247 lines
11 KiB
Python
247 lines
11 KiB
Python
import yaml
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import os
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import Utils
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import zipfile
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from .Items import item_dictionary_table, CheckDupingItems
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from .Locations import all_locations, SoraLevels, exclusion_table, AllWeaponSlot
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from .Names import LocationName
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from .XPValues import lvlStats, formExp, soraExp
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from worlds.Files import APContainer
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class KH2Container(APContainer):
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game: str = 'Kingdom Hearts 2'
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def __init__(self, patch_data: dict, base_path: str, output_directory: str,
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player=None, player_name: str = "", server: str = ""):
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self.patch_data = patch_data
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self.file_path = base_path
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container_path = os.path.join(output_directory, base_path + ".zip")
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super().__init__(container_path, player, player_name, server)
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def write_contents(self, opened_zipfile: zipfile.ZipFile) -> None:
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for filename, yml in self.patch_data.items():
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opened_zipfile.writestr(filename, yml)
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for root, dirs, files in os.walk(os.path.join(os.path.dirname(__file__), "mod_template")):
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for file in files:
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opened_zipfile.write(os.path.join(root, file),
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os.path.relpath(os.path.join(root, file),
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os.path.join(os.path.dirname(__file__), "mod_template")))
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# opened_zipfile.writestr(self.zpf_path, self.patch_data)
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super().write_contents(opened_zipfile)
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def patch_kh2(self, output_directory):
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def increaseStat(i):
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if lvlStats[i] == "str":
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self.strength += 2
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elif lvlStats[i] == "mag":
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self.magic += 2
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elif lvlStats[i] == "def":
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self.defense += 1
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elif lvlStats[i] == "ap":
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self.ap += 3
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self.formattedTrsr = {}
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self.formattedBons = []
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self.formattedLvup = {"Sora": {}}
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self.formattedBons = {}
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self.formattedFmlv = {}
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self.formattedItem = {"Stats": []}
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self.formattedPlrp = []
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self.strength = 2
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self.magic = 6
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self.defense = 2
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self.ap = 0
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self.dblbonus = 0
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formexp = None
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formName = None
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levelsetting = list()
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slotDataDuping = set()
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for values in CheckDupingItems.values():
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if isinstance(values, set):
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slotDataDuping |= values
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else:
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for inner_values in values.values():
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slotDataDuping |= inner_values
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if self.multiworld.Keyblade_Minimum[self.player].value > self.multiworld.Keyblade_Maximum[self.player].value:
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print(
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f"{self.multiworld.get_file_safe_player_name(self.player)} has Keyblade Minimum greater than Keyblade Maximum")
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keyblademin = self.multiworld.Keyblade_Maximum[self.player].value
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keyblademax = self.multiworld.Keyblade_Minimum[self.player].value
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else:
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keyblademin = self.multiworld.Keyblade_Minimum[self.player].value
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keyblademax = self.multiworld.Keyblade_Maximum[self.player].value
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if self.multiworld.LevelDepth[self.player] == "level_50":
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levelsetting.extend(exclusion_table["Level50"])
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elif self.multiworld.LevelDepth[self.player] == "level_99":
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levelsetting.extend(exclusion_table["Level99"])
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elif self.multiworld.LevelDepth[self.player] in ["level_50_sanity", "level_99_sanity"]:
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levelsetting.extend(exclusion_table["Level50Sanity"])
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if self.multiworld.LevelDepth[self.player] == "level_99_sanity":
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levelsetting.extend(exclusion_table["Level99Sanity"])
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mod_name = f"AP-{self.multiworld.seed_name}-P{self.player}-{self.multiworld.get_file_safe_player_name(self.player)}"
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for location in self.multiworld.get_filled_locations(self.player):
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data = all_locations[location.name]
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if location.item.player == self.player:
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itemcode = item_dictionary_table[location.item.name].kh2id
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if location.item.name in slotDataDuping and \
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location.name not in AllWeaponSlot:
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self.LocalItems[location.address] = item_dictionary_table[location.item.name].code
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else:
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itemcode = 90 # castle map
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if data.yml == "Chest":
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self.formattedTrsr[data.locid] = {"ItemId": itemcode}
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elif data.yml in ["Get Bonus", "Double Get Bonus", "Second Get Bonus"]:
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if data.yml == "Get Bonus":
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self.dblbonus = 0
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# if double bonus then addresses dbl bonus so the next check gets 2 items on it
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if data.yml == "Double Get Bonus":
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self.dblbonus = itemcode
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continue
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if data.locid not in self.formattedBons.keys():
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self.formattedBons[data.locid] = {}
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self.formattedBons[data.locid][data.charName] = {
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"RewardId": data.locid,
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"CharacterId": data.charNumber,
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"HpIncrease": 0,
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"MpIncrease": 0,
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"DriveGaugeUpgrade": 0,
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"ItemSlotUpgrade": 0,
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"AccessorySlotUpgrade": 0,
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"ArmorSlotUpgrade": 0,
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"BonusItem1": itemcode,
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"BonusItem2": self.dblbonus,
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"Padding": 0
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}
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# putting dbl bonus at 0 again, so we don't have the same item placed multiple time
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self.dblbonus = 0
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elif data.yml == "Keyblade":
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self.formattedItem["Stats"].append({
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"Id": data.locid,
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"Attack": self.multiworld.per_slot_randoms[self.player].randint(keyblademin, keyblademax),
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"Magic": self.multiworld.per_slot_randoms[self.player].randint(keyblademin, keyblademax),
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"Defense": 0,
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"Ability": itemcode,
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"AbilityPoints": 0,
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"Unknown08": 100,
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"FireResistance": 100,
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"IceResistance": 100,
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"LightningResistance": 100,
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"DarkResistance": 100,
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"Unknown0d": 100,
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"GeneralResistance": 100,
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"Unknown": 0
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})
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elif data.yml == "Forms":
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# loc id is form lvl
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# char name is the form name number :)
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if data.locid == 2:
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formDict = {1: "Valor", 2: "Wisdom", 3: "Limit", 4: "Master", 5: "Final"}
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formDictExp = {
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1: self.multiworld.Valor_Form_EXP[self.player].value,
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2: self.multiworld.Wisdom_Form_EXP[self.player].value,
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3: self.multiworld.Limit_Form_EXP[self.player].value,
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4: self.multiworld.Master_Form_EXP[self.player].value,
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5: self.multiworld.Final_Form_EXP[self.player].value}
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formexp = formDictExp[data.charName]
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formName = formDict[data.charName]
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self.formattedFmlv[formName] = []
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self.formattedFmlv[formName].append({
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"Ability": 1,
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"Experience": int(formExp[data.charName][data.locid] / formexp),
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"FormId": data.charName,
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"FormLevel": 1,
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"GrowthAbilityLevel": 0,
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})
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# row is form column is lvl
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self.formattedFmlv[formName].append({
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"Ability": itemcode,
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"Experience": int(formExp[data.charName][data.locid] / formexp),
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"FormId": data.charName,
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"FormLevel": data.locid,
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"GrowthAbilityLevel": 0,
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})
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# Summons have no checks on them so done fully locally
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self.formattedFmlv["Summon"] = []
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for x in range(1, 7):
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self.formattedFmlv["Summon"].append({
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"Ability": 123,
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"Experience": int(formExp[0][x] / self.multiworld.Summon_EXP[self.player].value),
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"FormId": 0,
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"FormLevel": x,
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"GrowthAbilityLevel": 0,
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})
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# levels done down here because of optional settings that can take locations out of the pool.
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self.i = 1
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for location in SoraLevels:
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increaseStat(self.multiworld.per_slot_randoms[self.player].randint(0, 3))
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if location in levelsetting:
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data = self.multiworld.get_location(location, self.player)
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if data.item.player == self.player:
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itemcode = item_dictionary_table[data.item.name].kh2id
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else:
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itemcode = 461
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else:
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increaseStat(self.multiworld.per_slot_randoms[self.player].randint(0, 3))
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itemcode = 0
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self.formattedLvup["Sora"][self.i] = {
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"Exp": int(soraExp[self.i] / self.multiworld.Sora_Level_EXP[self.player].value),
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"Strength": self.strength,
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"Magic": self.magic,
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"Defense": self.defense,
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"Ap": self.ap,
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"SwordAbility": itemcode,
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"ShieldAbility": itemcode,
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"StaffAbility": itemcode,
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"Padding": 0,
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"Character": "Sora",
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"Level": self.i
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}
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self.i += 1
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# averaging stats for the struggle bats
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for x in {122, 144, 145}:
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self.formattedItem["Stats"].append({
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"Id": x,
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"Attack": int((keyblademin + keyblademax) / 2),
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"Magic": int((keyblademin + keyblademax) / 2),
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"Defense": 0,
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"Ability": 405,
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"AbilityPoints": 0,
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"Unknown08": 100,
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"FireResistance": 100,
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"IceResistance": 100,
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"LightningResistance": 100,
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"DarkResistance": 100,
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"Unknown0d": 100,
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"GeneralResistance": 100,
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"Unknown": 0
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})
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mod_dir = os.path.join(output_directory, mod_name + "_" + Utils.__version__)
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openkhmod = {
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"TrsrList.yml": yaml.dump(self.formattedTrsr, line_break="\n"),
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"LvupList.yml": yaml.dump(self.formattedLvup, line_break="\n"),
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"BonsList.yml": yaml.dump(self.formattedBons, line_break="\n"),
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"ItemList.yml": yaml.dump(self.formattedItem, line_break="\n"),
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"FmlvList.yml": yaml.dump(self.formattedFmlv, line_break="\n"),
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}
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mod = KH2Container(openkhmod, mod_dir, output_directory, self.player,
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self.multiworld.get_file_safe_player_name(self.player))
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mod.write()
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