Archipelago/worlds/ladx/LADXR/mapgen/locations/seashell.py

173 lines
7.3 KiB
Python

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)