import argparse import os import logging import random import textwrap from Main import main from Gui import guiMain class ArgumentDefaultsHelpFormatter(argparse.RawTextHelpFormatter): def _get_help_string(self, action): return textwrap.dedent(action.help) 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=['normal', 'timed', 'timed-ohko', 'timed-countdown'], help='''\ Select game difficulty. Affects available itempool. (default: %(default)s) Normal: Normal difficulty. Timed modes replace low value items with clocks, the overall rupee count in the pool stays roughly the same. 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. 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('--algorithm', default='vt26', const='vt26', nargs='?', choices=['freshness', 'flood', 'vt21', 'vt22', 'vt25', 'vt26'], help='''\ Select item filling algorithm. (default: %(default)s vt26: Shuffle items and place them in a random location that it is not impossible to be in. This includes dungeon keys and items. Includes slight deliberate bias against having too many desireable items in Ganon's Tower. 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('--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) 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) 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)