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randomizer.py
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randomizer.py
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from __future__ import annotations
import hashlib
import itertools
import os
from random import Random
import yaml
import customizer
import tweaks
from asm import disassemble
from asm import patcher
from classes.settings import Settings
from classes.world import World
from fs_helpers import *
from logic.fill import fill
from logic.logic import Logic
from logic.spoilerlog import generate_spoiler_log
from wwlib import stage_searcher
from wwlib.dol import DOL
from wwlib.gcm import GCM
from wwlib.jpc import JPC
from wwlib.rarc import RARC
from wwlib.rel import REL, RELRelocation, RELRelocationType
from wwlib.yaz0 import Yaz0
from wwrando_paths import DATA_PATH, ASM_PATH, RANDO_ROOT_PATH, IS_RUNNING_FROM_SOURCE
try:
from keys.seed_key import SEED_KEY
except ImportError:
SEED_KEY = ""
from randomizers import items
from randomizers import palettes
from logic.extras import *
with open(os.path.join(RANDO_ROOT_PATH, "version.txt"), "r") as f:
VERSION = f.read().strip()
VERSION_WITHOUT_COMMIT = VERSION
# Try to add the git commit hash to the version number if running from source.
if IS_RUNNING_FROM_SOURCE:
version_suffix = "_NOGIT"
git_commit_head_file = os.path.join(RANDO_ROOT_PATH, ".git", "HEAD")
if os.path.isfile(git_commit_head_file):
with open(git_commit_head_file, "r") as f:
head_file_contents = f.read().strip()
if head_file_contents.startswith("ref: "):
# Normal head, HEAD file has a reference to a branch which contains the commit hash
relative_path_to_hash_file = head_file_contents[len("ref: "):]
path_to_hash_file = os.path.join(RANDO_ROOT_PATH, ".git", relative_path_to_hash_file)
if os.path.isfile(path_to_hash_file):
with open(path_to_hash_file, "r") as f:
hash_file_contents = f.read()
version_suffix = "_" + hash_file_contents[:7]
elif re.search(r"^[0-9a-f]{40}$", head_file_contents):
# Detached head, commit hash directly in the HEAD file
version_suffix = "_" + head_file_contents[:7]
VERSION += version_suffix
CLEAN_WIND_WAKER_ISO_MD5 = 0xd8e4d45af2032a081a0f446384e9261b
class TooFewProgressionLocationsError(Exception):
pass
class InvalidCleanISOError(Exception):
pass
class Randomizer:
def __init__(self, seed, clean_iso_path, randomized_output_folder, options, permalink=None, cmd_line_args=OrderedDict()):
self.worlds: List[World] = list()
self.randomized_output_folder = randomized_output_folder
self.options = options
self.seed = seed
self.permalink = permalink
self.seed_hash = None
self.world_id: int = int(options.get("world_id")) - 1
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)
if ("-noitemrando" in cmd_line_args) and IS_RUNNING_FROM_SOURCE:
self.randomize_items = False
else:
self.randomize_items = True
self.map_select_english = ("-mapselect-eng" in cmd_line_args)
self.map_select = ("-mapselect" in cmd_line_args) or self.map_select_english
self.heap_display = ("-heap" 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 self.options.get("do_not_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.rels_by_path: Dict[AnyStr, REL] = {}
self.symbol_maps_by_path = {}
self.raw_files_by_path = {}
self.used_actor_ids: List[int] = list(range(0x1F6))
self.read_text_file_lists()
self.dungeon_and_cave_island_locations = OrderedDict([
("DragonRoostCavern", "Dragon Roost Island"),
("ForbiddenWoods", "Forest Haven"),
("ForsakenFortress", "Forsaken Fortress"),
("TowerOfTheGods", "Tower of the Gods"),
("EarthTemple", "Headstone Island"),
("WindTemple", "Gale Isle")
])
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()
dol_data = self.gcm.read_file_data("sys/main.dol")
self.dol = DOL()
self.dol.read(dol_data)
try:
self.chart_list = self.get_arc("files/res/Msg/fmapres.arc").get_file("cmapdat.bin")
except (InvalidOffsetError, AssertionError):
# An invalid offset error when reading fmapres.arc seems to happen when the user has a corrupted clean ISO.
# Alternatively, fmapres.arc's magic bytes not being RARC can also happen here, also caused by 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)
# Default starting island (Outset) if the starting island randomizer is not on.
self.starting_island_index = 44
self.custom_model_name = self.options.get("custom_player_model", "Link")
self.using_custom_sail_texture = False
def randomize(self):
options_completed = 0
yield "Modifying game code...", options_completed
customizer.decide_on_link_model(self)
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"):
patcher.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"):
patcher.apply_patch(self, "invert_camera_x_axis")
if self.options.get("invert_sea_compass_x_axis"):
patcher.apply_patch(self, "invert_sea_compass_x_axis")
tweaks.update_skip_rematch_bosses_game_variable(self)
tweaks.update_sword_mode_game_variable(self)
if self.options.get("sword_mode") == "Swordless":
patcher.apply_patch(self, "swordless")
tweaks.update_text_for_swordless(self)
tweaks.update_starting_gear(self)
if self.options.get("disable_tingle_chests_with_tingle_bombs"):
patcher.apply_patch(self, "disable_tingle_bombs_on_tingle_chests")
if self.options.get("remove_title_and_ending_videos"):
tweaks.remove_title_and_ending_videos(self)
if self.options.get("remove_music"):
patcher.apply_patch(self, "remove_music")
if self.map_select and not self.options.get("do_not_generate_spoiler_log"):
patcher.apply_patch(self, "map_select")
if self.map_select_english:
tweaks.use_english_debug_menu(self)
if IS_RUNNING_FROM_SOURCE or "BETA" in VERSION_WITHOUT_COMMIT:
tweaks.enable_developer_mode(self)
if self.heap_display:
tweaks.enable_heap_display(self)
if self.options.get("multiplayer") != "Disabled":
patcher.apply_patch(self, "multiworld_scripts")
if self.test_room_args is not None:
tweaks.test_room(self)
options_completed += 1
yield "Creating Worlds...", options_completed
self.worlds = list()
self.reset_rng()
world_amount = int(self.options.get("world_count")) if self.options.get("multiplayer") == "Multiworld" else 1
for world_id in range(world_amount):
world = World(Settings(self.options), world_id)
world.load_world()
world.determine_chart_mappings(self)
world.determine_chart_mappings(self)
world.set_progression_locations()
world.determine_race_mode_dungeons(self)
world.set_item_pools()
self.worlds.append(world)
# if self.options.get("randomize_starting_island"): # We'll disable this for now
# self.reset_rng()
# starting_island.randomize_starting_island(self)
# if self.options.get("randomize_entrances") not in ["Disabled", None]: # Waiting on more implementations
# self.reset_rng()
# entrances.randomize_entrances(self)
# if self.options.get("randomize_music"): # I'm not interested supporting this for the Alpha
# self.reset_rng()
# music.randomize_music(self)
options_completed += 1
# Enemies must be randomized before items in order for the enemy logic to properly take into account what items you do and don't start with.
# if self.options.get("randomize_enemies"): # Not supporting Enemy Randomizer Yet
# yield("Randomizing enemy locations...", options_completed)
# self.reset_rng()
# enemies.randomize_enemies(self)
if self.options.get("randomize_enemy_palettes"):
yield "Randomizing enemy colors...", options_completed
self.reset_rng()
palettes.randomize_enemy_palettes(self)
options_completed += 10
yield "Randomizing items...\nThis may take some time", options_completed
if self.randomize_items:
self.reset_rng()
self.worlds = fill(self.worlds, self.rng)
options_completed += 2
yield "Saving items...", options_completed
if self.randomize_items and not self.dry_run:
items.write_changed_items(self, self.world_id if self.options.get("multiplayer") == "Multiworld" else 0)
# tweaks.randomize_and_update_hints(self) # We'll implement Hints after we get this table.
if not self.dry_run:
self.apply_necessary_post_randomization_tweaks(self.world_id if self.options.get("multiplayer") == "Multiplayer" else 0)
options_completed += 7
yield "Saving randomized ISO...", options_completed
if not self.dry_run:
generator = self.save_randomized_iso()
while True:
# Need to use a while loop to go through the generator instead of a for loop, as a for loop would silently exit if a StopIteration error ever happened for any reason.
next_progress_text, files_done = next(generator)
if files_done == -1:
break
percentage_done = files_done/len(self.gcm.files_by_path)
yield "Saving randomized ISO...", options_completed + int(percentage_done * 9)
options_completed += 9
yield "Writing logs...", options_completed
if self.randomize_items:
if not self.options.get("do_not_generate_spoiler_log"):
world_section: AnyStr = f"-W{self.world_id + 1}" if self.options.get("multiplayer") == "Multiworld" else ""
generate_spoiler_log(self.worlds, self.randomized_output_folder, f"{self.seed}{world_section}")
yield "Done", -1
def apply_necessary_tweaks(self):
patcher.apply_patch(self, "custom_data")
patcher.apply_patch(self, "custom_funcs")
patcher.apply_patch(self, "make_game_nonlinear")
patcher.apply_patch(self, "remove_cutscenes")
patcher.apply_patch(self, "flexible_item_locations")
patcher.apply_patch(self, "fix_vanilla_bugs")
patcher.apply_patch(self, "misc_rando_features")
tweaks.add_custom_actor_rels(self)
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.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.set_starting_health(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)
patcher.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)
tweaks.fix_forsaken_fortress_door_softlock(self)
tweaks.add_new_bog_warp(self)
tweaks.make_rat_holes_visible_from_behind(self)
tweaks.add_failsafe_id_0_spawns(self)
tweaks.remove_minor_panning_cutscenes(self)
tweaks.fix_message_closing_sound_on_quest_status_screen(self)
tweaks.fix_stone_head_bugs(self)
tweaks.show_number_of_tingle_statues_on_quest_status_screen(self)
patcher.apply_patch(self, "add_new_enemy_rando_params")
tweaks.add_shortcut_warps_into_dungeons(self)
customizer.replace_link_model(self)
tweaks.change_starting_clothes(self)
tweaks.check_hide_ship_sail(self)
customizer.change_player_custom_colors(self)
def apply_necessary_post_randomization_tweaks(self, world_id: int):
if self.randomize_items:
locations = list(itertools.chain.from_iterable(map((lambda area: area.locations), self.worlds[world_id].area_entries.values())))
tweaks.update_shop_item_descriptions(self, locations)
tweaks.update_auction_item_names(self, locations)
tweaks.update_battlesquid_item_names(self, locations)
tweaks.update_item_names_in_letter_advertising_rock_spire_shop(self, locations)
tweaks.update_savage_labyrinth_hint_tablet(self, locations)
tweaks.insert_world_id(self, world_id)
tweaks.show_quest_markers_on_sea_chart_for_dungeons(self, dungeon_names=self.worlds[world_id].race_mode_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
with open(os.path.join(ASM_PATH, "custom_symbols.txt"), "r") as f:
self.custom_symbols = yaml.safe_load(f)
self.main_custom_symbols = self.custom_symbols["sys/main.dol"]
with open(os.path.join(ASM_PATH, "free_space_start_offsets.txt"), "r") as f:
self.free_space_start_offsets = yaml.safe_load(f)
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)
with open(os.path.join(DATA_PATH, "enemy_types.txt"), "r") as f:
self.enemy_types = yaml.safe_load(f)
with open(os.path.join(DATA_PATH, "palette_randomizable_files.txt"), "r") as f:
self.palette_randomizable_files = yaml.safe_load(f)
def register_renamed_item(self, item_id, item_name):
self.item_name_to_id[item_name] = item_id
self.item_names[item_id] = item_name
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()
arc.read(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_rel(self, rel_path: AnyStr) -> REL:
rel_path = rel_path.replace("\\", "/")
if rel_path in self.rels_by_path:
return self.rels_by_path[rel_path]
else:
if not rel_path.startswith("files/rels/"):
raise Exception("Invalid REL path: %s" % rel_path)
rel_name = os.path.basename(rel_path)
rels_arc = self.get_arc("files/RELS.arc")
rel_file_entry = rels_arc.get_file_entry(rel_name)
if rel_file_entry:
rel_file_entry.decompress_data_if_necessary()
data = rel_file_entry.data
else:
data = self.gcm.read_file_data(rel_path)
rel = REL()
rel.read(data)
self.rels_by_path[rel_path] = rel
return rel
def get_symbol_map(self, map_path):
map_path = map_path.replace("\\", "/")
if map_path in self.symbol_maps_by_path:
return self.symbol_maps_by_path[map_path]
else:
data = self.gcm.read_file_data(map_path)
map_text = read_all_bytes(data).decode("ascii")
if map_path == "files/maps/framework.map":
addr_to_name_map = disassemble.get_main_symbols(map_text)
else:
rel_name = os.path.splitext(os.path.basename(map_path))[0]
rel = self.get_rel("files/rels/%s.rel" % rel_name)
addr_to_name_map = disassemble.get_rel_symbols(rel, map_text)
symbol_map = {}
for address, name in addr_to_name_map.items():
symbol_map[name] = address
self.symbol_maps_by_path[map_path] = symbol_map
return symbol_map
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/"):
raise Exception("Cannot read a REL as a raw file.")
elif file_path == "sys/main.dol":
raise Exception("Cannot read the DOL as a raw file.")
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()
arc.read(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.gcm.add_new_file(file_path, new_data)
self.raw_files_by_path[file_path] = new_data
def add_new_rel(self, rel_path, new_rel, section_index_of_actor_profile, offset_of_actor_profile):
if not rel_path.startswith("files/rels/"):
raise Exception("Cannot add a new REL to a folder besides files/rels/: " + rel_path)
if rel_path.lower() in self.gcm.files_by_path_lowercase:
raise Exception("Cannot add a new REL that has the same name as an existing one: " + rel_path)
# Read the actor ID out of the actor profile.
section_data_actor_profile = new_rel.sections[section_index_of_actor_profile].data
new_actor_id = read_u16(section_data_actor_profile, offset_of_actor_profile+8)
if new_actor_id in self.used_actor_ids:
raise Exception("Cannot add a new REL with an actor ID that is already used:\nActor ID: %03X\nNew REL path: %s" % (new_actor_id, rel_path))
# We need to add the new REL to the profile list.
profile_list = self.get_rel("files/rels/f_pc_profile_lst.rel")
rel_relocation = RELRelocation()
rel_relocation.relocation_type = RELRelocationType.R_PPC_ADDR32
rel_relocation.curr_section_num = 4 # List section
rel_relocation.relocation_offset = new_actor_id*4 # Offset in the list
# Write a null placeholder for the pointer to the profile that will be relocated.
list_data = profile_list.sections[rel_relocation.curr_section_num].data
write_u32(list_data, new_actor_id*4, 0)
# For some reason, there's an extra four 0x00 bytes after the last entry in the list, so we put that there just to be safe.
write_u32(list_data, new_actor_id*4+4, 0)
rel_relocation.section_num_to_relocate_against = section_index_of_actor_profile
rel_relocation.symbol_address = offset_of_actor_profile
if new_rel.id in profile_list.relocation_entries_for_module:
raise Exception("Cannot add a new REL with a unique ID that is already present in the profile list:\nREL ID: %03X\nNew REL path: %s" % (new_rel.id, rel_path))
profile_list.relocation_entries_for_module[new_rel.id] = [rel_relocation]
# Then add the REL to the game's filesystem.
self.gcm.add_new_file(rel_path)
self.rels_by_path[rel_path] = new_rel
# Don't allow this actor ID to be used again by any more custom RELs we add.
self.used_actor_ids.append(new_actor_id)
def save_randomized_iso(self):
self.bmg.save_changes()
for file_path, data in self.raw_files_by_path.items():
self.gcm.changed_files[file_path] = data
self.dol.save_changes()
self.gcm.changed_files["sys/main.dol"] = self.dol.data
for rel_path, rel in self.rels_by_path.items():
rel.save_changes(preserve_section_data_offsets=True)
rel_name = os.path.basename(rel_path)
rels_arc = self.get_arc("files/RELS.arc")
rel_file_entry = rels_arc.get_file_entry(rel_name)
if rel_file_entry:
# The REL already wrote to the same BytesIO object as the file entry uses, so no need to do anything more here.
assert rel_file_entry.data == rel.data
else:
self.gcm.changed_files[rel_path] = rel.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()
self.gcm.changed_files[arc_path] = arc.data
for jpc_path, jpc in self.jpcs_by_path.items():
jpc.save_changes()
self.gcm.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 + str(self.world_id))))
generator = self.gcm.export_disc_to_folder_with_changed_files(output_folder_path)
else:
output_file_path = os.path.join(self.randomized_output_folder, ("WW Random %s.iso" % (self.seed + str(self.world_id))))
generator = self.gcm.export_disc_to_iso_with_changed_files(output_file_path)
while True:
# Need to use a while loop to go through the generator instead of a for loop, as a for loop would silently exit if a StopIteration error ever happened for any reason.
next_progress_text, files_done = next(generator)
if files_done == -1:
break
yield(next_progress_text, files_done)
yield("Done", -1)
def convert_string_to_integer_md5(self, string):
return int(hashlib.md5(string.encode('utf-8')).hexdigest(), 16)
def get_new_rng(self) -> Random:
rng = Random()
rng.seed(self.integer_seed)
if self.options.get("do_not_generate_spoiler_log"):
for i in range(1, 100):
rng.getrandbits(i)
return rng
def reset_rng(self):
self.rng = self.get_new_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'.
# Hide duplicated progression items (e.g. Empty Bottles) when they are placed in non-progression locations to avoid confusion and inconsistency.
locations_in_this_sphere = logic.filter_locations_for_progression(locations_in_this_sphere)
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
if self.seed_hash:
header += "Seed Hash: %s\n" % self.seed_hash
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 = ""
try:
error_log_str += self.get_log_header()
except Exception as e:
print("Error getting log header for error log: " + str(e))
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):
disassemble.disassemble_all_code(self)