Archipelago/worlds/oot/TextBox.py

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Ocarina of Time (#64) * first commit (not including OoT data files yet) * added some basic options * rule parser works now at least * make sure to commit everything this time * temporary change to BaseClasses for oot * overworld location graph builds mostly correctly * adding oot data files * commenting out world options until later since they only existed to make the RuleParser work * conversion functions between AP ids and OOT ids * world graph outputs * set scrub prices * itempool generates, entrances connected, way too many options added * fixed set_rules and set_shop_rules * temp baseclasses changes * Reaches the fill step now, old event-based system retained in case the new way breaks * Song placements and misc fixes everywhere * temporary changes to make oot work * changed root exits for AP fill framework * prevent infinite recursion due to OoT sharing usage of the address field * age reachability works hopefully, songs are broken again * working spoiler log generation on beatable-only * Logic tricks implemented * need this for logic tricks * fixed map/compass being placed on Serenade location * kill unreachable events before filling the world * add a bunch of utility functions to prepare for rom patching * move OptionList into generic options * fixed some silly bugs with OptionList * properly seed all random behavior (so far) * ROM generation working * fix hints trying to get alttp dungeon hint texts * continue fixing hints * add oot to network data package * change item and location IDs to 66000 and 67000 range respectively * push removed items to precollected items * fixed various issues with cross-contamination with multiple world generation * reenable glitched logic (hopefully) * glitched world files age-check fix * cleaned up some get_locations calls * added token shuffle and scrub shuffle, modified some options slightly to make the parsing work * reenable MQ dungeons * fix forest mq exception * made targeting style an option for now, will be cosmetic later * reminder to move targeting to cosmetics * some oot option maintenance * enabled starting time of day * fixed issue breaking shop slots in multiworld generation * added "off" option for text shuffle and hints * shopsanity functionality restored * change patch file extension * remove unnecessary utility functions + imports * update MIT license * change option to "patch_uncompressed_rom" instead of "compress_rom" * compliance with new AutoWorld systems * Kill only internal events, remove non-internal big poe event in code * re-add the big poe event and handle it correctly * remove extra method in Range option * fix typo * Starting items, starting with consumables option * do not remove nonexistent item * move set_shop_rules to after shop items are placed * some cleanup * add retries for song placement * flagged Skull Mask and Mask of Truth as advancement items * update OoT to use LogicMixin * Fixed trying to assign starting items from the wrong players * fixed song retry step * improved option handling, comments, and starting item replacements * DefaultOnToggle writes Yes or No to spoiler * enable compression of output if Compress executable is present * clean up compression * check whether (de)compressor exists before running the process * allow specification of rom path in host.yaml * check if decompressed file already exists before decompressing again * fix triforce hunt generation * rename all the oot state functions with prefix * OoT: mark triforce pieces as completion goal for triforce hunt * added overworld and any-dungeon shuffle for dungeon items * Hide most unshuffled locations and events from the list of locations in spoiler * build oot option ranges with a generic function instead of defining each separately * move oot output-type control to host.yaml instead of individual yamls * implement dungeon song shuffle * minor improvements to overworld dungeon item shuffle * remove random ice trap names in shops, mostly to avoid maintaining a massive censor list * always output patch file to folder, remove option to generate ROM in preparation for removal * re-add the fix for infinite recursion due to not being light or dark world * change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently * oot: remove item_names and location_names * oot: minor fixes * oot: comment out ROM patching * oot: only add CollectionState objects on creation if actually needed * main entrance shuffle method and entrances-based rules * fix entrances based rules * disable master quest and big poe count options for client compatibility * use get_player_name instead of get_player_names * fix OptionList * fix oot options for new option system * new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES * fill AP player name in oot rom with 0 instead of 0xDF * encode player name with ASCII for fixed-width * revert oot player name array to 8 bytes per name * remove Pierre location if fast scarecrow is on * check player name length * "free_scarecrow" not "fast_scarecrow" * OoT locations now properly store the AP ID instead of the oot internal ID * oot __version__ updates in lockstep with AP version * pull in unmodified oot cosmetic files * also grab JSONDump since it's needed apparently * gather extra needed methods, modify imports * delete cosmetics log, replace all instances of SettingsList with OOTWorld * cosmetic options working, except for sound effects (due to ear-safe issues) * SFX, Music, and Fanfare randomization reenabled * move OoT data files into the worlds folder * move Compress and Decompress into oot data folder * Replace get_all_state with custom method to avoid the cache * OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues * set data_version to 0 * make Kokiri Sword shuffle off by default * reenable "Random Choice" for various cosmetic options * kill Ruto's Letter turnin if open fountain also fix for shopsanity * place Buy Goron/Zora Tunic first in shop shuffle * make ice traps appear as other items instead of breaking generation * managed to break ice traps on non-major-only * only handle ice traps if they are on * fix shopsanity for non-oot games, and write player name instead of player number * light arrows hint uses player name instead of player number * Reenable "skip child zelda" option * fix entrances_based_rules * fix ganondorf hint if starting with light arrows * fix dungeonitem shuffle and shopsanity interaction * remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group * force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any * keep bosses and bombchu bowling chus out of data package * revert workaround for infinite recursion and fix it properly * fix shared shop id caches during patching process * fix shop text box overflows, as much as possible * add default oot host.yaml option * add .apz5, .n64, .z64 to gitignore * Properly document and name all (functioning) OOT options * clean up some imports * remove unnecessary files from oot's data * fix typo in gitignore * readd the Compress and Decompress utilities, since they are needed for generation * cleanup of imports and some minor optimizations * increase shop offset for item IDs to 0xCB * remove shop item AP ids entirely * prevent triforce pieces for other players from being received by yourself * add "excluded" property to Location * Hint system adapted and reenabled; hints still unseeded * make hints deterministic with lists instead of sets * do not allow hints to point to Light Arrows on non-vanilla bridge * foreign locations hint as their full name in OoT rather than their region * checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated * consolidate versioning in Utils * ice traps appear as major items rather than any progression item * set prescription and claim check as defaults for adult trade item settings * add oot options to playerSettings * allow case-insensitive logic tricks in yaml * fix oot shopsanity option formatting * Write OoT override info even if local item, enabling local checks to show up immediately in the client * implement CollectionState.can_live_dmg for oot glitched logic * filter item names for invalid characters when patching shops * make ice traps appear according to the settings of the world they are shuffled into, rather than the original world * set hidden-spoiler items and locations with Shop items to events * make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start * Fix oot Glitched and No Logic generation * fix indenting * Greatly reduce displayed cosmetic options * Change oot data version to 1 * add apz5 distribution to webhost * print player name if an ALttP dungeon contains a good item for OoT world * delete unneeded commented code * remove OcarinaSongs import to satisfy lint
2021-09-02 12:35:05 +00:00
import worlds.oot.Messages as Messages
# Least common multiple of all possible character widths. A line wrap must occur when the combined widths of all of the
# characters on a line reach this value.
NORMAL_LINE_WIDTH = 1801800
# Attempting to display more lines in a single text box will cause additional lines to bleed past the bottom of the box.
LINES_PER_BOX = 4
# Attempting to display more characters in a single text box will cause buffer overflows. First, visual artifacts will
# appear in lower areas of the text box. Eventually, the text box will become uncloseable.
MAX_CHARACTERS_PER_BOX = 200
CONTROL_CHARS = {
'LINE_BREAK': ['&', '\x01'],
'BOX_BREAK': ['^', '\x04'],
'NAME': ['@', '\x0F'],
'COLOR': ['#', '\x05\x00'],
}
TEXT_END = '\x02'
def line_wrap(text, strip_existing_lines=False, strip_existing_boxes=False, replace_control_chars=True):
# Replace stand-in characters with their actual control code.
if replace_control_chars:
for char in CONTROL_CHARS.values():
text = text.replace(char[0], char[1])
# Parse the text into a list of control codes.
text_codes = Messages.parse_control_codes(text)
# Existing line/box break codes to strip.
strip_codes = []
if strip_existing_boxes:
strip_codes.append(0x04)
if strip_existing_lines:
strip_codes.append(0x01)
# Replace stripped codes with a space.
if strip_codes:
index = 0
while index < len(text_codes):
text_code = text_codes[index]
if text_code.code in strip_codes:
# Check for existing whitespace near this control code.
# If one is found, simply remove this text code.
if index > 0 and text_codes[index-1].code == 0x20:
text_codes.pop(index)
continue
if index + 1 < len(text_codes) and text_codes[index+1].code == 0x20:
text_codes.pop(index)
continue
# Replace this text code with a space.
text_codes[index] = Messages.Text_Code(0x20, 0)
index += 1
# Split the text codes by current box breaks.
boxes = []
start_index = 0
end_index = 0
for text_code in text_codes:
end_index += 1
if text_code.code == 0x04:
boxes.append(text_codes[start_index:end_index])
start_index = end_index
boxes.append(text_codes[start_index:end_index])
# Split the boxes into lines and words.
processed_boxes = []
for box_codes in boxes:
line_width = NORMAL_LINE_WIDTH
icon_code = None
words = []
# Group the text codes into words.
index = 0
while index < len(box_codes):
text_code = box_codes[index]
index += 1
# Check for an icon code and lower the width of this box if one is found.
if text_code.code == 0x13:
line_width = 1441440
icon_code = text_code
# Find us a whole word.
if text_code.code in [0x01, 0x04, 0x20]:
if index > 1:
words.append(box_codes[0:index-1])
if text_code.code in [0x01, 0x04]:
# If we have ran into a line or box break, add it as a "word" as well.
words.append([box_codes[index-1]])
box_codes = box_codes[index:]
index = 0
if index > 0 and index == len(box_codes):
words.append(box_codes)
box_codes = []
# Arrange our words into lines.
lines = []
start_index = 0
end_index = 0
box_count = 1
while end_index < len(words):
# Our current confirmed line.
end_index += 1
line = words[start_index:end_index]
# If this word is a line/box break, trim our line back a word and deal with it later.
break_char = False
if words[end_index-1][0].code in [0x01, 0x04]:
line = words[start_index:end_index-1]
break_char = True
# Check the width of the line after adding one more word.
if end_index == len(words) or break_char or calculate_width(words[start_index:end_index+1]) > line_width:
if line or lines:
lines.append(line)
start_index = end_index
# If we've reached the end of the box, finalize it.
if end_index == len(words) or words[end_index-1][0].code == 0x04 or len(lines) == LINES_PER_BOX:
# Append the same icon to any wrapped boxes.
if icon_code and box_count > 1:
lines[0][0] = [icon_code] + lines[0][0]
processed_boxes.append(lines)
lines = []
box_count += 1
# Construct our final string.
# This is a hideous level of list comprehension. Sorry.
return '\x04'.join('\x01'.join(' '.join(''.join(code.get_string() for code in word) for word in line) for line in box) for box in processed_boxes)
def calculate_width(words):
words_width = 0
for word in words:
index = 0
while index < len(word):
character = word[index]
index += 1
if character.code in Messages.CONTROL_CODES:
if character.code == 0x06:
words_width += character.data
words_width += get_character_width(chr(character.code))
spaces_width = get_character_width(' ') * (len(words) - 1)
return words_width + spaces_width
def get_character_width(character):
try:
return character_table[character]
except KeyError:
if ord(character) < 0x20:
if character in control_code_width:
return sum([character_table[c] for c in control_code_width[character]])
else:
return 0
else:
# A sane default with the most common character width
return character_table[' ']
control_code_width = {
'\x0F': '00000000',
'\x16': '00\'00"',
'\x17': '00\'00"',
'\x18': '00000',
'\x19': '100',
'\x1D': '00',
'\x1E': '00000',
'\x1F': '00\'00"',
}
# Tediously measured by filling a full line of a gossip stone's text box with one character until it is reasonably full
# (with a right margin) and counting how many characters fit. OoT does not appear to use any kerning, but, if it does,
# it will only make the characters more space-efficient, so this is an underestimate of the number of letters per line,
# at worst. This ensures that we will never bleed text out of the text box while line wrapping.
# Larger numbers in the denominator mean more of that character fits on a line; conversely, larger values in this table
# mean the character is wider and can't fit as many on one line.
character_table = {
'\x0F': 655200,
'\x16': 292215,
'\x17': 292215,
'\x18': 300300,
'\x19': 145860,
'\x1D': 85800,
'\x1E': 300300,
'\x1F': 265980,
'a': 51480, # LINE_WIDTH / 35
'b': 51480, # LINE_WIDTH / 35
'c': 51480, # LINE_WIDTH / 35
'd': 51480, # LINE_WIDTH / 35
'e': 51480, # LINE_WIDTH / 35
'f': 34650, # LINE_WIDTH / 52
'g': 51480, # LINE_WIDTH / 35
'h': 51480, # LINE_WIDTH / 35
'i': 25740, # LINE_WIDTH / 70
'j': 34650, # LINE_WIDTH / 52
'k': 51480, # LINE_WIDTH / 35
'l': 25740, # LINE_WIDTH / 70
'm': 81900, # LINE_WIDTH / 22
'n': 51480, # LINE_WIDTH / 35
'o': 51480, # LINE_WIDTH / 35
'p': 51480, # LINE_WIDTH / 35
'q': 51480, # LINE_WIDTH / 35
'r': 42900, # LINE_WIDTH / 42
's': 51480, # LINE_WIDTH / 35
't': 42900, # LINE_WIDTH / 42
'u': 51480, # LINE_WIDTH / 35
'v': 51480, # LINE_WIDTH / 35
'w': 81900, # LINE_WIDTH / 22
'x': 51480, # LINE_WIDTH / 35
'y': 51480, # LINE_WIDTH / 35
'z': 51480, # LINE_WIDTH / 35
'A': 81900, # LINE_WIDTH / 22
'B': 51480, # LINE_WIDTH / 35
'C': 72072, # LINE_WIDTH / 25
'D': 72072, # LINE_WIDTH / 25
'E': 51480, # LINE_WIDTH / 35
'F': 51480, # LINE_WIDTH / 35
'G': 81900, # LINE_WIDTH / 22
'H': 60060, # LINE_WIDTH / 30
'I': 25740, # LINE_WIDTH / 70
'J': 51480, # LINE_WIDTH / 35
'K': 60060, # LINE_WIDTH / 30
'L': 51480, # LINE_WIDTH / 35
'M': 81900, # LINE_WIDTH / 22
'N': 72072, # LINE_WIDTH / 25
'O': 81900, # LINE_WIDTH / 22
'P': 51480, # LINE_WIDTH / 35
'Q': 81900, # LINE_WIDTH / 22
'R': 60060, # LINE_WIDTH / 30
'S': 60060, # LINE_WIDTH / 30
'T': 51480, # LINE_WIDTH / 35
'U': 60060, # LINE_WIDTH / 30
'V': 72072, # LINE_WIDTH / 25
'W': 100100, # LINE_WIDTH / 18
'X': 72072, # LINE_WIDTH / 25
'Y': 60060, # LINE_WIDTH / 30
'Z': 60060, # LINE_WIDTH / 30
' ': 51480, # LINE_WIDTH / 35
'1': 25740, # LINE_WIDTH / 70
'2': 51480, # LINE_WIDTH / 35
'3': 51480, # LINE_WIDTH / 35
'4': 60060, # LINE_WIDTH / 30
'5': 51480, # LINE_WIDTH / 35
'6': 51480, # LINE_WIDTH / 35
'7': 51480, # LINE_WIDTH / 35
'8': 51480, # LINE_WIDTH / 35
'9': 51480, # LINE_WIDTH / 35
'0': 60060, # LINE_WIDTH / 30
'!': 51480, # LINE_WIDTH / 35
'?': 72072, # LINE_WIDTH / 25
'\'': 17325, # LINE_WIDTH / 104
'"': 34650, # LINE_WIDTH / 52
'.': 25740, # LINE_WIDTH / 70
',': 25740, # LINE_WIDTH / 70
'/': 51480, # LINE_WIDTH / 35
'-': 34650, # LINE_WIDTH / 52
'_': 51480, # LINE_WIDTH / 35
'(': 42900, # LINE_WIDTH / 42
')': 42900, # LINE_WIDTH / 42
'$': 51480 # LINE_WIDTH / 35
}
# To run tests, enter the following into a python3 REPL:
# >>> import Messages
# >>> from TextBox import line_wrap_tests
# >>> line_wrap_tests()
def line_wrap_tests():
test_wrap_simple_line()
test_honor_forced_line_wraps()
test_honor_box_breaks()
test_honor_control_characters()
test_honor_player_name()
test_maintain_multiple_forced_breaks()
test_trim_whitespace()
test_support_long_words()
def test_wrap_simple_line():
words = 'Hello World! Hello World! Hello World!'
expected = 'Hello World! Hello World! Hello\x01World!'
result = line_wrap(words)
if result != expected:
print('"Wrap Simple Line" test failed: Got ' + result + ', wanted ' + expected)
else:
print('"Wrap Simple Line" test passed!')
def test_honor_forced_line_wraps():
words = 'Hello World! Hello World!&Hello World! Hello World! Hello World!'
expected = 'Hello World! Hello World!\x01Hello World! Hello World! Hello\x01World!'
result = line_wrap(words)
if result != expected:
print('"Honor Forced Line Wraps" test failed: Got ' + result + ', wanted ' + expected)
else:
print('"Honor Forced Line Wraps" test passed!')
def test_honor_box_breaks():
words = 'Hello World! Hello World!^Hello World! Hello World! Hello World!'
expected = 'Hello World! Hello World!\x04Hello World! Hello World! Hello\x01World!'
result = line_wrap(words)
if result != expected:
print('"Honor Box Breaks" test failed: Got ' + result + ', wanted ' + expected)
else:
print('"Honor Box Breaks" test passed!')
def test_honor_control_characters():
words = 'Hello World! #Hello# World! Hello World!'
expected = 'Hello World! \x05\x00Hello\x05\x00 World! Hello\x01World!'
result = line_wrap(words)
if result != expected:
print('"Honor Control Characters" test failed: Got ' + result + ', wanted ' + expected)
else:
print('"Honor Control Characters" test passed!')
def test_honor_player_name():
words = 'Hello @! Hello World! Hello World!'
expected = 'Hello \x0F! Hello World!\x01Hello World!'
result = line_wrap(words)
if result != expected:
print('"Honor Player Name" test failed: Got ' + result + ', wanted ' + expected)
else:
print('"Honor Player Name" test passed!')
def test_maintain_multiple_forced_breaks():
words = 'Hello World!&&&Hello World!'
expected = 'Hello World!\x01\x01\x01Hello World!'
result = line_wrap(words)
if result != expected:
print('"Maintain Multiple Forced Breaks" test failed: Got ' + result + ', wanted ' + expected)
else:
print('"Maintain Multiple Forced Breaks" test passed!')
def test_trim_whitespace():
words = 'Hello World! & Hello World!'
expected = 'Hello World!\x01Hello World!'
result = line_wrap(words)
if result != expected:
print('"Trim Whitespace" test failed: Got ' + result + ', wanted ' + expected)
else:
print('"Trim Whitespace" test passed!')
def test_support_long_words():
words = 'Hello World! WWWWWWWWWWWWWWWWWWWW Hello World!'
expected = 'Hello World!\x01WWWWWWWWWWWWWWWWWWWW\x01Hello World!'
result = line_wrap(words)
if result != expected:
print('"Support Long Words" test failed: Got ' + result + ', wanted ' + expected)
else:
print('"Support Long Words" test passed!')
# AP additions
rom_safe_lambda = lambda c: c if c in character_table else '?'
def rom_safe_text(text):
return ''.join(map(rom_safe_lambda, text))