Archipelago/worlds/sm/__init__.py

909 lines
45 KiB
Python

from __future__ import annotations
import base64
import copy
import logging
import threading
import typing
from typing import Any, Dict, Iterable, List, Set, TextIO, TypedDict
import settings
from BaseClasses import CollectionState, Entrance, Item, ItemClassification, Location, MultiWorld, Region, Tutorial
from Options import Accessibility
from worlds.AutoWorld import AutoLogicRegister, WebWorld, World
from worlds.generic.Rules import add_rule, set_rule
logger = logging.getLogger("Super Metroid")
from .Options import sm_options
from .Client import SMSNIClient
from .Rom import get_base_rom_path, SM_ROM_MAX_PLAYERID, SM_ROM_PLAYERDATA_COUNT, SMDeltaPatch, get_sm_symbols
import Utils
from .variaRandomizer.logic.smboolmanager import SMBoolManager
from .variaRandomizer.graph.vanilla.graph_locations import locationsDict
from .variaRandomizer.graph.graph_utils import getAccessPoint
from .variaRandomizer.rando.ItemLocContainer import ItemLocation, ItemLocContainer
from .variaRandomizer.rando.Items import ItemManager
from .variaRandomizer.rando.RandoServices import ComebackCheckType
from .variaRandomizer.utils.parameters import *
from .variaRandomizer.utils.utils import openFile
from .variaRandomizer.logic.logic import Logic
from .variaRandomizer.randomizer import VariaRandomizer
from .variaRandomizer.utils.doorsmanager import DoorsManager
from .variaRandomizer.rom.rom_patches import RomPatches
from .variaRandomizer.graph.graph_utils import GraphUtils
class SMSettings(settings.Group):
class RomFile(settings.SNESRomPath):
"""File name of the v1.0 J rom"""
description = "Super Metroid (JU) ROM"
copy_to = "Super Metroid (JU).sfc"
md5s = [SMDeltaPatch.hash]
rom_file: RomFile = RomFile(RomFile.copy_to)
class SMCollectionState(metaclass=AutoLogicRegister):
def init_mixin(self, parent: MultiWorld):
# for unit tests where MultiWorld is instantiated before worlds
if hasattr(parent, "state"):
self.smbm = {player: SMBoolManager(player, parent.state.smbm[player].maxDiff,
parent.state.smbm[player].onlyBossLeft) for player in
parent.get_game_players("Super Metroid")}
for player, group in parent.groups.items():
if (group["game"] == "Super Metroid"):
self.smbm[player] = SMBoolManager(player)
if player not in parent.state.smbm:
parent.state.smbm[player] = SMBoolManager(player)
else:
self.smbm = {}
def copy_mixin(self, ret) -> CollectionState:
ret.smbm = {player: copy.deepcopy(self.smbm[player]) for player in self.smbm}
return ret
def get_game_players(self, multiword: MultiWorld, game_name: str):
return tuple(player for player in multiword.get_all_ids() if multiword.game[player] == game_name)
class SMWeb(WebWorld):
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to setting up the Super Metroid Client on your computer. This guide covers single-player, multiworld, and related software.",
"English",
"multiworld_en.md",
"multiworld/en",
["Farrak Kilhn"]
)]
class ByteEdit(TypedDict):
sym: Dict[str, Any]
offset: int
values: Iterable[int]
locations_start_id = 82000
items_start_id = 83000
class SMWorld(World):
"""
This is Very Adaptive Randomizer of Items and Areas for Super Metroid (VARIA SM). It supports
a wide range of options to randomize Item locations, required skills and even the connections
between the main Areas!
"""
game: str = "Super Metroid"
topology_present = True
data_version = 3
option_definitions = sm_options
settings: typing.ClassVar[SMSettings]
item_name_to_id = {value.Name: items_start_id + value.Id for key, value in ItemManager.Items.items() if value.Id != None}
location_name_to_id = {key: locations_start_id + value.Id for key, value in locationsDict.items() if value.Id != None}
web = SMWeb()
# changes to client DeathLink handling for 0.2.1
# changes to client Remote Item handling for 0.2.6
required_client_version = (0, 2, 6)
itemManager: ItemManager
spheres = None
Logic.factory('vanilla')
def __init__(self, world: MultiWorld, player: int):
self.rom_name_available_event = threading.Event()
self.locations = {}
if SMWorld.spheres != None:
SMWorld.spheres = None
super().__init__(world, player)
@classmethod
def stage_assert_generate(cls, multiworld: MultiWorld):
rom_file = get_base_rom_path()
if not os.path.exists(rom_file):
raise FileNotFoundError(rom_file)
def generate_early(self):
Logic.factory('vanilla')
dummy_rom_file = Utils.user_path(SMSettings.RomFile.copy_to) # actual rom set in generate_output
self.variaRando = VariaRandomizer(self.multiworld, dummy_rom_file, self.player)
self.multiworld.state.smbm[self.player] = SMBoolManager(self.player, self.variaRando.maxDifficulty)
# keeps Nothing items local so no player will ever pickup Nothing
# doing so reduces contribution of this world to the Multiworld the more Nothing there is though
self.multiworld.local_items[self.player].value.add('Nothing')
self.multiworld.local_items[self.player].value.add('No Energy')
if (self.variaRando.args.morphPlacement == "early"):
self.multiworld.local_early_items[self.player]['Morph Ball'] = 1
self.remote_items = self.multiworld.remote_items[self.player]
if (len(self.variaRando.randoExec.setup.restrictedLocs) > 0):
self.multiworld.accessibility[self.player].value = Accessibility.option_minimal
logger.warning(f"accessibility forced to 'minimal' for player {self.multiworld.get_player_name(self.player)} because of 'fun' settings")
def create_items(self):
itemPool = self.variaRando.container.itemPool
self.startItems = [variaItem for item in self.multiworld.precollected_items[self.player] for variaItem in ItemManager.Items.values() if variaItem.Name == item.name]
if self.multiworld.start_inventory_removes_from_pool[self.player]:
for item in self.startItems:
if (item in itemPool):
itemPool.remove(item)
missingPool = 109 - len(itemPool)
for i in range(missingPool):
itemPool.append(ItemManager.Items['Nothing'])
# Generate item pool
pool = []
self.locked_items = {}
self.NothingPool = []
weaponCount = [0, 0, 0]
for item in itemPool:
isAdvancement = True
if item.Type == 'Missile':
if weaponCount[0] < 3:
weaponCount[0] += 1
else:
isAdvancement = False
elif item.Type == 'Super':
if weaponCount[1] < 2:
weaponCount[1] += 1
else:
isAdvancement = False
elif item.Type == 'PowerBomb':
if weaponCount[2] < 3:
weaponCount[2] += 1
else:
isAdvancement = False
elif item.Category == 'Nothing':
isAdvancement = False
itemClass = ItemManager.Items[item.Type].Class
smitem = SMItem(item.Name,
ItemClassification.progression if isAdvancement else ItemClassification.filler,
item.Type,
None if itemClass == 'Boss' else self.item_name_to_id[item.Name],
player=self.player)
if itemClass == 'Boss':
self.locked_items[item.Name] = smitem
elif item.Category == 'Nothing':
self.NothingPool.append(smitem)
else:
pool.append(smitem)
self.multiworld.itempool += pool
for (location, item) in self.locked_items.items():
self.multiworld.get_location(location, self.player).place_locked_item(item)
self.multiworld.get_location(location, self.player).address = None
def evalSMBool(self, smbool, maxDiff):
return smbool.bool == True and smbool.difficulty <= maxDiff
def add_entrance_rule(self, entrance, player, func):
add_rule(entrance, lambda state: self.evalSMBool(func(state.smbm[player]), state.smbm[player].maxDiff))
def set_rules(self):
def add_accessFrom_rule(location, player, accessFrom):
add_rule(location, lambda state: any((state.can_reach(accessName, player=player) and self.evalSMBool(rule(state.smbm[player]), state.smbm[player].maxDiff)) for accessName, rule in accessFrom.items()))
def add_postAvailable_rule(location, player, func):
add_rule(location, lambda state: self.evalSMBool(func(state.smbm[player]), state.smbm[player].maxDiff))
def set_available_rule(location, player, func):
set_rule(location, lambda state: self.evalSMBool(func(state.smbm[player]), state.smbm[player].maxDiff))
def set_entrance_rule(entrance, player, func):
set_rule(entrance, lambda state: self.evalSMBool(func(state.smbm[player]), state.smbm[player].maxDiff))
self.multiworld.completion_condition[self.player] = lambda state: state.has('Mother Brain', self.player)
for key, value in locationsDict.items():
location = self.multiworld.get_location(key, self.player)
set_available_rule(location, self.player, value.Available)
if value.AccessFrom is not None:
add_accessFrom_rule(location, self.player, value.AccessFrom)
if value.PostAvailable is not None:
add_postAvailable_rule(location, self.player, value.PostAvailable)
for accessPoint in Logic.accessPoints:
if not accessPoint.Escape:
for key, value1 in accessPoint.intraTransitions.items():
set_entrance_rule(self.multiworld.get_entrance(accessPoint.Name + "->" + key, self.player), self.player, value1)
def create_region(self, world: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, player, world)
if locations:
for loc in locations:
location = self.locations[loc]
location.parent_region = ret
ret.locations.append(location)
if exits:
for exit in exits:
ret.exits.append(Entrance(player, exit, ret))
return ret
def create_regions(self):
# create locations
for name in locationsDict:
self.locations[name] = SMLocation(self.player, name, self.location_name_to_id.get(name, None))
# create regions
regions = []
for accessPoint in Logic.accessPoints:
if not accessPoint.Escape:
regions.append(self.create_region( self.multiworld,
self.player,
accessPoint.Name,
None,
[accessPoint.Name + "->" + key for key in accessPoint.intraTransitions.keys()]))
self.multiworld.regions += regions
# create a region for each location and link each to what the location has access
# we make them one way so that the filler (and spoiler log) doesnt try to use those region as intermediary path
# this is required in AP because a location cant have multiple parent regions
locationRegions = []
for locationName, value in locationsDict.items():
locationRegions.append(self.create_region( self.multiworld,
self.player,
locationName,
[locationName]))
for key in value.AccessFrom.keys():
currentRegion = self.multiworld.get_region(key, self.player)
currentRegion.exits.append(Entrance(self.player, key + "->"+ locationName, currentRegion))
self.multiworld.regions += locationRegions
#create entrances
regionConcat = regions + locationRegions
for region in regionConcat:
for exit in region.exits:
exit.connect(self.multiworld.get_region(exit.name[exit.name.find("->") + 2:], self.player))
for src, dest in self.variaRando.randoExec.areaGraph.InterAreaTransitions:
src_region = self.multiworld.get_region(src.Name, self.player)
dest_region = self.multiworld.get_region(dest.Name, self.player)
if src.Name + "->" + dest.Name not in self.multiworld.regions.entrance_cache[self.player]:
src_region.exits.append(Entrance(self.player, src.Name + "->" + dest.Name, src_region))
srcDestEntrance = self.multiworld.get_entrance(src.Name + "->" + dest.Name, self.player)
srcDestEntrance.connect(dest_region)
self.add_entrance_rule(self.multiworld.get_entrance(src.Name + "->" + dest.Name, self.player), self.player, getAccessPoint(src.Name).traverse)
self.multiworld.regions += [
self.create_region(self.multiworld, self.player, 'Menu', None, ['StartAP'])
]
startAP = self.multiworld.get_entrance('StartAP', self.player)
startAP.connect(self.multiworld.get_region(self.variaRando.args.startLocation, self.player))
def collect(self, state: CollectionState, item: Item) -> bool:
state.smbm[self.player].addItem(item.type)
return super(SMWorld, self).collect(state, item)
def remove(self, state: CollectionState, item: Item) -> bool:
state.smbm[self.player].removeItem(item.type)
return super(SMWorld, self).remove(state, item)
def create_item(self, name: str) -> Item:
item = next(x for x in ItemManager.Items.values() if x.Name == name)
return SMItem(item.Name, ItemClassification.progression if item.Class != 'Minor' else ItemClassification.filler, item.Type, self.item_name_to_id[item.Name],
player=self.player)
def get_filler_item_name(self) -> str:
if self.multiworld.random.randint(0, 100) < self.multiworld.minor_qty[self.player].value:
power_bombs = self.multiworld.power_bomb_qty[self.player].value
missiles = self.multiworld.missile_qty[self.player].value
super_missiles = self.multiworld.super_qty[self.player].value
roll = self.multiworld.random.randint(1, power_bombs + missiles + super_missiles)
if roll <= power_bombs:
return "Power Bomb"
elif roll <= power_bombs + missiles:
return "Missile"
else:
return "Super Missile"
else:
return "Nothing"
def pre_fill(self):
if len(self.NothingPool) > 0:
nonChozoLoc = []
chozoLoc = []
for loc in self.locations.values():
if loc.item is None:
if locationsDict[loc.name].isChozo():
chozoLoc.append(loc)
else:
nonChozoLoc.append(loc)
self.multiworld.random.shuffle(nonChozoLoc)
self.multiworld.random.shuffle(chozoLoc)
missingCount = len(self.NothingPool) - len(nonChozoLoc)
locations = nonChozoLoc
if (missingCount > 0):
locations += chozoLoc[:missingCount]
locations = locations[:len(self.NothingPool)]
for item, loc in zip(self.NothingPool, locations):
loc.place_locked_item(item)
loc.address = loc.item.code = None
def post_fill(self):
def get_player_ItemLocation(progression_only: bool):
return [
ItemLocation(copy.copy(ItemManager.Items[
itemLoc.item.type if isinstance(itemLoc.item, SMItem) and itemLoc.item.type in ItemManager.Items else
'ArchipelagoItem']),
copy.copy(locationsDict[itemLoc.name] if itemLoc.game == self.game else
locationsDict[first_local_collected_loc.name]),
itemLoc.item.player,
True)
for itemLoc in SMWorld.spheres if itemLoc.item.player == self.player and (not progression_only or itemLoc.item.advancement)
]
# Having a sorted itemLocs from collection order is required for escapeTrigger when Tourian is Disabled.
# We cant use stage_post_fill for this as its called after worlds' post_fill.
# get_spheres could be cached in multiworld?
# Another possible solution would be to have a globally accessible list of items in the order in which the get placed in push_item
# and use the inversed starting from the first progression item.
if (SMWorld.spheres == None):
SMWorld.spheres = [itemLoc for sphere in self.multiworld.get_spheres() for itemLoc in sorted(sphere, key=lambda location: location.name)]
self.itemLocs = [
ItemLocation(copy.copy(ItemManager.Items[itemLoc.item.type
if isinstance(itemLoc.item, SMItem) and itemLoc.item.type in ItemManager.Items else
'ArchipelagoItem']),
copy.copy(locationsDict[itemLoc.name]), itemLoc.item.player, True)
for itemLoc in self.multiworld.get_locations(self.player)
]
escapeTrigger = None
if self.variaRando.randoExec.randoSettings.restrictions["EscapeTrigger"]:
#used to simulate received items
first_local_collected_loc = next(itemLoc for itemLoc in SMWorld.spheres if itemLoc.player == self.player)
playerItemsItemLocs = get_player_ItemLocation(False)
playerProgItemsItemLocs = get_player_ItemLocation(True)
for itemLoc in playerItemsItemLocs + playerProgItemsItemLocs:
if itemLoc.Item.Class == "Boss":
itemLoc.Item.Class = "Minor"
escapeTrigger = (playerItemsItemLocs, playerProgItemsItemLocs, 'Full')
escapeOk = self.variaRando.randoExec.graphBuilder.escapeGraph(self.variaRando.container, self.variaRando.randoExec.areaGraph, self.variaRando.randoExec.randoSettings.maxDiff, escapeTrigger)
if (not escapeOk):
logger.warning(f"Escape Rando forced to 'Off' for player {self.multiworld.get_player_name(self.player)} because could not find a solution for escape")
# if we couldn't find an area layout then the escape graph is not created either
# and getDoorConnections will crash if random escape is activated.
self.variaRando.doors = GraphUtils.getDoorConnections(self.variaRando.randoExec.areaGraph,
self.variaRando.args.area, self.variaRando.args.bosses,
self.variaRando.args.escapeRando if escapeOk else False)
self.variaRando.randoExec.postProcessItemLocs(self.itemLocs, self.variaRando.args.hideItems)
@classmethod
def stage_post_fill(cls, world):
new_state = CollectionState(world)
progitempool = []
for item in world.itempool:
if item.game == "Super Metroid" and item.advancement:
progitempool.append(item)
for item in progitempool:
new_state.collect(item, True)
bossesLoc = ['Draygon', 'Kraid', 'Ridley', 'Phantoon', 'Mother Brain']
for player in world.get_game_players("Super Metroid"):
for bossLoc in bossesLoc:
if not world.get_location(bossLoc, player).can_reach(new_state):
world.state.smbm[player].onlyBossLeft = True
break
def getWordArray(self, w: int) -> List[int]:
""" little-endian convert a 16-bit number to an array of numbers <= 255 each """
return [w & 0x00FF, (w & 0xFF00) >> 8]
# used for remote location Credits Spoiler of local items and Objectives' writeItemsMasks
class DummyLocation:
def __init__(self, name):
self.Name = name
self.restricted = False
def isBoss(self):
return False
def convertToROMItemName(self, itemName):
charMap = { "A" : 0x3CE0,
"B" : 0x3CE1,
"C" : 0x3CE2,
"D" : 0x3CE3,
"E" : 0x3CE4,
"F" : 0x3CE5,
"G" : 0x3CE6,
"H" : 0x3CE7,
"I" : 0x3CE8,
"J" : 0x3CE9,
"K" : 0x3CEA,
"L" : 0x3CEB,
"M" : 0x3CEC,
"N" : 0x3CED,
"O" : 0x3CEE,
"P" : 0x3CEF,
"Q" : 0x3CF0,
"R" : 0x3CF1,
"S" : 0x3CF2,
"T" : 0x3CF3,
"U" : 0x3CF4,
"V" : 0x3CF5,
"W" : 0x3CF6,
"X" : 0x3CF7,
"Y" : 0x3CF8,
"Z" : 0x3CF9,
" " : 0x3C4E,
"!" : 0x3CFF,
"?" : 0x3CFE,
"'" : 0x3CFD,
"," : 0x3CFB,
"." : 0x3CFA,
"-" : 0x3CCF,
"_" : 0x000E,
"1" : 0x3C00,
"2" : 0x3C01,
"3" : 0x3C02,
"4" : 0x3C03,
"5" : 0x3C04,
"6" : 0x3C05,
"7" : 0x3C06,
"8" : 0x3C07,
"9" : 0x3C08,
"0" : 0x3C09,
"%" : 0x3C0A}
data = []
itemName = itemName.upper()[:26]
itemName = itemName.strip()
itemName = itemName.center(26, " ")
itemName = "___" + itemName + "___"
for char in itemName:
[w0, w1] = self.getWordArray(charMap.get(char, 0x3C4E))
data.append(w0)
data.append(w1)
return data
def APPrePatchRom(self, romPatcher):
# first apply the sm multiworld code patch named 'basepatch' (also has empty tables that we'll overwrite),
# + apply some patches from varia that we want to be always-on.
# basepatch and variapatches are both generated from https://github.com/lordlou/SMBasepatch
romPatcher.applyIPSPatch("/".join((os.path.dirname(self.__file__),
"data", "SMBasepatch_prebuilt", "multiworld-basepatch.ips")))
romPatcher.applyIPSPatch("/".join((os.path.dirname(self.__file__),
"data", "SMBasepatch_prebuilt", "variapatches.ips")))
def APPostPatchRom(self, romPatcher):
symbols = get_sm_symbols("/".join((os.path.dirname(self.__file__),
"data", "SMBasepatch_prebuilt", "sm-basepatch-symbols.json")))
# gather all player ids and names relevant to this rom, then write player name and player id data tables
playerIdSet: Set[int] = {0} # 0 is for "Archipelago" server
for itemLoc in self.multiworld.get_locations():
assert itemLoc.item, f"World of player '{self.multiworld.player_name[itemLoc.player]}' has a loc.item " + \
f"that is {itemLoc.item} during generate_output"
# add each playerid who has a location containing an item to send to us *or* to an item_link we're part of
if itemLoc.item.player == self.player or \
(itemLoc.item.player in self.multiworld.groups and
self.player in self.multiworld.groups[itemLoc.item.player]['players']):
playerIdSet |= {itemLoc.player}
# add each playerid, including item link ids, that we'll be sending items to
if itemLoc.player == self.player:
playerIdSet |= {itemLoc.item.player}
if len(playerIdSet) > SM_ROM_PLAYERDATA_COUNT:
# max 202 entries, but it's possible for item links to add enough replacement items for us, that are placed
# in worlds that otherwise have no relation to us, that the 2*location count limit is exceeded
logger.warning("SM is interacting with too many players to fit in ROM. "
f"Removing the highest {len(playerIdSet) - SM_ROM_PLAYERDATA_COUNT} ids to fit")
playerIdSet = set(sorted(playerIdSet)[:SM_ROM_PLAYERDATA_COUNT])
otherPlayerIndex: Dict[int, int] = {} # ap player id -> rom-local player index
playerNameData: List[ByteEdit] = []
playerIdData: List[ByteEdit] = []
# sort all player data by player id so that the game can look up a player's data reasonably quickly when
# the client sends an ap playerid to the game
for i, playerid in enumerate(sorted(playerIdSet)):
playername = self.multiworld.player_name[playerid] if playerid != 0 else "Archipelago"
playerIdForRom = playerid
if playerid > SM_ROM_MAX_PLAYERID:
# note, playerIdForRom = 0 is not unique so the game cannot look it up.
# instead it will display the player received-from as "Archipelago"
playerIdForRom = 0
if playerid == self.player:
raise Exception(f"SM rom cannot fit enough bits to represent self player id {playerid}")
else:
logger.warning(f"SM rom cannot fit enough bits to represent player id {playerid}, setting to 0 in rom")
otherPlayerIndex[playerid] = i
playerNameData.append({"sym": symbols["rando_player_name_table"],
"offset": i * 16,
"values": playername[:16].upper().center(16).encode()})
playerIdData.append({"sym": symbols["rando_player_id_table"],
"offset": i * 2,
"values": self.getWordArray(playerIdForRom)})
multiWorldLocations: List[ByteEdit] = []
multiWorldItems: List[ByteEdit] = []
idx = 0
vanillaItemTypesCount = 21
for itemLoc in self.multiworld.get_locations(self.player):
if "Boss" not in locationsDict[itemLoc.name].Class:
SMZ3NameToSMType = {
"ETank": "ETank", "Missile": "Missile", "Super": "Super", "PowerBomb": "PowerBomb", "Bombs": "Bomb",
"Charge": "Charge", "Ice": "Ice", "HiJump": "HiJump", "SpeedBooster": "SpeedBooster",
"Wave": "Wave", "Spazer": "Spazer", "SpringBall": "SpringBall", "Varia": "Varia", "Plasma": "Plasma",
"Grapple": "Grapple", "Morph": "Morph", "ReserveTank": "Reserve", "Gravity": "Gravity",
"XRay": "XRayScope", "SpaceJump": "SpaceJump", "ScrewAttack": "ScrewAttack"
}
if isinstance(itemLoc.item, SMItem) and itemLoc.item.type in ItemManager.Items:
itemId = ItemManager.Items[itemLoc.item.type].Id
elif itemLoc.item.game == "SMZ3" and itemLoc.item.name in SMZ3NameToSMType.keys():
itemId = ItemManager.Items[SMZ3NameToSMType[itemLoc.item.name]].Id
else:
itemId = ItemManager.Items["ArchipelagoItem"].Id + idx
multiWorldItems.append({"sym": symbols["message_item_names"],
"offset": (vanillaItemTypesCount + idx)*64,
"values": self.convertToROMItemName(itemLoc.item.name)})
idx += 1
if itemLoc.item.player == self.player:
itemDestinationType = 0 # dest type 0 means 'regular old SM item' per itemtable.asm
elif itemLoc.item.player in self.multiworld.groups and \
self.player in self.multiworld.groups[itemLoc.item.player]['players']:
# dest type 2 means 'SM item link item that sends to the current player and others'
# per itemtable.asm (groups are synonymous with item_links, currently)
itemDestinationType = 2
else:
itemDestinationType = 1 # dest type 1 means 'item for entirely someone else' per itemtable.asm
[w0, w1] = self.getWordArray(itemDestinationType)
[w2, w3] = self.getWordArray(itemId)
[w4, w5] = self.getWordArray(otherPlayerIndex[itemLoc.item.player] if itemLoc.item.player in
otherPlayerIndex else 0)
[w6, w7] = self.getWordArray(0 if itemLoc.item.advancement else 1)
multiWorldLocations.append({"sym": symbols["rando_item_table"],
"offset": locationsDict[itemLoc.name].Id*8,
"values": [w0, w1, w2, w3, w4, w5, w6, w7]})
itemSprites = [{"fileName": "off_world_prog_item.bin",
"paletteSymbolName": "prog_item_eight_palette_indices",
"dataSymbolName": "offworld_graphics_data_progression_item"},
{"fileName": "off_world_item.bin",
"paletteSymbolName": "nonprog_item_eight_palette_indices",
"dataSymbolName": "offworld_graphics_data_item"}]
idx = 0
offworldSprites: List[ByteEdit] = []
for itemSprite in itemSprites:
with openFile("/".join((os.path.dirname(self.__file__), "data", "custom_sprite", itemSprite["fileName"])), 'rb') as stream:
buffer = bytearray(stream.read())
offworldSprites.append({"sym": symbols[itemSprite["paletteSymbolName"]],
"offset": 0,
"values": buffer[0:8]})
offworldSprites.append({"sym": symbols[itemSprite["dataSymbolName"]],
"offset": 0,
"values": buffer[8:264]})
idx += 1
deathLink: List[ByteEdit] = [{
"sym": symbols["config_deathlink"],
"offset": 0,
"values": [self.multiworld.death_link[self.player].value]
}]
remoteItem: List[ByteEdit] = [{
"sym": symbols["config_remote_items"],
"offset": 0,
"values": self.getWordArray(0b001 + (0b010 if self.remote_items else 0b000))
}]
ownPlayerId: List[ByteEdit] = [{
"sym": symbols["config_player_id"],
"offset": 0,
"values": self.getWordArray(self.player)
}]
patchDict = { 'MultiWorldLocations': multiWorldLocations,
'MultiWorldItems': multiWorldItems,
'offworldSprites': offworldSprites,
'deathLink': deathLink,
'remoteItem': remoteItem,
'ownPlayerId': ownPlayerId,
'playerNameData': playerNameData,
'playerIdData': playerIdData}
# convert an array of symbolic byte_edit dicts like {"sym": symobj, "offset": 0, "values": [1, 0]}
# to a single rom patch dict like {0x438c: [1, 0], 0xa4a5: [0, 0, 0]} which varia will understand and apply
def resolve_symbols_to_file_offset_based_dict(byte_edits_arr: List[ByteEdit]) -> Dict[int, Iterable[int]]:
this_patch_as_dict: Dict[int, Iterable[int]] = {}
for byte_edit in byte_edits_arr:
offset_within_rom_file: int = byte_edit["sym"]["offset_within_rom_file"] + byte_edit["offset"]
this_patch_as_dict[offset_within_rom_file] = byte_edit["values"]
return this_patch_as_dict
for patchname, byte_edits_arr in patchDict.items():
patchDict[patchname] = resolve_symbols_to_file_offset_based_dict(byte_edits_arr)
romPatcher.applyIPSPatchDict(patchDict)
openTourianGreyDoors = {0x07C823 + 5: [0x0C], 0x07C831 + 5: [0x0C]}
romPatcher.applyIPSPatchDict({'openTourianGreyDoors': openTourianGreyDoors})
# set rom name
# 21 bytes
from Utils import __version__
self.romName = bytearray(f'SM{__version__.replace(".", "")[0:3]}_{self.player}_{self.multiworld.seed:11}', 'utf8')[:21]
self.romName.extend([0] * (21 - len(self.romName)))
# clients should read from 0x7FC0, the location of the rom title in the SNES header.
# duplicative ROM name at 0x1C4F00 is still written here for now, since people with archipelago pre-0.3.0 client installed will still be depending on this location for connecting to SM
romPatcher.applyIPSPatch('ROMName', { 'ROMName': {0x1C4F00 : self.romName, 0x007FC0 : self.romName} })
startItemROMAddressBase = symbols["start_item_data_major"]["offset_within_rom_file"]
# array for each item:
# offset within ROM table "start_item_data_major" of this item"s info (starting status)
# item bitmask or amount per pickup (BVOB = base value or bitmask),
# offset within ROM table "start_item_data_major" of this item"s info (starting maximum/starting collected items)
# current BVOB max
# ------- ---- ---
startItemROMDict = {"ETank": [ 0x8, 0x64, 0xA],
"Missile": [ 0xC, 0x5, 0xE],
"Super": [0x10, 0x5, 0x12],
"PowerBomb": [0x14, 0x5, 0x16],
"Reserve": [0x1A, 0x64, 0x18],
"Morph": [ 0x2, 0x4, 0x0],
"Bomb": [ 0x3, 0x10, 0x1],
"SpringBall": [ 0x2, 0x2, 0x0],
"HiJump": [ 0x3, 0x1, 0x1],
"Varia": [ 0x2, 0x1, 0x0],
"Gravity": [ 0x2, 0x20, 0x0],
"SpeedBooster": [ 0x3, 0x20, 0x1],
"SpaceJump": [ 0x3, 0x2, 0x1],
"ScrewAttack": [ 0x2, 0x8, 0x0],
"Charge": [ 0x7, 0x10, 0x5],
"Ice": [ 0x6, 0x2, 0x4],
"Wave": [ 0x6, 0x1, 0x4],
"Spazer": [ 0x6, 0x4, 0x4],
"Plasma": [ 0x6, 0x8, 0x4],
"Grapple": [ 0x3, 0x40, 0x1],
"XRayScope": [ 0x3, 0x80, 0x1]
# BVOB = base value or bitmask
}
mergedData = {}
hasETank = False
hasSpazer = False
hasPlasma = False
for startItem in self.startItems:
item = startItem.Type
if item == "ETank": hasETank = True
if item == "Spazer": hasSpazer = True
if item == "Plasma": hasPlasma = True
if (item in ["ETank", "Missile", "Super", "PowerBomb", "Reserve"]):
(currentValue, amountPerItem, maxValue) = startItemROMDict[item]
if (startItemROMAddressBase + currentValue) in mergedData:
mergedData[startItemROMAddressBase + currentValue] += amountPerItem
mergedData[startItemROMAddressBase + maxValue] += amountPerItem
else:
mergedData[startItemROMAddressBase + currentValue] = amountPerItem
mergedData[startItemROMAddressBase + maxValue] = amountPerItem
else:
(collected, bitmask, equipped) = startItemROMDict[item]
if (startItemROMAddressBase + collected) in mergedData:
mergedData[startItemROMAddressBase + collected] |= bitmask
mergedData[startItemROMAddressBase + equipped] |= bitmask
else:
mergedData[startItemROMAddressBase + collected] = bitmask
mergedData[startItemROMAddressBase + equipped] = bitmask
if hasETank:
# we are overwriting the starting energy, so add up the E from 99 (normal starting energy) rather than from 0
mergedData[startItemROMAddressBase + 0x8] += 99
mergedData[startItemROMAddressBase + 0xA] += 99
if hasSpazer and hasPlasma:
# de-equip spazer.
# otherwise, firing the unintended spazer+plasma combo would cause massive game glitches and crashes
mergedData[startItemROMAddressBase + 0x4] &= ~0x4
for key, value in mergedData.items():
if (key - startItemROMAddressBase > 7):
[w0, w1] = self.getWordArray(value)
mergedData[key] = [w0, w1]
else:
mergedData[key] = [value]
startItemPatch = { "startItemPatch": mergedData }
romPatcher.applyIPSPatch("startItemPatch", startItemPatch)
# commit all the changes we've made here to the ROM
romPatcher.commitIPS()
itemLocs = [ItemLocation(ItemManager.Items[itemLoc.item.type], locationsDict[itemLoc.name] if itemLoc.name in locationsDict and itemLoc.player == self.player else self.DummyLocation(self.multiworld.get_player_name(itemLoc.player) + " " + itemLoc.name), True) for itemLoc in self.multiworld.get_locations() if itemLoc.item.player == self.player]
progItemLocs = [ItemLocation(ItemManager.Items[itemLoc.item.type], locationsDict[itemLoc.name] if itemLoc.name in locationsDict and itemLoc.player == self.player else self.DummyLocation(self.multiworld.get_player_name(itemLoc.player) + " " + itemLoc.name), True) for itemLoc in self.multiworld.get_locations() if itemLoc.item.player == self.player and itemLoc.item.advancement == True]
romPatcher.writeObjectives(itemLocs, romPatcher.settings["tourian"])
romPatcher.writeItemsLocs(self.itemLocs)
romPatcher.writeSplitLocs(self.variaRando.args.majorsSplit, self.itemLocs, None) #progItemLocs)
romPatcher.writeItemsNumber()
if not romPatcher.settings["isPlando"]:
romPatcher.writeSeed(romPatcher.settings["seed"]) # lol if race mode
romPatcher.writeSpoiler(itemLocs, progItemLocs)
romPatcher.writeRandoSettings(self.variaRando.randoExec.randoSettings, itemLocs)
romPatcher.writeDoorConnections(romPatcher.settings["doors"])
romPatcher.writeVersion(romPatcher.settings["displayedVersion"])
if romPatcher.settings["ctrlDict"] is not None:
romPatcher.writeControls(romPatcher.settings["ctrlDict"])
if romPatcher.settings["moonWalk"] == True:
romPatcher.enableMoonWalk()
romPatcher.writeMagic()
romPatcher.writeMajorsSplit(romPatcher.settings["majorsSplit"])
#if self.settings["isPlando"] and self.race is None:
# doorsPtrs = GraphUtils.getAps2DoorsPtrs()
# self.writePlandoTransitions(self.settings["plando"]["graphTrans"], doorsPtrs,
# self.settings["plando"]["maxTransitions"])
# self.writePlandoAddresses(self.settings["plando"]["visitedLocations"])
#if self.settings["isPlando"] and self.settings["plando"]["additionalETanks"] != 0:
# self.writeAdditionalETanks(self.settings["plando"]["additionalETanks"])
romPatcher.end()
def generate_output(self, output_directory: str):
self.variaRando.args.rom = get_base_rom_path()
outfilebase = self.multiworld.get_out_file_name_base(self.player)
outputFilename = os.path.join(output_directory, f"{outfilebase}.sfc")
try:
self.variaRando.PatchRom(outputFilename, self.APPrePatchRom, self.APPostPatchRom)
self.write_crc(outputFilename)
self.rom_name = self.romName
except:
raise
else:
patch = SMDeltaPatch(os.path.splitext(outputFilename)[0] + SMDeltaPatch.patch_file_ending, player=self.player,
player_name=self.multiworld.player_name[self.player], patched_path=outputFilename)
patch.write()
finally:
if os.path.exists(outputFilename):
os.unlink(outputFilename)
self.rom_name_available_event.set() # make sure threading continues and errors are collected
def checksum_mirror_sum(self, start, length, mask = 0x800000):
while not(length & mask) and mask:
mask >>= 1
part1 = sum(start[:mask]) & 0xFFFF
part2 = 0
next_length = length - mask
if next_length:
part2 = self.checksum_mirror_sum(start[mask:], next_length, mask >> 1)
while (next_length < mask):
next_length += next_length
part2 += part2
return (part1 + part2) & 0xFFFF
def write_bytes(self, buffer, startaddress: int, values):
buffer[startaddress:startaddress + len(values)] = values
def write_crc(self, romName):
with open(romName, 'rb') as stream:
buffer = bytearray(stream.read())
crc = self.checksum_mirror_sum(buffer, len(buffer))
inv = crc ^ 0xFFFF
self.write_bytes(buffer, 0x7FDC, [inv & 0xFF, (inv >> 8) & 0xFF, crc & 0xFF, (crc >> 8) & 0xFF])
with open(romName, 'wb') as outfile:
outfile.write(buffer)
def modify_multidata(self, multidata: dict):
# wait for self.rom_name to be available.
self.rom_name_available_event.wait()
rom_name = getattr(self, "rom_name", None)
# we skip in case of error, so that the original error in the output thread is the one that gets raised
if rom_name:
new_name = base64.b64encode(bytes(self.rom_name)).decode()
multidata["connect_names"][new_name] = multidata["connect_names"][self.multiworld.player_name[self.player]]
def fill_slot_data(self):
slot_data = {}
if not self.multiworld.is_race:
for option_name in self.option_definitions:
option = getattr(self.multiworld, option_name)[self.player]
slot_data[option_name] = option.value
slot_data["Preset"] = { "Knows": {},
"Settings": {"hardRooms": Settings.SettingsDict[self.player].hardRooms,
"bossesDifficulty": Settings.SettingsDict[self.player].bossesDifficulty,
"hellRuns": Settings.SettingsDict[self.player].hellRuns},
"Controller": Controller.ControllerDict[self.player].__dict__}
for knows in Knows.__dict__:
if isKnows(knows):
slot_data["Preset"]["Knows"][knows] = [ getattr(Knows.knowsDict[self.player], knows).bool,
getattr(Knows.knowsDict[self.player], knows).difficulty]
slot_data["InterAreaTransitions"] = {}
for src, dest in self.variaRando.randoExec.areaGraph.InterAreaTransitions:
slot_data["InterAreaTransitions"][src.Name] = dest.Name
slot_data["Doors"] = {}
for door in DoorsManager.doorsDict[self.player].values():
slot_data["Doors"][door.name] = door.getColor()
slot_data["RomPatches"] = RomPatches.ActivePatches[self.player]
return slot_data
def write_spoiler(self, spoiler_handle: TextIO):
if self.multiworld.area_randomization[self.player].value != 0:
spoiler_handle.write('\n\nArea Transitions:\n\n')
spoiler_handle.write('\n'.join(['%s%s %s %s' % (f'{self.multiworld.get_player_name(self.player)}: '
if self.multiworld.players > 1 else '', src.Name,
'<=>',
dest.Name) for src, dest in self.variaRando.randoExec.areaGraph.InterAreaTransitions if not src.Boss]))
if self.multiworld.boss_randomization[self.player].value != 0:
spoiler_handle.write('\n\nBoss Transitions:\n\n')
spoiler_handle.write('\n'.join(['%s%s %s %s' % (f'{self.multiworld.get_player_name(self.player)}: '
if self.multiworld.players > 1 else '', src.Name,
'<=>',
dest.Name) for src, dest in self.variaRando.randoExec.areaGraph.InterAreaTransitions if src.Boss]))
class SMLocation(Location):
game: str = "Super Metroid"
def __init__(self, player: int, name: str, address=None, parent=None):
super(SMLocation, self).__init__(player, name, address, parent)
class SMItem(Item):
game = "Super Metroid"
type: str
def __init__(self, name, classification, type: str, code, player: int):
super(SMItem, self).__init__(name, classification, code, player)
self.type = type