.kind, sprite_secondary)
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if key not in data_tables.sprite_requirements:
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continue
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req = data_tables.sprite_requirements[key]
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if isinstance(req, dict):
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continue
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if not req.static and req.can_randomize and not sprite.static:
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sprite_table[idx] = sprite
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return sprite_table
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def get_randomize_able_sprites_ow(area_id, data_tables):
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sprite_table = {}
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for idx, sprite in enumerate(data_tables.ow_enemy_table[area_id]):
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sprite_secondary = 0 if sprite.sub_type != SpriteType.Overlord else sprite.sub_type
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key = (sprite.kind, sprite_secondary)
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if key not in data_tables.sprite_requirements:
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continue
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req = data_tables.sprite_requirements[key]
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if isinstance(req, dict):
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continue
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if not req.static and req.can_randomize:
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sprite_table[idx] = sprite
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return sprite_table
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sprite_limiter = {
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EnemySprite.Debirando: 2,
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EnemySprite.DebirandoPit: 2,
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EnemySprite.AntiFairyCircle: 4
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}
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def exceeds_sprite_limit(limit, sprite):
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return sprite_limiter[sprite.sprite]-1+limit > 16 if sprite.sprite in sprite_limiter else False
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def randomize_underworld_rooms(data_tables, world, player, custom_uw):
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any_enemy_logic = world.any_enemy_logic[player]
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enemy_drops_active = world.dropshuffle[player] in ['underworld']
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specific = setup_specific_requirements(data_tables)
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uw_candidates, uw_sheets, all_sheets = find_candidate_sprites(data_tables, range(65, 124))
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for room_id in range(0, 0x128):
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if room_id in {0, 1, 3, 6, 7, 0xd, 0x14, 0x1c, 0x20, 0x29, 0x30, 0x33,
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0x4d, 0x5a, 0x90, 0xa4, 0xac, 0xc8, 0xde}:
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continue
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current_sprites = data_tables.uw_enemy_table.room_map[room_id]
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sprite_limit = sum(sprite_limiter[x.kind] if x.kind in sprite_limiter else 1 for x in current_sprites)
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randomizeable_sprites = get_randomize_able_sprites(room_id, data_tables)
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if not randomizeable_sprites:
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candidate_sheets = get_possible_sheets(room_id, data_tables, specific, all_sheets, uw_sheets)
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chosen_sheet = random.choice(candidate_sheets)
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data_tables.room_headers[room_id].sprite_sheet = chosen_sheet.id - 0x40
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if randomizeable_sprites:
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candidate_sheets = get_possible_sheets(room_id, data_tables, specific, all_sheets, uw_sheets)
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done = False
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while not done:
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chosen_sheet = random.choice(candidate_sheets)
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data_tables.room_headers[room_id].sprite_sheet = chosen_sheet.id - 0x40
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candidate_sprites = get_possible_enemy_sprites(room_id, chosen_sheet, uw_candidates, data_tables)
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randomized = True
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wallmaster_chosen = room_id in {0x0039, 0x0049, 0x0056, 0x0057, 0x0068, 0x008d}
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for i, sprite in randomizeable_sprites.items():
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if room_id in custom_uw and i in custom_uw[room_id]:
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sprite.kind = sprite_translation[custom_uw[room_id][i]]
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else:
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# filter out water if necessary
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candidate_sprites = [x for x in candidate_sprites if not x.water_only or sprite.water]
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# filter out wallmaster if already on tile
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if wallmaster_chosen:
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candidate_sprites = [x for x in candidate_sprites if x.sprite != EnemySprite.Wallmaster]
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candidate_sprites = [x for x in candidate_sprites if not exceeds_sprite_limit(sprite_limit, x)]
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if sprite.drops_item:
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forbidden = determine_forbidden(any_enemy_logic == 'none', room_id, True)
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choice_list = [x for x in candidate_sprites if x.good_for_key_drop(forbidden)]
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# terrorpin, deadrock, buzzblob, lynel, redmimic/eyegore
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elif room_id in shutter_sprites and i in shutter_sprites[room_id]:
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forbidden = determine_forbidden(any_enemy_logic != 'allow_all', room_id)
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choice_list = [x for x in candidate_sprites if x.good_for_shutter(forbidden)]
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else:
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choice_list = [x for x in candidate_sprites if not x.water_only]
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choice_list = filter_choices(choice_list, room_id, i, data_tables.uw_enemy_denials)
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if enemy_drops_active:
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choice_list = filter_choices(choice_list, room_id, i, data_tables.uw_enemy_drop_denials)
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if len(choice_list) == 0:
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randomized = False
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break
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weight = [data_tables.uw_weights[r.sprite] for r in choice_list]
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chosen = random.choices(choice_list, weight, k=1)[0]
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sprite.kind = chosen.sprite
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if sprite.kind in sprite_limiter:
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sprite_limit += sprite_limiter[sprite.kind]-1
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if sprite.kind == EnemySprite.Wallmaster:
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wallmaster_chosen = True
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sprite.kind = 0x09
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sprite.sub_type = SpriteType.Overlord
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done = randomized
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# done with sprites
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# done with rooms
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def determine_forbidden(forbid, room_id, drop_flag=False):
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forbidden_set = set()
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if forbid:
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forbidden_set.update({EnemySprite.Terrorpin, EnemySprite.Deadrock, EnemySprite.Buzzblob,
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EnemySprite.Lynel})
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if drop_flag:
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forbidden_set.add(EnemySprite.RedBari) # requires FireRod to Drop
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# else: Not yet able to protect triggers, would change default GT tile room behavior
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# forbidden_set.add(EnemySprite.AntiFairy) # can't drop anyway
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if room_id not in {0x6b, 0x4b, 0x1b, 0xd8}: # mimics/eyegore are allowed in vanilla rooms
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forbidden_set.add(EnemySprite.RedEyegoreMimic)
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return forbidden_set
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def filter_choices(options, room_id, sprite_idx, denials):
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key = room_id, sprite_idx
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return [x for x in options if key not in denials or x.sprite not in denials[key]]
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def filter_water_phobic(options, sprite):
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return [x for x in options if not x.water_phobic or not sprite.water]
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def randomize_overworld_enemies(data_tables, custom_ow):
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ow_candidates, ow_sheets, all_sheets = find_candidate_sprites(data_tables, range(1, 64), False)
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areas_to_randomize = [0, 2, 3, 5, 7, 0xA, 0xF, 0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18,
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0x1a, 0x1b, 0x1d, 0x1e, 0x22, 0x25, 0x28, 0x29, 0x2A, 0x2b, 0x2c, 0x2d, 0x2e, 0x2f,
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0x30, 0x32, 0x33, 0x34, 0x35, 0x37, 0x3a, 0x3b, 0x3c, 0x3f]
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area_list = areas_to_randomize + [x + 0x40 for x in areas_to_randomize] # light world + dark world
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area_list += [0x80, 0x81] + [x + 0x90 for x in areas_to_randomize] # specials + post aga LW
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for area_id in area_list:
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randomizeable_sprites = get_randomize_able_sprites_ow(area_id, data_tables)
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if not randomizeable_sprites:
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candidate_sheets = get_possible_ow_sheets(area_id, all_sheets, ow_sheets, data_tables)
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chosen_sheet = random.choice(candidate_sheets)
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data_tables.overworld_sprite_sheets[area_id] = chosen_sheet
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candidate_sprites = get_possible_enemy_sprites_ow(chosen_sheet, ow_candidates, data_tables)
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|
else:
|
|
candidate_sheets = get_possible_ow_sheets(area_id, all_sheets, ow_sheets, data_tables)
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|
chosen_sheet = random.choice(candidate_sheets)
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|
data_tables.overworld_sprite_sheets[area_id] = chosen_sheet
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|
candidate_sprites = get_possible_enemy_sprites_ow(chosen_sheet, ow_candidates, data_tables)
|
|
for i, sprite in randomizeable_sprites.items():
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|
if area_id in custom_ow and i in custom_ow[area_id]:
|
|
sprite.kind = sprite_translation[custom_ow[area_id][i]]
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|
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]
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chosen = random.choices(candidate_sprites, weight, k=1)[0]
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|
sprite.kind = chosen.sprite
|
|
# randomize the bush sprite per area
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|
weight = [data_tables.ow_weights[r.sprite] for r in candidate_sprites]
|
|
bush_sprite_choice = random.choices(candidate_sprites, weight, k=1)[0]
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|
data_tables.bush_sprite_table[area_id] = bush_sprite_choice
|
|
|
|
|
|
# damage and health tables only go to F2
|
|
skip_sprites = {
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|
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_uw, custom_ow = {}, {}
|
|
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 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
|
|
for i in range(0, 10):
|
|
max_damage = 64 if i == 9 or world.enemy_damage[player] == 'random' else 32
|
|
green_mail = random.randint(0, max_damage)
|
|
if world.enemy_damage[player] == 'random':
|
|
blue_mail = random.randint(0, max_damage)
|
|
red_mail = random.randint(0, max_damage)
|
|
else:
|
|
blue_mail = (green_mail * 3) // 4
|
|
red_mail = (green_mail * 3) // 8
|
|
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
|
|
|
|
# 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] == 'random':
|
|
rom.write_byte(snes_to_pc(0x368100), 1) # randomize bushes
|