from ..logic import Location, PEGASUS_BOOTS, SHOVEL from .base import LocationBase from ..tileset import solid_tiles, open_tiles, walkable_tiles from ...roomEditor import RoomEditor from ...assembler import ASM from ...locations.all import Seashell import random class HiddenSeashell(LocationBase): def __init__(self, room, x, y): super().__init__(room, x, y) if room.tiles[x + y * 10] not in (0x20, 0x5C): if random.randint(0, 1): room.tiles[x + y * 10] = 0x20 # rock else: room.tiles[x + y * 10] = 0x5C # bush def update_room(self, rom, re: RoomEditor): re.entities.append((self.x, self.y, 0x3D)) def connect_logic(self, logic_location): logic_location.add(Seashell(self.room.x + self.room.y * 16)) def get_item_pool(self): return {None: 1} @staticmethod def check_possible(room, reachable_map): # Check if we can potentially place a hidden seashell here # First see if we have a nice bush or rock to hide under options = [] for y in range(1, 7): for x in range(1, 9): if room.tiles[x + y * 10] not in {0x20, 0x5C}: continue idx = room.x * 10 + x + (room.y * 8 + y) * reachable_map.w if reachable_map.area[idx] == -1: continue options.append((reachable_map.distance[idx], x, y)) if not options: # No existing bush, we can always add one. So find a nice spot for y in range(1, 7): for x in range(1, 9): if room.tiles[x + y * 10] not in walkable_tiles: continue if room.tiles[x + y * 10] == 0x1E: # ocean edge continue idx = room.x * 10 + x + (room.y * 8 + y) * reachable_map.w if reachable_map.area[idx] == -1: continue options.append((reachable_map.distance[idx], x, y)) if not options: return None options.sort(reverse=True) options = [(x, y) for d, x, y in options if d > options[0][0] - 4] return random.choice(options) class DigSeashell(LocationBase): MAX_COUNT = 6 def __init__(self, room, x, y): super().__init__(room, x, y) if room.tileset_id == "beach": room.tiles[x + y * 10] = 0x08 for ox, oy in [(-1, 0), (1, 0), (0, -1), (0, 1)]: if room.tiles[x + ox + (y + oy) * 10] != 0x1E: room.tiles[x + ox + (y + oy) * 10] = 0x24 else: room.tiles[x + y * 10] = 0x04 for ox, oy in [(-1, 0), (1, 0), (0, -1), (0, 1)]: room.tiles[x + ox + (y + oy) * 10] = 0x0A def update_room(self, rom, re: RoomEditor): re.entities.append((self.x, self.y, 0x3D)) if rom.banks[0x03][0x2210] == 0xFF: rom.patch(0x03, 0x220F, ASM("cp $FF"), ASM(f"cp ${self.room.x | (self.room.y << 4):02x}")) elif rom.banks[0x03][0x2214] == 0xFF: rom.patch(0x03, 0x2213, ASM("cp $FF"), ASM(f"cp ${self.room.x | (self.room.y << 4):02x}")) elif rom.banks[0x03][0x2218] == 0xFF: rom.patch(0x03, 0x2217, ASM("cp $FF"), ASM(f"cp ${self.room.x | (self.room.y << 4):02x}")) elif rom.banks[0x03][0x221C] == 0xFF: rom.patch(0x03, 0x221B, ASM("cp $FF"), ASM(f"cp ${self.room.x | (self.room.y << 4):02x}")) elif rom.banks[0x03][0x2220] == 0xFF: rom.patch(0x03, 0x221F, ASM("cp $FF"), ASM(f"cp ${self.room.x | (self.room.y << 4):02x}")) elif rom.banks[0x03][0x2224] == 0xFF: rom.patch(0x03, 0x2223, ASM("cp $FF"), ASM(f"cp ${self.room.x | (self.room.y << 4):02x}")) def connect_logic(self, logic_location): logic_location.connect(Location().add(Seashell(self.room.x + self.room.y * 16)), SHOVEL) def get_item_pool(self): return {None: 1} @staticmethod def check_possible(room, reachable_map): options = [] for y in range(1, 7): for x in range(1, 9): if room.tiles[x + y * 10] not in walkable_tiles: continue if room.tiles[x - 1 + y * 10] not in walkable_tiles: continue if room.tiles[x + 1 + y * 10] not in walkable_tiles: continue if room.tiles[x + (y - 1) * 10] not in walkable_tiles: continue if room.tiles[x + (y + 1) * 10] not in walkable_tiles: continue idx = room.x * 10 + x + (room.y * 8 + y) * reachable_map.w if reachable_map.area[idx] == -1: continue options.append((x, y)) if not options: return None return random.choice(options) class BonkSeashell(LocationBase): MAX_COUNT = 2 def __init__(self, room, x, y): super().__init__(room, x, y) self.tree_x = x self.tree_y = y for offsetx, offsety in [(-1, 0), (-1, 1), (2, 0), (2, 1), (0, -1), (1, -1), (0, 2), (1, 2)]: if room.tiles[x + offsetx + (y + offsety) * 10] in walkable_tiles: self.x += offsetx self.y += offsety break def update_room(self, rom, re: RoomEditor): re.entities.append((self.tree_x, self.tree_y, 0x3D)) if rom.banks[0x03][0x0F04] == 0xFF: rom.patch(0x03, 0x0F03, ASM("cp $FF"), ASM(f"cp ${self.room.x|(self.room.y<<4):02x}")) elif rom.banks[0x03][0x0F08] == 0xFF: rom.patch(0x03, 0x0F07, ASM("cp $FF"), ASM(f"cp ${self.room.x|(self.room.y<<4):02x}")) else: raise RuntimeError("To many bonk seashells") def connect_logic(self, logic_location): logic_location.connect(Location().add(Seashell(self.room.x + self.room.y * 16)), PEGASUS_BOOTS) def get_item_pool(self): return {None: 1} @staticmethod def check_possible(room, reachable_map): # Check if we can potentially place a hidden seashell here # Find potential trees options = [] for y in range(1, 6): for x in range(1, 8): if room.tiles[x + y * 10] != 0x25: continue if room.tiles[x + y * 10 + 1] != 0x26: continue if room.tiles[x + y * 10 + 10] != 0x27: continue if room.tiles[x + y * 10 + 11] != 0x28: continue idx = room.x * 10 + x + (room.y * 8 + y) * reachable_map.w top_reachable = reachable_map.area[idx - reachable_map.w] != -1 or reachable_map.area[idx - reachable_map.w + 1] != -1 bottom_reachable = reachable_map.area[idx + reachable_map.w * 2] != -1 or reachable_map.area[idx + reachable_map.w * 2 + 1] != -1 left_reachable = reachable_map.area[idx - 1] != -1 or reachable_map.area[idx + reachable_map.w - 1] != -1 right_reachable = reachable_map.area[idx + 2] != -1 or reachable_map.area[idx + reachable_map.w + 2] != -1 if (top_reachable and bottom_reachable) or (left_reachable and right_reachable): options.append((x, y)) if not options: return None return random.choice(options)