Esempio n. 1
0
class Randomizer:
    def __init__(self,
                 seed,
                 clean_iso_path,
                 randomized_output_folder,
                 options,
                 permalink=None,
                 cmd_line_args=OrderedDict()):
        self.randomized_output_folder = randomized_output_folder
        self.options = options
        self.seed = seed
        self.permalink = permalink

        self.dry_run = ("-dry" in cmd_line_args)
        self.disassemble = ("-disassemble" in cmd_line_args)
        self.export_disc_to_folder = ("-exportfolder" in cmd_line_args)
        self.no_logs = ("-nologs" in cmd_line_args)
        self.bulk_test = ("-bulk" in cmd_line_args)
        if self.bulk_test:
            self.dry_run = True
            self.no_logs = True
        self.print_used_flags = ("-printflags" in cmd_line_args)

        self.test_room_args = None
        if "-test" in cmd_line_args:
            args = cmd_line_args["-test"]
            if args is not None:
                stage, room, spawn = args.split(",")
                self.test_room_args = {
                    "stage": stage,
                    "room": int(room),
                    "spawn": int(spawn)
                }

        seed_string = self.seed
        if not self.options.get("generate_spoiler_log"):
            seed_string += SEED_KEY

        self.integer_seed = self.convert_string_to_integer_md5(seed_string)
        self.rng = self.get_new_rng()

        self.arcs_by_path = {}
        self.jpcs_by_path = {}
        self.raw_files_by_path = {}

        self.read_text_file_lists()

        if not self.dry_run:
            if not os.path.isfile(clean_iso_path):
                raise InvalidCleanISOError("Clean WW ISO does not exist: %s" %
                                           clean_iso_path)

            self.verify_supported_version(clean_iso_path)

            self.gcm = GCM(clean_iso_path)
            self.gcm.read_entire_disc()

            try:
                self.chart_list = self.get_arc(
                    "files/res/Msg/fmapres.arc").get_file("cmapdat.bin")
            except InvalidOffsetError:
                # An invalid offset error when reading fmapres.arc seems to happen when the user has a corrupted clean ISO.
                # The reason for this is unknown, but when this happens check the ISO's MD5 and if it's wrong say so in an error message.
                self.verify_correct_clean_iso_md5(clean_iso_path)

                # But if the ISO's MD5 is correct just raise the normal offset error.
                raise

            self.bmg = self.get_arc("files/res/Msg/bmgres.arc").get_file(
                "zel_00.bmg")

            if self.disassemble:
                self.disassemble_all_code()
            if self.print_used_flags:
                stage_searcher.print_all_used_item_pickup_flags(self)
                stage_searcher.print_all_used_chest_open_flags(self)
                stage_searcher.print_all_event_flags_used_by_stb_cutscenes(
                    self)

        # Starting items. This list is read by the Logic when initializing your currently owned items list.
        self.starting_items = [
            "Wind Waker",
            "Wind's Requiem",
            "Ballad of Gales",
            "Song of Passing",
            "Hero's Shield",
            "Boat's Sail",
        ]
        self.starting_items += self.options.get("starting_gear", [])

        if self.options.get("sword_mode") == "Start with Sword":
            self.starting_items.append("Progressive Sword")
        # Add starting Triforce Shards.
        num_starting_triforce_shards = int(
            self.options.get("num_starting_triforce_shards", 0))
        for i in range(num_starting_triforce_shards):
            self.starting_items.append("Triforce Shard %d" % (i + 1))

        # Default entrances connections to be used if the entrance randomizer is not on.
        self.entrance_connections = OrderedDict([
            ("Dungeon Entrance On Dragon Roost Island", "Dragon Roost Cavern"),
            ("Dungeon Entrance In Forest Haven Sector", "Forbidden Woods"),
            ("Dungeon Entrance In Tower of the Gods Sector",
             "Tower of the Gods"),
            ("Dungeon Entrance On Headstone Island", "Earth Temple"),
            ("Dungeon Entrance On Gale Isle", "Wind Temple"),
            ("Secret Cave Entrance on Outset Island", "Savage Labyrinth"),
            ("Secret Cave Entrance on Dragon Roost Island",
             "Dragon Roost Island Secret Cave"),
            ("Secret Cave Entrance on Fire Mountain",
             "Fire Mountain Secret Cave"),
            ("Secret Cave Entrance on Ice Ring Isle",
             "Ice Ring Isle Secret Cave"),
            ("Secret Cave Entrance on Private Oasis", "Cabana Labyrinth"),
            ("Secret Cave Entrance on Needle Rock Isle",
             "Needle Rock Isle Secret Cave"),
            ("Secret Cave Entrance on Angular Isles",
             "Angular Isles Secret Cave"),
            ("Secret Cave Entrance on Boating Course",
             "Boating Course Secret Cave"),
            ("Secret Cave Entrance on Stone Watcher Island",
             "Stone Watcher Island Secret Cave"),
            ("Secret Cave Entrance on Overlook Island",
             "Overlook Island Secret Cave"),
            ("Secret Cave Entrance on Bird's Peak Rock",
             "Bird's Peak Rock Secret Cave"),
            ("Secret Cave Entrance on Pawprint Isle",
             "Pawprint Isle Chuchu Cave"),
            ("Secret Cave Entrance on Pawprint Isle Side Isle",
             "Pawprint Isle Wizzrobe Cave"),
            ("Secret Cave Entrance on Diamond Steppe Island",
             "Diamond Steppe Island Warp Maze Cave"),
            ("Secret Cave Entrance on Bomb Island", "Bomb Island Secret Cave"),
            ("Secret Cave Entrance on Rock Spire Isle",
             "Rock Spire Isle Secret Cave"),
            ("Secret Cave Entrance on Shark Island",
             "Shark Island Secret Cave"),
            ("Secret Cave Entrance on Cliff Plateau Isles",
             "Cliff Plateau Isles Secret Cave"),
            ("Secret Cave Entrance on Horseshoe Island",
             "Horseshoe Island Secret Cave"),
            ("Secret Cave Entrance on Star Island", "Star Island Secret Cave"),
        ])
        self.dungeon_and_cave_island_locations = OrderedDict([
            ("Dragon Roost Cavern", "Dragon Roost Island"),
            ("Forbidden Woods", "Forest Haven"),
            ("Tower of the Gods", "Tower of the Gods"),
            ("Earth Temple", "Headstone Island"),
            ("Wind Temple", "Gale Isle"),
            ("Secret Cave Entrance on Outset Island", "Outset Island"),
            ("Secret Cave Entrance on Dragon Roost Island",
             "Dragon Roost Island"),
            ("Secret Cave Entrance on Fire Mountain", "Fire Mountain"),
            ("Secret Cave Entrance on Ice Ring Isle", "Ice Ring Isle"),
            ("Secret Cave Entrance on Private Oasis", "Private Oasis"),
            ("Secret Cave Entrance on Needle Rock Isle", "Needle Rock Isle"),
            ("Secret Cave Entrance on Angular Isles", "Angular Isles"),
            ("Secret Cave Entrance on Boating Course", "Boating Course"),
            ("Secret Cave Entrance on Stone Watcher Island",
             "Stone Watcher Island"),
            ("Secret Cave Entrance on Overlook Island", "Overlook Island"),
            ("Secret Cave Entrance on Bird's Peak Rock", "Bird's Peak Rock"),
            ("Secret Cave Entrance on Pawprint Isle", "Pawprint Isle"),
            ("Secret Cave Entrance on Pawprint Isle Side Isle",
             "Pawprint Isle"),
            ("Secret Cave Entrance on Diamond Steppe Island",
             "Diamond Steppe Island"),
            ("Secret Cave Entrance on Bomb Island", "Bomb Island"),
            ("Secret Cave Entrance on Rock Spire Isle", "Rock Spire Isle"),
            ("Secret Cave Entrance on Shark Island", "Shark Island"),
            ("Secret Cave Entrance on Cliff Plateau Isles",
             "Cliff Plateau Isles"),
            ("Secret Cave Entrance on Horseshoe Island", "Horseshoe Island"),
            ("Secret Cave Entrance on Star Island", "Star Island"),
        ])

        # Default starting island (Outset) if the starting island randomizer is not on.
        self.starting_island_index = 44

        # Default charts for each island.
        self.island_number_to_chart_name = OrderedDict([
            (1, "Treasure Chart 25"),
            (2, "Treasure Chart 7"),
            (3, "Treasure Chart 24"),
            (4, "Triforce Chart 2"),
            (5, "Treasure Chart 11"),
            (6, "Triforce Chart 7"),
            (7, "Treasure Chart 13"),
            (8, "Treasure Chart 41"),
            (9, "Treasure Chart 29"),
            (10, "Treasure Chart 22"),
            (11, "Treasure Chart 18"),
            (12, "Treasure Chart 30"),
            (13, "Treasure Chart 39"),
            (14, "Treasure Chart 19"),
            (15, "Treasure Chart 8"),
            (16, "Treasure Chart 2"),
            (17, "Treasure Chart 10"),
            (18, "Treasure Chart 26"),
            (19, "Treasure Chart 3"),
            (20, "Treasure Chart 37"),
            (21, "Treasure Chart 27"),
            (22, "Treasure Chart 38"),
            (23, "Triforce Chart 1"),
            (24, "Treasure Chart 21"),
            (25, "Treasure Chart 6"),
            (26, "Treasure Chart 14"),
            (27, "Treasure Chart 34"),
            (28, "Treasure Chart 5"),
            (29, "Treasure Chart 28"),
            (30, "Treasure Chart 35"),
            (31, "Triforce Chart 3"),
            (32, "Triforce Chart 6"),
            (33, "Treasure Chart 1"),
            (34, "Treasure Chart 20"),
            (35, "Treasure Chart 36"),
            (36, "Treasure Chart 23"),
            (37, "Treasure Chart 12"),
            (38, "Treasure Chart 16"),
            (39, "Treasure Chart 4"),
            (40, "Treasure Chart 17"),
            (41, "Treasure Chart 31"),
            (42, "Triforce Chart 5"),
            (43, "Treasure Chart 9"),
            (44, "Triforce Chart 4"),
            (45, "Treasure Chart 40"),
            (46, "Triforce Chart 8"),
            (47, "Treasure Chart 15"),
            (48, "Treasure Chart 32"),
            (49, "Treasure Chart 33"),
        ])

        # This list will hold the randomly selected dungeon boss locations that are required in race mode.
        # If race mode is not on, this list will remain empty.
        self.race_mode_required_locations = []
        # This list will hold the dungeon names of the race mode required locations.
        # If race mode is not on, this list will remain empty.
        self.race_mode_required_dungeons = []
        # This list will hold all item location names that should not have any items in them in race mode.
        # If race mode is not on, this list will remain empty.
        self.race_mode_banned_locations = []

        self.custom_model_name = "Link"

        self.logic = Logic(self)

        num_progress_locations = self.logic.get_num_progression_locations()
        num_progress_items = self.logic.get_num_progression_items()
        if num_progress_locations < num_progress_items:
            error_message = "Not enough progress locations to place all progress items.\n\n"
            error_message += "Total progress items: %d\n" % num_progress_items
            error_message += "Progress locations with current options: %d\n\n" % num_progress_locations
            error_message += "You need to check more of the progress location options in order to give the randomizer enough space to place all the items."
            raise TooFewProgressionLocationsError(error_message)

        # We need to determine if the user's selected options result in a dungeons-only-start.
        # Dungeons-only-start meaning that the only locations accessible at the start of the run are dungeon locations.
        # e.g. If the user selects Dungeons, Expensive Purchases, and Sunken Treasures, the dungeon locations are the only ones the player can check first.
        # We need to distinguish this situation because it can cause issues for the randomizer's item placement logic (specifically when placing keys in DRC).
        self.logic.temporarily_make_dungeon_entrance_macros_impossible()
        accessible_undone_locations = self.logic.get_accessible_remaining_locations(
            for_progression=True)
        if len(accessible_undone_locations) == 0:
            self.dungeons_only_start = True
        else:
            self.dungeons_only_start = False
        self.logic.update_entrance_connection_macros(
        )  # Reset the dungeon entrance macros.

        # Also determine if these options result in a dungeons-and-caves-only-start.
        # Dungeons-and-caves-only-start means the only locations accessible at the start of the run are dungeon or secret cave locations.
        # This situation can also cause issues for the item placement logic (specifically when placing the first item of the run).
        self.logic.temporarily_make_entrance_macros_impossible()
        accessible_undone_locations = self.logic.get_accessible_remaining_locations(
            for_progression=True)
        if len(accessible_undone_locations) == 0:
            self.dungeons_and_caves_only_start = True
        else:
            self.dungeons_and_caves_only_start = False
        self.logic.update_entrance_connection_macros(
        )  # Reset the entrance macros.

    def randomize(self):
        options_completed = 0
        yield ("Modifying game code...", options_completed)

        if not self.dry_run:
            self.apply_necessary_tweaks()

            if self.options.get("swift_sail"):
                tweaks.make_sail_behave_like_swift_sail(self)
            if self.options.get("instant_text_boxes"):
                tweaks.make_all_text_instant(self)
            if self.options.get("reveal_full_sea_chart"):
                tweaks.apply_patch(self, "reveal_sea_chart")
            if self.options.get("add_shortcut_warps_between_dungeons"):
                tweaks.add_inter_dungeon_warp_pots(self)
            if self.options.get("invert_camera_x_axis"):
                tweaks.apply_patch(self, "invert_camera_x_axis")
            tweaks.update_skip_rematch_bosses_game_variable(self)
            tweaks.update_sword_mode_game_variable(self)
            if self.options.get("sword_mode") == "Swordless":
                tweaks.apply_patch(self, "swordless")
                tweaks.update_text_for_swordless(self)
            if self.options.get("randomize_entrances") not in [
                    "Disabled", None, "Dungeons"
            ]:
                tweaks.disable_ice_ring_isle_and_fire_mountain_effects_indoors(
                    self)
            tweaks.update_starting_gear(self)
            if self.options.get("disable_tingle_chests_with_tingle_bombs"):
                tweaks.apply_patch(self,
                                   "disable_tingle_bombs_on_tingle_chests")

            if self.test_room_args is not None:
                tweaks.test_room(self)

        options_completed += 1
        yield ("Randomizing...", options_completed)

        if self.options.get("randomize_charts"):
            charts.randomize_charts(self)

        if self.options.get("randomize_starting_island"):
            starting_island.randomize_starting_island(self)

        if self.options.get("randomize_entrances") not in ["Disabled", None]:
            entrances.randomize_entrances(self)

        if self.options.get("randomize_bgm"):
            bgm.randomize_bgm(self)

        items.randomize_items(self)

        options_completed += 2
        yield ("Saving items...", options_completed)

        if not self.dry_run:
            items.write_changed_items(self)

        if not self.dry_run:
            self.apply_necessary_post_randomization_tweaks()

        options_completed += 7
        yield ("Saving randomized ISO...", options_completed)

        if not self.dry_run:
            self.save_randomized_iso()

        options_completed += 9
        yield ("Writing logs...", options_completed)

        if self.options.get("generate_spoiler_log"):
            self.write_spoiler_log()
        self.write_non_spoiler_log()

        yield ("Done", -1)

    def apply_necessary_tweaks(self):
        tweaks.apply_patch(self, "custom_funcs")
        tweaks.apply_patch(self, "necessary_fixes")
        tweaks.skip_wakeup_intro_and_start_at_dock(self)
        tweaks.start_ship_at_outset(self)
        tweaks.fix_deku_leaf_model(self)
        tweaks.allow_all_items_to_be_field_items(self)
        tweaks.remove_shop_item_forced_uniqueness_bit(self)
        tweaks.remove_forsaken_fortress_2_cutscenes(self)
        tweaks.make_items_progressive(self)
        tweaks.add_ganons_tower_warp_to_ff2(self)
        tweaks.add_chest_in_place_medli_grappling_hook_gift(self)
        tweaks.add_chest_in_place_queen_fairy_cutscene(self)
        #tweaks.add_cube_to_earth_temple_first_room(self)
        tweaks.add_more_magic_jars(self)
        tweaks.remove_title_and_ending_videos(self)
        tweaks.modify_title_screen_logo(self)
        tweaks.update_game_name_icon_and_banners(self)
        tweaks.allow_dungeon_items_to_appear_anywhere(self)
        #tweaks.remove_ballad_of_gales_warp_in_cutscene(self)
        tweaks.fix_shop_item_y_offsets(self)
        tweaks.shorten_zephos_event(self)
        tweaks.update_korl_dialogue(self)
        tweaks.set_num_starting_triforce_shards(self)
        tweaks.add_pirate_ship_to_windfall(self)
        tweaks.remove_makar_kidnapping_event(self)
        tweaks.increase_player_movement_speeds(self)
        tweaks.add_chart_number_to_item_get_messages(self)
        tweaks.increase_grapple_animation_speed(self)
        tweaks.increase_block_moving_animation(self)
        tweaks.increase_misc_animations(self)
        tweaks.shorten_auction_intro_event(self)
        tweaks.disable_invisible_walls(self)
        tweaks.add_hint_signs(self)
        tweaks.prevent_door_boulder_softlocks(self)
        tweaks.update_tingle_statue_item_get_funcs(self)
        tweaks.apply_patch(self, "tingle_chests_without_tuner")
        tweaks.make_tingle_statue_reward_rupee_rainbow_colored(self)
        tweaks.show_seed_hash_on_name_entry_screen(self)
        tweaks.fix_ghost_ship_chest_crash(self)
        tweaks.implement_key_bag(self)
        tweaks.add_chest_in_place_of_jabun_cutscene(self)
        tweaks.add_chest_in_place_of_master_sword(self)
        tweaks.update_beedle_spoil_selling_text(self)
        tweaks.fix_totg_warp_out_spawn_pos(self)
        tweaks.remove_phantom_ganon_requirement_from_eye_reefs(self)

        customizer.replace_link_model(self)
        tweaks.change_starting_clothes(self)
        customizer.change_player_clothes_color(self)

    def apply_necessary_post_randomization_tweaks(self):
        tweaks.update_shop_item_descriptions(self)
        tweaks.update_auction_item_names(self)
        tweaks.update_battlesquid_item_names(self)
        tweaks.update_item_names_in_letter_advertising_rock_spire_shop(self)
        tweaks.update_savage_labyrinth_hint_tablet(self)
        tweaks.update_randomly_chosen_hints(self)
        tweaks.show_quest_markers_on_sea_chart_for_dungeons(
            self, dungeon_names=self.race_mode_required_dungeons)
        tweaks.prevent_fire_mountain_lava_softlock(self)

    def verify_supported_version(self, clean_iso_path):
        with open(clean_iso_path, "rb") as f:
            game_id = try_read_str(f, 0, 6)
        if game_id != "GZLE01":
            if game_id and game_id.startswith("GZL"):
                raise InvalidCleanISOError(
                    "Invalid version of Wind Waker. Only the USA version is supported by this randomizer."
                )
            else:
                raise InvalidCleanISOError(
                    "Invalid game given as the clean ISO. You must specify a Wind Waker ISO (USA version)."
                )

    def verify_correct_clean_iso_md5(self, clean_iso_path):
        md5 = hashlib.md5()

        with open(clean_iso_path, "rb") as f:
            while True:
                chunk = f.read(1024 * 1024)
                if not chunk:
                    break
                md5.update(chunk)

        integer_md5 = int(md5.hexdigest(), 16)
        if integer_md5 != CLEAN_WIND_WAKER_ISO_MD5:
            raise InvalidCleanISOError(
                "Invalid clean Wind Waker ISO. Your ISO may be corrupted.\n\nCorrect ISO MD5 hash: %x\nYour ISO's MD5 hash: %x"
                % (CLEAN_WIND_WAKER_ISO_MD5, integer_md5))

    def read_text_file_lists(self):
        # Get item names.
        self.item_names = {}
        self.item_name_to_id = {}
        with open(os.path.join(DATA_PATH, "item_names.txt"), "r") as f:
            matches = re.findall(r"^([0-9a-f]{2}) - (.+)$", f.read(),
                                 re.IGNORECASE | re.MULTILINE)
        for item_id, item_name in matches:
            if item_name:
                item_id = int(item_id, 16)
                self.item_names[item_id] = item_name
                if item_name in self.item_name_to_id:
                    raise Exception("Duplicate item name: " + item_name)
                self.item_name_to_id[item_name] = item_id

        # Get stage and island names for debug purposes.
        self.stage_names = {}
        with open(os.path.join(DATA_PATH, "stage_names.txt"), "r") as f:
            while True:
                stage_folder = f.readline()
                if not stage_folder:
                    break
                stage_name = f.readline()
                self.stage_names[stage_folder.strip()] = stage_name.strip()
        self.island_names = {}
        self.island_number_to_name = {}
        self.island_name_to_number = {}
        with open(os.path.join(DATA_PATH, "island_names.txt"), "r") as f:
            while True:
                room_arc_name = f.readline()
                if not room_arc_name:
                    break
                island_name = f.readline().strip()
                self.island_names[room_arc_name.strip()] = island_name
                island_number = int(
                    re.search(r"Room(\d+)", room_arc_name).group(1))
                self.island_number_to_name[island_number] = island_name
                self.island_name_to_number[island_name] = island_number

        self.item_ids_without_a_field_model = []
        with open(os.path.join(DATA_PATH, "items_without_field_models.txt"),
                  "r") as f:
            matches = re.findall(r"^([0-9a-f]{2}) ", f.read(),
                                 re.IGNORECASE | re.MULTILINE)
        for item_id in matches:
            if item_name:
                item_id = int(item_id, 16)
                self.item_ids_without_a_field_model.append(item_id)

        self.arc_name_pointers = {}
        with open(
                os.path.join(DATA_PATH, "item_resource_arc_name_pointers.txt"),
                "r") as f:
            matches = re.findall(r"^([0-9a-f]{2}) ([0-9a-f]{8}) ", f.read(),
                                 re.IGNORECASE | re.MULTILINE)
        for item_id, arc_name_pointer in matches:
            item_id = int(item_id, 16)
            arc_name_pointer = int(arc_name_pointer, 16)
            self.arc_name_pointers[item_id] = arc_name_pointer

        self.icon_name_pointer = {}
        with open(
                os.path.join(DATA_PATH,
                             "item_resource_icon_name_pointers.txt"),
                "r") as f:
            matches = re.findall(r"^([0-9a-f]{2}) ([0-9a-f]{8}) ", f.read(),
                                 re.IGNORECASE | re.MULTILINE)
        for item_id, icon_name_pointer in matches:
            item_id = int(item_id, 16)
            icon_name_pointer = int(icon_name_pointer, 16)
            self.icon_name_pointer[item_id] = icon_name_pointer

        self.custom_symbols = {}
        with open(os.path.join(ASM_PATH, "custom_symbols.txt"), "r") as f:
            matches = re.findall(r"^([0-9a-f]{8}) (\S+)", f.read(),
                                 re.IGNORECASE | re.MULTILINE)
        for symbol_address, symbol_name in matches:
            self.custom_symbols[symbol_name] = int(symbol_address, 16)

        with open(os.path.join(DATA_PATH, "progress_item_hints.txt"),
                  "r") as f:
            self.progress_item_hints = yaml.safe_load(f)

        with open(os.path.join(DATA_PATH, "island_name_hints.txt"), "r") as f:
            self.island_name_hints = yaml.safe_load(f)

    def get_arc(self, arc_path):
        arc_path = arc_path.replace("\\", "/")

        if arc_path in self.arcs_by_path:
            return self.arcs_by_path[arc_path]
        else:
            data = self.gcm.read_file_data(arc_path)
            arc = RARC(data)
            self.arcs_by_path[arc_path] = arc
            return arc

    def get_jpc(self, jpc_path):
        jpc_path = jpc_path.replace("\\", "/")

        if jpc_path in self.jpcs_by_path:
            return self.jpcs_by_path[jpc_path]
        else:
            data = self.gcm.read_file_data(jpc_path)
            jpc = JPC(data)
            self.jpcs_by_path[jpc_path] = jpc
            return jpc

    def get_raw_file(self, file_path):
        file_path = file_path.replace("\\", "/")

        if file_path in self.raw_files_by_path:
            return self.raw_files_by_path[file_path]
        else:
            if file_path.startswith("files/rels/"):
                rel_name = os.path.basename(file_path)
                rels_arc = self.get_arc("files/RELS.arc")
                rel_file_entry = rels_arc.get_file_entry(rel_name)
            else:
                rel_file_entry = None

            if rel_file_entry:
                rel_file_entry.decompress_data_if_necessary()
                data = rel_file_entry.data
            else:
                data = self.gcm.read_file_data(file_path)

            if try_read_str(data, 0, 4) == "Yaz0":
                data = Yaz0.decompress(data)

            self.raw_files_by_path[file_path] = data
            return data

    def replace_arc(self, arc_path, new_data):
        if arc_path not in self.gcm.files_by_path:
            raise Exception("Cannot replace RARC that doesn't exist: " +
                            arc_path)

        arc = RARC(new_data)
        self.arcs_by_path[arc_path] = arc

    def replace_raw_file(self, file_path, new_data):
        if file_path not in self.gcm.files_by_path:
            raise Exception("Cannot replace file that doesn't exist: " +
                            file_path)

        self.raw_files_by_path[file_path] = new_data

    def add_new_raw_file(self, file_path, new_data):
        if file_path.lower() in self.gcm.files_by_path_lowercase:
            raise Exception(
                "Cannot add a new file that has the same path and name as an existing one: "
                + file_path)

        self.raw_files_by_path[file_path] = new_data

    def save_randomized_iso(self):
        self.bmg.save_changes()

        changed_files = {}
        for file_path, data in self.raw_files_by_path.items():
            if file_path.startswith("files/rels/"):
                rel_name = os.path.basename(file_path)
                rels_arc = self.get_arc("files/RELS.arc")
                rel_file_entry = rels_arc.get_file_entry(rel_name)
                if rel_file_entry:
                    # Modify the RELS.arc entry for this rel.
                    rel_file_entry.data = data
                    continue

            changed_files[file_path] = data
        for arc_path, arc in self.arcs_by_path.items():
            for file_name, instantiated_file in arc.instantiated_object_files.items(
            ):
                if file_name == "event_list.dat":
                    instantiated_file.save_changes()

            arc.save_changes()
            changed_files[arc_path] = arc.data
        for jpc_path, jpc in self.jpcs_by_path.items():
            jpc.save_changes()
            changed_files[jpc_path] = jpc.data

        if self.export_disc_to_folder:
            output_folder_path = os.path.join(self.randomized_output_folder,
                                              "WW Random %s" % self.seed)
            self.gcm.export_disc_to_folder_with_changed_files(
                output_folder_path, changed_files)
        else:
            output_file_path = os.path.join(self.randomized_output_folder,
                                            "WW Random %s.iso" % self.seed)
            self.gcm.export_disc_to_iso_with_changed_files(
                output_file_path, changed_files)

    def convert_string_to_integer_md5(self, string):
        return int(hashlib.md5(string.encode('utf-8')).hexdigest(), 16)

    def get_new_rng(self):
        rng = Random()
        rng.seed(self.integer_seed)
        if not self.options.get("generate_spoiler_log"):
            for i in range(1, 100):
                rng.getrandbits(i)
        return rng

    def calculate_playthrough_progression_spheres(self):
        progression_spheres = []

        logic = Logic(self)
        previously_accessible_locations = []
        game_beatable = False
        while logic.unplaced_progress_items:
            progress_items_in_this_sphere = OrderedDict()

            accessible_locations = logic.get_accessible_remaining_locations()
            locations_in_this_sphere = [
                loc for loc in accessible_locations
                if loc not in previously_accessible_locations
            ]
            if not locations_in_this_sphere:
                raise Exception("Failed to calculate progression spheres")

            if not self.options.get("keylunacy"):
                # If the player gained access to any small keys, we need to give them the keys without counting that as a new sphere.
                newly_accessible_predetermined_item_locations = [
                    loc for loc in locations_in_this_sphere
                    if loc in self.logic.prerandomization_item_locations
                ]
                newly_accessible_small_key_locations = [
                    loc
                    for loc in newly_accessible_predetermined_item_locations
                    if self.logic.prerandomization_item_locations[loc].
                    endswith(" Small Key")
                ]
                if newly_accessible_small_key_locations:
                    for small_key_location_name in newly_accessible_small_key_locations:
                        item_name = self.logic.prerandomization_item_locations[
                            small_key_location_name]
                        assert item_name.endswith(" Small Key")

                        logic.add_owned_item(item_name)

                    previously_accessible_locations += newly_accessible_small_key_locations
                    continue  # Redo this loop iteration with the small key locations no longer being considered 'remaining'.

            for location_name in locations_in_this_sphere:
                item_name = self.logic.done_item_locations[location_name]
                if item_name in logic.all_progress_items:
                    progress_items_in_this_sphere[location_name] = item_name

            if not game_beatable:
                game_beatable = logic.check_requirement_met(
                    "Can Reach and Defeat Ganondorf")
                if game_beatable:
                    progress_items_in_this_sphere[
                        "Ganon's Tower - Rooftop"] = "Defeat Ganondorf"

            progression_spheres.append(progress_items_in_this_sphere)

            for location_name, item_name in progress_items_in_this_sphere.items(
            ):
                if item_name == "Defeat Ganondorf":
                    continue
                logic.add_owned_item(item_name)
            for group_name, item_names in logic.progress_item_groups.items():
                entire_group_is_owned = all(
                    item_name in logic.currently_owned_items
                    for item_name in item_names)
                if entire_group_is_owned and group_name in logic.unplaced_progress_items:
                    logic.unplaced_progress_items.remove(group_name)

            previously_accessible_locations = accessible_locations

        if not game_beatable:
            # If the game wasn't already beatable on a previous progression sphere but it is now we add one final one just for this.
            game_beatable = logic.check_requirement_met(
                "Can Reach and Defeat Ganondorf")
            if game_beatable:
                final_progression_sphere = OrderedDict([
                    ("Ganon's Tower - Rooftop", "Defeat Ganondorf"),
                ])
                progression_spheres.append(final_progression_sphere)

        return progression_spheres

    def get_log_header(self):
        header = ""

        header += "Wind Waker Randomizer Version %s\n" % VERSION

        if self.permalink:
            header += "Permalink: %s\n" % self.permalink

        header += "Seed: %s\n" % self.seed

        header += "Options selected:\n  "
        non_disabled_options = [
            name for name in self.options
            if self.options[name] not in [False, [], {},
                                          OrderedDict()]
            and name != "randomized_gear"  # Just takes up space
        ]
        option_strings = []
        for option_name in non_disabled_options:
            if isinstance(self.options[option_name], bool):
                option_strings.append(option_name)
            else:
                if option_name == "custom_colors":
                    # Only show non-default colors.
                    default_colors = customizer.get_default_colors(self)
                    value = OrderedDict()
                    for custom_color_name, custom_color_value in self.options[
                            option_name].items():
                        if custom_color_value != default_colors[
                                custom_color_name]:
                            value[custom_color_name] = custom_color_value
                    if value == OrderedDict():
                        # No colors changed from default, don't show it at all.
                        continue
                else:
                    value = self.options[option_name]
                option_strings.append("%s: %s" % (option_name, value))
        header += ", ".join(option_strings)
        header += "\n\n\n"

        return header

    def get_zones_and_max_location_name_len(self, locations):
        zones = OrderedDict()
        max_location_name_length = 0
        for location_name in locations:
            zone_name, specific_location_name = self.logic.split_location_name_by_zone(
                location_name)

            if zone_name not in zones:
                zones[zone_name] = []
            zones[zone_name].append((location_name, specific_location_name))

            if len(specific_location_name) > max_location_name_length:
                max_location_name_length = len(specific_location_name)

        return (zones, max_location_name_length)

    def write_non_spoiler_log(self):
        if self.no_logs:
            return

        log_str = self.get_log_header()

        progress_locations, nonprogress_locations = self.logic.get_progress_and_non_progress_locations(
        )

        zones, max_location_name_length = self.get_zones_and_max_location_name_len(
            self.logic.done_item_locations)
        format_string = "    %s\n"

        # Write progress item locations.
        log_str += "### Locations that may or may not have progress items in them on this run:\n"
        for zone_name, locations_in_zone in zones.items():
            if not any(loc for (loc, _) in locations_in_zone
                       if loc in progress_locations):
                # No progress locations for this zone.
                continue

            log_str += zone_name + ":\n"

            for (location_name, specific_location_name) in locations_in_zone:
                if location_name in progress_locations:
                    item_name = self.logic.done_item_locations[location_name]
                    log_str += format_string % specific_location_name

        log_str += "\n\n"

        # Write nonprogress item locations.
        log_str += "### Locations that cannot have progress items in them on this run:\n"
        for zone_name, locations_in_zone in zones.items():
            if not any(loc for (loc, _) in locations_in_zone
                       if loc in nonprogress_locations):
                # No nonprogress locations for this zone.
                continue

            log_str += zone_name + ":\n"

            for (location_name, specific_location_name) in locations_in_zone:
                if location_name in nonprogress_locations:
                    item_name = self.logic.done_item_locations[location_name]
                    log_str += format_string % specific_location_name

        nonspoiler_log_output_path = os.path.join(
            self.randomized_output_folder,
            "WW Random %s - Non-Spoiler Log.txt" % self.seed)
        with open(nonspoiler_log_output_path, "w") as f:
            f.write(log_str)

    def write_spoiler_log(self):
        if self.no_logs:
            # We still calculate progression spheres even if we're not going to write them anywhere to catch more errors in testing.
            self.calculate_playthrough_progression_spheres()
            return

        spoiler_log = self.get_log_header()

        # Write progression spheres.
        spoiler_log += "Playthrough:\n"
        progression_spheres = self.calculate_playthrough_progression_spheres()
        all_progression_sphere_locations = [
            loc for locs in progression_spheres for loc in locs
        ]
        zones, max_location_name_length = self.get_zones_and_max_location_name_len(
            all_progression_sphere_locations)
        format_string = "      %-" + str(max_location_name_length +
                                         1) + "s %s\n"
        for i, progression_sphere in enumerate(progression_spheres):
            spoiler_log += "%d:\n" % (i + 1)

            for zone_name, locations_in_zone in zones.items():
                if not any(loc for (loc, _) in locations_in_zone
                           if loc in progression_sphere):
                    # No locations in this zone are used in this sphere.
                    continue

                spoiler_log += "  %s:\n" % zone_name

                for (location_name,
                     specific_location_name) in locations_in_zone:
                    if location_name in progression_sphere:
                        if location_name == "Ganon's Tower - Rooftop":
                            item_name = "Defeat Ganondorf"
                        else:
                            item_name = self.logic.done_item_locations[
                                location_name]
                        spoiler_log += format_string % (
                            specific_location_name + ":", item_name)

        spoiler_log += "\n\n\n"

        # Write item locations.
        spoiler_log += "All item locations:\n"
        zones, max_location_name_length = self.get_zones_and_max_location_name_len(
            self.logic.done_item_locations)
        format_string = "    %-" + str(max_location_name_length + 1) + "s %s\n"
        for zone_name, locations_in_zone in zones.items():
            spoiler_log += zone_name + ":\n"

            for (location_name, specific_location_name) in locations_in_zone:
                item_name = self.logic.done_item_locations[location_name]
                spoiler_log += format_string % (specific_location_name + ":",
                                                item_name)

        spoiler_log += "\n\n\n"

        # Write starting island.
        spoiler_log += "Starting island: "
        spoiler_log += self.island_number_to_name[self.starting_island_index]
        spoiler_log += "\n"

        spoiler_log += "\n\n\n"

        # Write dungeon/secret cave entrances.
        spoiler_log += "Entrances:\n"
        for entrance_name, dungeon_or_cave_name in self.entrance_connections.items(
        ):
            spoiler_log += "  %-48s %s\n" % (entrance_name + ":",
                                             dungeon_or_cave_name)

        spoiler_log += "\n\n\n"

        # Write treasure charts.
        spoiler_log += "Charts:\n"
        chart_name_to_island_number = {}
        for island_number in range(1, 49 + 1):
            chart_name = self.logic.macros["Chart for Island %d" %
                                           island_number][0]
            chart_name_to_island_number[chart_name] = island_number
        for chart_number in range(1, 49 + 1):
            if chart_number <= 8:
                chart_name = "Triforce Chart %d" % chart_number
            else:
                chart_name = "Treasure Chart %d" % (chart_number - 8)
            island_number = chart_name_to_island_number[chart_name]
            island_name = self.island_number_to_name[island_number]
            spoiler_log += "  %-18s %s\n" % (chart_name + ":", island_name)

        spoiler_log_output_path = os.path.join(
            self.randomized_output_folder,
            "WW Random %s - Spoiler Log.txt" % self.seed)
        with open(spoiler_log_output_path, "w") as f:
            f.write(spoiler_log)

    def write_error_log(self, error_message):
        if self.no_logs:
            return

        error_log_str = self.get_log_header()

        error_log_str += error_message

        error_log_output_path = os.path.join(
            self.randomized_output_folder,
            "WW Random %s - Error Log.txt" % self.seed)
        with open(error_log_output_path, "w") as f:
            f.write(error_log_str)

    def disassemble_all_code(self):
        from asm.disassemble import disassemble_all_code
        disassemble_all_code(self)
Esempio n. 2
0
    def calculate_playthrough_progression_spheres(self):
        progression_spheres = []

        logic = Logic(self)
        previously_accessible_locations = []
        game_beatable = False
        while logic.unplaced_progress_items:
            progress_items_in_this_sphere = OrderedDict()

            accessible_locations = logic.get_accessible_remaining_locations()
            locations_in_this_sphere = [
                loc for loc in accessible_locations
                if loc not in previously_accessible_locations
            ]
            if not locations_in_this_sphere:
                raise Exception("Failed to calculate progression spheres")

            if not self.options.get("keylunacy"):
                # If the player gained access to any small keys, we need to give them the keys without counting that as a new sphere.
                newly_accessible_predetermined_item_locations = [
                    loc for loc in locations_in_this_sphere
                    if loc in self.logic.prerandomization_item_locations
                ]
                newly_accessible_small_key_locations = [
                    loc
                    for loc in newly_accessible_predetermined_item_locations
                    if self.logic.prerandomization_item_locations[loc].
                    endswith(" Small Key")
                ]
                if newly_accessible_small_key_locations:
                    for small_key_location_name in newly_accessible_small_key_locations:
                        item_name = self.logic.prerandomization_item_locations[
                            small_key_location_name]
                        assert item_name.endswith(" Small Key")

                        logic.add_owned_item(item_name)

                    previously_accessible_locations += newly_accessible_small_key_locations
                    continue  # Redo this loop iteration with the small key locations no longer being considered 'remaining'.

            for location_name in locations_in_this_sphere:
                item_name = self.logic.done_item_locations[location_name]
                if item_name in logic.all_progress_items:
                    progress_items_in_this_sphere[location_name] = item_name

            if not game_beatable:
                game_beatable = logic.check_requirement_met(
                    "Can Reach and Defeat Ganondorf")
                if game_beatable:
                    progress_items_in_this_sphere[
                        "Ganon's Tower - Rooftop"] = "Defeat Ganondorf"

            progression_spheres.append(progress_items_in_this_sphere)

            for location_name, item_name in progress_items_in_this_sphere.items(
            ):
                if item_name == "Defeat Ganondorf":
                    continue
                logic.add_owned_item(item_name)
            for group_name, item_names in logic.progress_item_groups.items():
                entire_group_is_owned = all(
                    item_name in logic.currently_owned_items
                    for item_name in item_names)
                if entire_group_is_owned and group_name in logic.unplaced_progress_items:
                    logic.unplaced_progress_items.remove(group_name)

            previously_accessible_locations = accessible_locations

        if not game_beatable:
            # If the game wasn't already beatable on a previous progression sphere but it is now we add one final one just for this.
            game_beatable = logic.check_requirement_met(
                "Can Reach and Defeat Ganondorf")
            if game_beatable:
                final_progression_sphere = OrderedDict([
                    ("Ganon's Tower - Rooftop", "Defeat Ganondorf"),
                ])
                progression_spheres.append(final_progression_sphere)

        return progression_spheres