Files
alttpr-python/source/enemizer/Enemizer.py
2022-10-25 09:14:19 -06:00

362 lines
16 KiB
Python

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)