217 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			217 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Python
		
	
	
	
from BaseClasses import Location
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base_location_id = 118000000
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class AdventureLocation(Location):
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    game: str = "Adventure"
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class WorldPosition:
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    room_id: int
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    room_x: int
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    room_y: int
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    def __init__(self, room_id: int, room_x: int = None, room_y: int = None):
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        self.room_id = room_id
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        self.room_x = room_x
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        self.room_y = room_y
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    def get_position(self, random):
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        if self.room_x is None or self.room_y is None:
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            return self.room_id, random.choice(standard_positions)
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        else:
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            return self.room_id, (self.room_x, self.room_y)
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class LocationData:
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    def __init__(self, region, name, location_id, world_positions: [WorldPosition] = None, event=False,
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                 needs_bat_logic: bool = False):
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        self.region: str = region
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        self.name: str = name
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        self.world_positions: [WorldPosition] = world_positions
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        self.room_id: int = None
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        self.room_x: int = None
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        self.room_y: int = None
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        self.location_id: int = location_id
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        if location_id is None:
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            self.short_location_id: int = None
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            self.location_id: int = None
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        else:
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            self.short_location_id: int = location_id
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            self.location_id: int = location_id + base_location_id
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        self.event: bool = event
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        if world_positions is None and not event:
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            self.room_id: int = self.short_location_id
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        self.needs_bat_logic: int = needs_bat_logic
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        self.local_item: int = None
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    def get_random_position(self, random):
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        x: int = None
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        y: int = None
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        if self.world_positions is None or len(self.world_positions) == 0:
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            if self.room_id is None:
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                return None
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            x, y = random.choice(standard_positions)
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            return self.room_id, x, y
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        else:
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            selected_pos = random.choice(self.world_positions)
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            room_id, (x, y) = selected_pos.get_position(random)
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            return self.get_random_room_id(random), x, y
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    def get_random_room_id(self, random):
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        if self.world_positions is None or len(self.world_positions) == 0:
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            if self.room_id is None:
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                return None
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        if self.room_id is None:
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            selected_pos = random.choice(self.world_positions)
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            return selected_pos.room_id
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        return self.room_id
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standard_positions = [
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    (0x80, 0x20),
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    (0x20, 0x20),
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    (0x20, 0x40),
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    (0x20, 0x40),
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    (0x30, 0x20)
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]
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# Gives the most difficult region the dragon can reach and get stuck in from the provided room without the
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# player unlocking something for it
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def dragon_room_to_region(room: int) -> str:
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    if room <= 0x11:
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        return "Overworld"
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    elif room <= 0x12:
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        return "YellowCastle"
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    elif room <= 0x16 or room == 0x1B:
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        return "BlackCastle"
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    elif room <= 0x1A:
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        return "WhiteCastleVault"
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    elif room <= 0x1D:
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        return "Overworld"
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    elif room <= 0x1E:
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        return "CreditsRoom"
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def get_random_room_in_regions(regions: [str], random) -> int:
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    possible_rooms = {}
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    for locname in location_table:
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        if location_table[locname].region in regions:
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            room = location_table[locname].get_random_room_id(random)
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            if room is not None:
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                possible_rooms[room] = location_table[locname].room_id
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    return random.choice(list(possible_rooms.keys()))
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location_table = {
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    "Blue Labyrinth 0": LocationData("Overworld", "Blue Labyrinth 0", 0x4,
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                                     [WorldPosition(0x4, 0x83, 0x47),  # exit upper right
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                                      WorldPosition(0x4, 0x12, 0x47),  # exit upper left
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                                      WorldPosition(0x4, 0x65, 0x20),  # exit bottom right
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                                      WorldPosition(0x4, 0x2A, 0x20),  # exit bottom left
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                                      WorldPosition(0x5, 0x4B, 0x60),  # T room, top
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                                      WorldPosition(0x5, 0x28, 0x1F),  # T room, bottom left
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                                      WorldPosition(0x5, 0x70, 0x1F),  # T room, bottom right
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                                      ]),
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    "Blue Labyrinth 1": LocationData("Overworld", "Blue Labyrinth 1", 0x6,
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                                     [WorldPosition(0x6, 0x8C, 0x20),  # final turn bottom right
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                                      WorldPosition(0x6, 0x03, 0x20),  # final turn bottom left
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                                      WorldPosition(0x6, 0x4B, 0x30),  # final turn center
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                                      WorldPosition(0x7, 0x4B, 0x40),  # straightaway center
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                                      WorldPosition(0x8, 0x40, 0x40),  # entrance middle loop
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                                      WorldPosition(0x8, 0x4B, 0x60),  # entrance upper loop
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                                      WorldPosition(0x8, 0x8C, 0x5E),  # entrance right loop
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                                      ]),
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    "Catacombs": LocationData("Overworld", "Catacombs", 0x9,
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                              [WorldPosition(0x9, 0x49, 0x40),
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                               WorldPosition(0x9, 0x4b, 0x20),
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                               WorldPosition(0xA),
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                               WorldPosition(0xA),
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                               WorldPosition(0xB, 0x40, 0x40),
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                               WorldPosition(0xB, 0x22, 0x1f),
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                               WorldPosition(0xB, 0x70, 0x1f)]),
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    "Adjacent to Catacombs": LocationData("Overworld", "Adjacent to Catacombs", 0xC,
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                                          [WorldPosition(0xC),
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                                           WorldPosition(0xD)]),
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    "Southwest of Catacombs": LocationData("Overworld", "Southwest of Catacombs", 0xE),
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    "White Castle Gate": LocationData("Overworld", "White Castle Gate", 0xF),
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    "Black Castle Gate": LocationData("Overworld", "Black Castle Gate", 0x10),
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    "Yellow Castle Gate": LocationData("Overworld", "Yellow Castle Gate", 0x11),
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    "Inside Yellow Castle": LocationData("YellowCastle", "Inside Yellow Castle", 0x12),
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    "Dungeon0": LocationData("BlackCastle", "Dungeon0", 0x13,
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                             [WorldPosition(0x13),
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                              WorldPosition(0x14)]),
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    "Dungeon Vault": LocationData("BlackCastleVault", "Dungeon Vault", 0xB5,
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                                  [WorldPosition(0x15, 0x46, 0x1B)],
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                                  needs_bat_logic=True),
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    "Dungeon1": LocationData("BlackCastle", "Dungeon1", 0x15,
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                             [WorldPosition(0x15),
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                              WorldPosition(0x16)]),
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    "RedMaze0": LocationData("WhiteCastle", "RedMaze0", 0x17,
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                             [WorldPosition(0x17, 0x70, 0x40),  # right side third room
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                              WorldPosition(0x17, 0x18, 0x40),  # left side third room
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                              WorldPosition(0x18, 0x20, 0x40),
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                              WorldPosition(0x18, 0x1A, 0x3F),  # left side second room
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                              WorldPosition(0x18, 0x70, 0x3F),  # right side second room
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                              ]),
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    "Red Maze Vault Entrance": LocationData("WhiteCastlePreVaultPeek", "Red Maze Vault Entrance", 0xB7,
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                                            [WorldPosition(0x17, 0x50, 0x60)],
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                                            needs_bat_logic=True),
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    "Red Maze Vault": LocationData("WhiteCastleVault", "Red Maze Vault", 0x19,
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                                   [WorldPosition(0x19, 0x4E, 0x35)],
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                                   needs_bat_logic=True),
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    "RedMaze1": LocationData("WhiteCastle", "RedMaze1", 0x1A),  # entrance
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    "Black Castle Foyer": LocationData("BlackCastle", "Black Castle Foyer", 0x1B),
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    "Northeast of Catacombs": LocationData("Overworld", "Northeast of Catacombs", 0x1C),
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    "Southeast of Catacombs": LocationData("Overworld", "Southeast of Catacombs", 0x1D),
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    "Credits Left Side": LocationData("CreditsRoom", "Credits Left Side", 0x1E,
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                                      [WorldPosition(0x1E, 0x25, 0x50)]),
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    "Credits Right Side": LocationData("CreditsRoomFarSide", "Credits Right Side", 0xBE,
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                                       [WorldPosition(0x1E, 0x70, 0x40)],
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                                       needs_bat_logic=True),
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    "Chalice Home": LocationData("YellowCastle", "Chalice Home", None, event=True),
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    "Slay Yorgle": LocationData("Varies", "Slay Yorgle", 0xD1, event=False),
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    "Slay Grundle": LocationData("Varies", "Slay Grundle", 0xD2, event=False),
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    "Slay Rhindle": LocationData("Varies", "Slay Rhindle", 0xD0, event=False),
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}
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# the old location table, for reference
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location_table_old = {
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    "Blue Labyrinth 0": LocationData("Overworld", "Blue Labyrinth 0", 0x4),
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    "Blue Labyrinth 1": LocationData("Overworld", "Blue Labyrinth 1", 0x5),
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    "Blue Labyrinth 2": LocationData("Overworld", "Blue Labyrinth 2", 0x6),
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    "Blue Labyrinth 3": LocationData("Overworld", "Blue Labyrinth 3", 0x7),
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    "Blue Labyrinth 4": LocationData("Overworld", "Blue Labyrinth 4", 0x8),
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    "Catacombs0": LocationData("Overworld", "Catacombs0", 0x9),
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    "Catacombs1": LocationData("Overworld", "Catacombs1", 0xA),
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    "Catacombs2": LocationData("Overworld", "Catacombs2", 0xB),
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    "East of Catacombs": LocationData("Overworld", "East of Catacombs", 0xC),
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    "West of Catacombs": LocationData("Overworld", "West of Catacombs", 0xD),
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    "Southwest of Catacombs": LocationData("Overworld", "Southwest of Catacombs", 0xE),
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    "White Castle Gate": LocationData("Overworld", "White Castle Gate", 0xF),
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    "Black Castle Gate": LocationData("Overworld", "Black Castle Gate", 0x10),
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    "Yellow Castle Gate": LocationData("Overworld", "Yellow Castle Gate", 0x11),
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    "Inside Yellow Castle": LocationData("YellowCastle", "Inside Yellow Castle", 0x12),
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    "Dungeon0": LocationData("BlackCastle", "Dungeon0", 0x13),
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    "Dungeon1": LocationData("BlackCastle", "Dungeon1", 0x14),
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    "Dungeon Vault": LocationData("BlackCastleVault", "Dungeon Vault", 0x15,
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                                  [WorldPosition(0xB5, 0x46, 0x1B)]),
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    "Dungeon2": LocationData("BlackCastle", "Dungeon2", 0x15),
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    "Dungeon3": LocationData("BlackCastle", "Dungeon3", 0x16),
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    "RedMaze0": LocationData("WhiteCastle", "RedMaze0", 0x17, [WorldPosition(0x17, 0x70, 0x40)]),
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    "RedMaze1": LocationData("WhiteCastle", "RedMaze1", 0x18, [WorldPosition(0x18, 0x20, 0x40)]),
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    "Red Maze Vault Entrance": LocationData("WhiteCastlePreVaultPeek", "Red Maze Vault Entrance",
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                                            0x17, [WorldPosition(0xB7, 0x50, 0x60)]),
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    "Red Maze Vault": LocationData("WhiteCastleVault", "Red Maze Vault", 0x19, [WorldPosition(0x19, 0x4E, 0x35)]),
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    "RedMaze3": LocationData("WhiteCastle", "RedMaze3", 0x1A),
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    "Black Castle Foyer": LocationData("BlackCastle", "Black Castle Foyer", 0x1B),
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    "Northeast of Catacombs": LocationData("Overworld", "Northeast of Catacombs", 0x1C),
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    "Southeast of Catacombs": LocationData("Overworld", "Southeast of Catacombs", 0x1D),
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    "Credits Left Side": LocationData("CreditsRoom", "Credits Left Side", 0x1E, [WorldPosition(0x1E, 0x25, 0x50)]),
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    "Credits Right Side": LocationData("CreditsRoomFarSide", "Credits Right Side", 0x1E,
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                                       [WorldPosition(0xBE, 0x70, 0x40)]),
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    "Chalice Home": LocationData("YellowCastle", "Chalice Home", None, event=True)
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}
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