Archipelago/EntranceRandomizer.py

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15 KiB
Python
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import argparse
import os
import logging
import random
import textwrap
import sys
from Main import main
from Gui import guiMain
class ArgumentDefaultsHelpFormatter(argparse.RawTextHelpFormatter):
def _get_help_string(self, action):
return textwrap.dedent(action.help)
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if __name__ == '__main__':
parser = argparse.ArgumentParser(formatter_class=ArgumentDefaultsHelpFormatter)
parser.add_argument('--create_spoiler', help='Output a Spoiler File', action='store_true')
parser.add_argument('--logic', default='noglitches', const='noglitches', nargs='?', choices=['noglitches', 'minorglitches'],
help='''\
Select Enforcement of Item Requirements. (default: %(default)s)
No Glitches:
Minor Glitches: May require Fake Flippers, Bunny Revival
and Dark Room Navigation.
''')
parser.add_argument('--mode', default='open', const='open', nargs='?', choices=['standard', 'open', 'swordless'],
help='''\
Select game mode. (default: %(default)s)
Open: World starts with Zelda rescued.
Standard: Fixes Hyrule Castle Secret Entrance and Front Door
but may lead to weird rain state issues if you exit
through the Hyrule Castle side exits before rescuing
Zelda in a full shuffle.
Swordless: Like Open, but with no swords. Curtains in
Skull Woods and Agahnims Tower are removed,
Agahnim\'s Tower barrier can be destroyed with
hammer. Misery Mire and Turtle Rock can be opened
without a sword. Hammer damages Ganon. Ether and
Bombos Tablet can be activated with Hammer (and Book).
''')
parser.add_argument('--goal', default='ganon', const='ganon', nargs='?', choices=['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals'],
help='''\
Select completion goal. (default: %(default)s)
Ganon: Collect all crystals, beat Agahnim 2 then
defeat Ganon.
Crystals: Collect all crystals then defeat Ganon.
Pedestal: Places the Triforce at the Master Sword Pedestal.
All Dungeons: Collect all crystals, pendants, beat both
Agahnim fights and then defeat Ganon.
Triforce Hunt: Places 30 Triforce Pieces in the world, collect
20 of them to beat the game.
''')
parser.add_argument('--difficulty', default='normal', const='normal', nargs='?', choices=['easy', 'normal', 'hard', 'expert', 'insane'],
help='''\
Select game difficulty. Affects available itempool. (default: %(default)s)
Easy: An easy setting with extra equipment.
Normal: Normal difficulty.
Hard: A harder setting with less equipment and reduced health.
Expert: A harder yet setting with minimum equipment and health.
Insane: A setting with the absolute minimum in equipment and no extra health.
''')
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parser.add_argument('--timer', default='none', const='normal', nargs='?', choices=['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'],
help='''\
Select game timer setting. Affects available itempool. (default: %(default)s)
None: No timer.
Display: Displays a timer but does not affect
the itempool.
Timed: Starts with clock at zero. Green Clocks
subtract 4 minutes (Total: 20), Blue Clocks
subtract 2 minutes (Total: 10), Red Clocks add
2 minutes (Total: 10). Winner is player with
lowest time at the end.
Timed OHKO: Starts clock at 10 minutes. Green Clocks add
5 minutes (Total: 25). As long as clock is at 0,
Link will die in one hit.
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OHKO: Like Timed OHKO, but no clock items are present
and the clock is permenantly at zero.
Timed Countdown: Starts with clock at 40 minutes. Same clocks as
Timed mode. If time runs out, you lose (but can
still keep playing).
''')
parser.add_argument('--progressive', default='on', const='normal', nargs='?', choices=['on', 'off', 'random'],
help='''\
Select progressive equipment setting. Affects available itempool. (default: %(default)s)
On: Swords, Shields, Armor, and Gloves will
all be progressive equipment. Each subsequent
item of the same type the player finds will
upgrade that piece of equipment by one stage.
Off: Swords, Shields, Armor, and Gloves will not
be progressive equipment. Higher level items may
be found at any time. Downgrades are not possible.
Random: Swords, Shields, Armor, and Gloves will, per
category, be randomly progressive or not.
Link will die in one hit.
''')
parser.add_argument('--algorithm', default='balanced', const='balanced', nargs='?', choices=['freshness', 'flood', 'vt21', 'vt22', 'vt25', 'vt26', 'balanced'],
help='''\
Select item filling algorithm. (default: %(default)s
balanced: vt26 derivitive that aims to strike a balance between
the overworld heavy vt25 and the dungeon heavy vt26
algorithm.
vt26: Shuffle items and place them in a random location
that it is not impossible to be in. This includes
dungeon keys and items.
vt25: Shuffle items and place them in a random location
that it is not impossible to be in.
vt21: Unbiased in its selection, but has tendency to put
Ice Rod in Turtle Rock.
vt22: Drops off stale locations after 1/3 of progress
items were placed to try to circumvent vt21\'s
shortcomings.
Freshness: Keep track of stale locations (ones that cannot be
reached yet) and decrease likeliness of selecting
them the more often they were found unreachable.
Flood: Push out items starting from Link\'s House and
slightly biased to placing progression items with
less restrictions.
''')
parser.add_argument('--shuffle', default='full', const='full', nargs='?', choices=['vanilla', 'simple', 'restricted', 'full', 'madness', 'insanity', 'dungeonsfull', 'dungeonssimple'],
help='''\
Select Entrance Shuffling Algorithm. (default: %(default)s)
Full: Mix cave and dungeon entrances freely.
Simple: Shuffle Dungeon Entrances/Exits between each other
and keep all 4-entrance dungeons confined to one
location. All caves outside of death mountain are
shuffled in pairs.
Restricted: Use Dungeons shuffling from Simple but freely
connect remaining entrances.
Madness: Decouple entrances and exits from each other and
shuffle them freely, only ensuring that no fake
Light/Dark World happens and all locations are
reachable.
Insanity: Madness without the world restrictions. Mirror and
Pearl are provided early to ensure Filling algorithm
works properly. Deal with Fake LW/DW at your
discretion.
Experimental.
The dungeon variants only mix up dungeons and keep the rest of
the overworld vanilla.
''')
parser.add_argument('--rom', default='Zelda no Densetsu - Kamigami no Triforce (Japan).sfc', help='Path to an ALttP JAP(1.0) rom to use as a base.')
parser.add_argument('--loglevel', default='info', const='info', nargs='?', choices=['error', 'info', 'warning', 'debug'], help='Select level of logging for output.')
parser.add_argument('--seed', help='Define seed number to generate.', type=int)
parser.add_argument('--count', help='''\
Use to batch generate multiple seeds with same settings.
If --seed is provided, it will be used for the first seed, then
used to derive the next seed (i.e. generating 10 seeds with
--seed given will produce the same 10 (different) roms each
time).
''', type=int)
parser.add_argument('--fastmenu', help='Enable instant menu', action='store_true')
parser.add_argument('--quickswap', help='Enable quick item swapping with L and R.', action='store_true')
parser.add_argument('--disablemusic', help='Disables game music.', action='store_true')
parser.add_argument('--keysanity', help='''\
Keys (and other dungeon items) are no longer restricted to
their dungeons, but can be anywhere
''', action='store_true')
parser.add_argument('--nodungeonitems', help='''\
Remove Maps and Compasses from Itempool, replacing them by
empty slots.
''', action='store_true')
parser.add_argument('--beatableonly', help='''\
Only check if the game is beatable with placement. Do not
ensure all locations are reachable. This only has an effect
on the restrictive algorithm currently.
''', action='store_true')
parser.add_argument('--shuffleganon', help='''\
If set, include the Pyramid Hole and Ganon's Tower in the
entrance shuffle pool.
''', action='store_true')
parser.add_argument('--heartbeep', default='normal', const='normal', nargs='?', choices=['normal', 'half', 'quarter', 'off'],
help='''\
Select the rate at which the heart beep sound is played at
low health. (default: %(default)s)
''')
parser.add_argument('--sprite', help='''\
Path to a sprite sheet to use for Link. Needs to be in
binary format and have a length of 0x7000 (28672) bytes,
or 0x7078 (28792) bytes including palette data.
Alternatively, can be a ALttP Rom patched with a Link
sprite that will be extracted.
''')
parser.add_argument('--suppress_rom', help='Do not create an output rom file.', action='store_true')
parser.add_argument('--gui', help='Launch the GUI', action='store_true')
parser.add_argument('--jsonout', action='store_true', help='''\
Output .json patch to stdout instead of a patched rom. Used
for VT site integration, do not use otherwise.
''')
args = parser.parse_args()
# ToDo: Validate files further than mere existance
if not args.jsonout and not os.path.isfile(args.rom):
input('Could not find valid base rom for patching at expected path %s. Please run with -h to see help for further information. \nPress Enter to exit.' % args.rom)
sys.exit(1)
if args.sprite is not None and not os.path.isfile(args.sprite):
if not args.jsonout:
input('Could not find link sprite sheet at given location. \nPress Enter to exit.' % args.sprite)
sys.exit(1)
else:
raise IOError('Cannot find sprite file at %s' % args.sprite)
# set up logger
loglevel = {'error': logging.ERROR, 'info': logging.INFO, 'warning': logging.WARNING, 'debug': logging.DEBUG}[args.loglevel]
logging.basicConfig(format='%(message)s', level=loglevel)
if args.gui:
guiMain(args)
elif args.count is not None:
seed = args.seed
for i in range(args.count):
main(seed=seed, args=args)
seed = random.randint(0, 999999999)
else:
main(seed=args.seed, args=args)