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formationrandomizer.py
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formationrandomizer.py
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#! /usr/bin/env python3
from math import log
import monsterrandomizer
from utils import read_multi, write_multi, utilrandom as random
# Guardian x4, Broken Dirt Drgn, Kefka + Ice Dragon
REPLACE_FORMATIONS = [0x20e, 0x1ca, 0x1e9, 0x1fa]
KEFKA_EXTRA_FORMATION = 0x1FF # Fake Atma
NOREPLACE_FORMATIONS = [0x232, 0x1c5, 0x1bb, 0x230, KEFKA_EXTRA_FORMATION]
fsetdict = None
formdict = None
class Formation():
def __init__(self, formid):
self.formid = formid
self.pointer = 0xf6200 + (formid*15)
self.auxpointer = 0xf5900 + (formid*4)
self.mouldbyte = None
self.enemies_present = None
self.enemy_ids = []
self.enemy_pos = []
self.bosses = None
self.misc1 = None
self.misc2 = None
self.eventscript = None
self.misc3 = None
self.ap = 0
self.enemies = []
self.big_enemy_ids = []
def __repr__(self):
return self.description()
def description(self, renamed=False, simple=False):
counter = {}
for e in self.present_enemies:
if renamed:
name = e.display_name
else:
name = e.name
name = name.strip('_')
if name not in counter:
counter[name] = 0
counter[name] += 1
s = ''
for name, count in sorted(counter.items()):
s = ', '.join([s, f'{name} x{count}'])
s = s[2:]
if simple:
return s
s = f's ({self.formid:x})'
#s += ' ' + ' '.join(['%x' % e.id for e in self.present_enemies])
return s
@property
def has_boss(self):
return any([e.is_boss or e.boss_death for e in self.present_enemies])
@property
def is_fanatics(self):
for e in self.present_enemies:
if e.id in [0x125, 0x12b, 0x130, 0x132, 0x133,
0x139, 0x143, 0x163, 0x164]:
return True
return False
def get_guaranteed_drop_value(self, value=0):
if not self.present_enemies:
return False
values = []
for e in self.present_enemies:
for d in e.drops:
value = 1000000
if d is None:
value = 0
else:
value = min(value, d.rank())
values.append(value)
return max(values)
def get_best_drop(self):
drops = []
for e in self.present_enemies:
for d in e.drops:
if d is not None:
drops.append(d)
if not drops:
return None
return max(drops, key=lambda d: d.rank())
@property
def veldty(self):
return self.formid <= 0x1af
@property
def pincer_prohibited(self):
return self.misc1 & 0x40
@property
def back_prohibited(self):
return self.misc1 & 0x20
@property
def battle_event(self):
return any([m.battle_event for m in self.present_enemies])
def read_data(self, filename):
f = open(filename, 'r+b')
f.seek(self.pointer)
self.mouldbyte = ord(f.read(1))
self.enemies_present = ord(f.read(1))
self.enemy_ids = list(f.read(6))
self.enemy_pos = list(f.read(6))
self.bosses = ord(f.read(1))
f.seek(self.auxpointer)
self.misc1 = ord(f.read(1))
self.misc2 = ord(f.read(1))
self.eventscript = ord(f.read(1))
self.misc3 = ord(f.read(1))
appointer = 0x1fb400 + self.formid
if appointer < 0x1fb600:
f.seek(0x1fb400 + self.formid)
self.ap = ord(f.read(1))
else:
self.ap = None
f.close()
@property
def mould(self):
return self.mouldbyte >> 4
@property
def has_event(self):
return bool(self.misc2 & 0x80)
@property
def present_enemies(self):
return [e for e in self.enemies if e]
@property
def ambusher(self):
return any([e.ambusher for e in self.present_enemies])
@property
def inescapable(self):
return any([e.inescapable for e in self.present_enemies])
def set_attack_type(self, normal=True, back=False,
pincer=False, side=False):
self.misc1 &= 0x0F
self.misc1 |= 0x10 if not normal else 0
self.misc1 |= 0x20 if not back else 0
self.misc1 |= 0x40 if not pincer else 0
self.misc1 |= 0x80 if not side else 0
def get_music(self):
return (self.misc3 >> 3) & 0b111
def set_music(self, value):
# BATTLE THEMES
# 0 regular
# 1 boss
# 2 atmaweapon
# 3 returners theme
# 4 minecart
# 5 dancing mad
# 6-7 no change
self.misc3 &= 0b11000111
self.misc3 |= (value << 3)
def set_continuous_music(self):
self.misc3 |= 0x80
self.misc2 |= 0x02
def set_music_appropriate(self):
music = random.randint(1, 5) if self.rank() > 35 else random.choice([1, 3, 4])
self.set_music(music)
def set_fanfare(self, value=False):
if value:
self.misc1 &= 0xFE
else:
self.misc1 |= 1
def set_event(self, value=False):
if value:
self.misc2 |= 0x80
else:
self.misc2 &= 0x7F
self.eventscript = 0
def set_windows(self, value=True):
if value:
self.misc3 |= 0x04
else:
self.misc3 &= 0xFB
def set_appearing(self, value):
# 0 none
# 1 smoke
# 2 dropdown
# 3 from left
# 4 splash from below
# 5 float down
# 6 splash from below (sand?)
# 7 from left (fast?)
# 8 fade in (top-bottom)
# 9 fade in (bottom-top)
# 10 fade in (wavey)
# 11 fade in (slicey)
# 12 none
# 13 blink in
# 14 stay below screen
# 15 slowly fall, play Dancing Mad
if isinstance(value, (list, tuple, set)):
value = random.choice(sorted(value))
self.misc1 &= 0xF0
self.misc1 |= value
if value == 15:
self.set_music(6)
def write_data(self, fout):
fout.seek(self.pointer)
fout.write(bytes([self.mouldbyte]))
fout.write(bytes([self.enemies_present]))
fout.write(bytes(self.enemy_ids))
fout.write(bytes(self.enemy_pos))
fout.write(bytes([self.bosses]))
fout.seek(self.auxpointer)
fout.write(bytes([self.misc1]))
fout.write(bytes([self.misc2]))
fout.write(bytes([self.eventscript]))
fout.write(bytes([self.misc3]))
if self.ap is not None:
fout.seek(0x1fb400 + self.formid)
fout.write(bytes([self.ap]))
def lookup_enemies(self):
self.enemies = []
self.big_enemy_ids = []
for i, eid in enumerate(self.enemy_ids):
if eid == 0xFF and not self.enemies_present & (1 << i):
self.enemies.append(None)
continue
if self.bosses & (1 << i):
eid += 0x100
self.big_enemy_ids.append(eid)
self.enemies.append(monsterrandomizer.monsterdict[eid])
enemy_pos = self.enemy_pos[i]
x, y = enemy_pos >> 4, enemy_pos & 0xF
self.enemies[i].update_pos(x, y)
for e in self.enemies:
if not e:
continue
e.add_mould(self.mould)
def set_big_enemy_ids(self, eids):
self.bosses = 0
self.enemy_ids = []
for n, eid in enumerate(eids):
if eid & 0x100:
self.bosses |= (1 << n)
if not self.enemies_present & (1 << n):
self.bosses |= (1 << n)
self.enemy_ids.append(eid & 0xFF)
def read_mould(self, filename):
mouldspecsptrs = 0x2D01A
f = open(filename, 'r+b')
pointer = mouldspecsptrs + (2*self.mould)
f.seek(pointer)
pointer = read_multi(f, length=2) | 0x20000
for i in range(6):
f.seek(pointer + (i*4))
_, _ = tuple(f.read(2))
width = ord(f.read(1))
height = ord(f.read(1))
enemy = self.enemies[i]
if enemy:
enemy.update_size(width, height)
def copy_data(self, other):
attributes = [
'mouldbyte', 'enemies_present', 'enemy_ids',
'enemy_pos', 'bosses', 'misc1', 'misc2', 'eventscript',
'misc3']
for attribute in attributes:
value = getattr(other, attribute)
value = type(value)(value)
setattr(self, attribute, value)
def levelrank(self):
ranks = [e.stats['level'] for e in self.present_enemies if e]
if not ranks:
return 0
balance = sum(ranks) / (log(len(ranks))+1)
average = sum(ranks) / len(ranks)
score = (max(ranks) + balance + average) / 3.0
return score
def rank(self):
ranks = [e.rank() for e in self.present_enemies if e]
if not ranks:
return 0
balance = sum(ranks) / (log(len(ranks))+1)
average = sum(ranks) / len(ranks)
score = (max(ranks) + balance + average) / 3.0
return score
@property
def exp(self):
return sum(e.stats['xp'] for e in self.present_enemies)
def mutate(self, ap=False):
if ap and self.ap is not None and 0 < self.ap < 100:
factor = self.levelrank() / 100
self.ap += int(round(self.ap * factor))
while random.choice([True, False]):
self.ap += random.randint(-1, 1)
self.ap = min(100, max(self.ap, 0))
if self.ambusher:
if not (self.pincer_prohibited and self.back_prohibited):
self.misc1 |= 0x90
def get_special_ap(self):
levels = [e.stats['level'] for e in self.present_enemies if e]
ap = int(sum(levels) // len(levels))
low = ap // 2
ap = low + random.randint(0, low) + random.randint(0, low)
ap = random.randint(0, ap)
self.ap = min(100, max(ap, 0))
class FormationSet():
def __init__(self, setid):
baseptr = 0xf4800
self.setid = setid
if self.setid <= 0xFF:
self.pointer = baseptr + (setid * 8)
else:
self.pointer = baseptr + (0x100 * 8) + ((setid - 0x100) * 4)
self.formids = []
self.sixteen_pack = False
def __repr__(self):
s = ''
s += f'SET ID {self.setid:x}\n'
for f in self.formations:
s += f'{f.formid} '
for i in range(8):
s += '* ' if f.misc1 & (1 << i) else ' '
s += str([e.name for e in f.present_enemies]) + '\n'
return s.strip()
@property
def formations(self):
return [formdict[i & 0x7FFF] for i in self.formids]
@property
def unused(self):
if self.setid == 0x100:
return False
return all([f.formid == 0 for f in self.formations])
@property
def has_boss(self):
return any([f.has_boss for f in self.formations])
@property
def veldty(self):
return all([f.veldty for f in self.formations])
def read_data(self, filename):
f = open(filename, 'r+b')
f.seek(self.pointer)
self.formids = []
if self.setid <= 0xFF:
num_encounters = 4
else:
num_encounters = 2
for _ in range(num_encounters):
self.formids.append(read_multi(f, length=2))
if any([f & 0x8000 for f in self.formids]):
assert all([f & 0x8000 for f in self.formids])
self.sixteen_pack = True
else:
self.sixteen_pack = False
f.close()
def write_data(self, fout):
fout.seek(self.pointer)
for value in self.formids:
if self.sixteen_pack:
value |= 0x8000
else:
value &= 0x7FFF
write_multi(fout, value, length=2)
def remove_redundant_formation(self, fsets, replacement=None,
check_only=False):
result = False
if len(set(self.formations)) == 1:
pass
elif len(set(self.formations)) < 4:
result = True
if replacement:
for i in range(4):
if self.formids[i] in self.formids[i+1:]:
formid = self.formids[i]
self.formids.remove(formid)
random.shuffle(self.formids)
self.formids.append(replacement.formid)
else:
formations = list(self.formations)
random.shuffle(formations)
for i in range(4):
f = self.formations[i]
for fs2 in fsets:
if fs2 != self and f in fs2.formations:
result = True
if replacement:
formid = self.formids[i]
self.formids.remove(formid)
random.shuffle(self.formids)
self.formids.append(replacement.formid)
break
if result is True:
break
if replacement:
try:
assert len(self.formations) == 4
assert self.formations[3] == replacement
except:
return False
return True
if not check_only and result is False:
raise Exception("Can't use this formation.")
return result
@property
def swappable(self):
if len(self.formids) < 4 or len(set(self.formids)) == 1:
return False
return True
def swap_formations(self, other):
if not (self.swappable and other.swappable):
return
highself = max(self.formations, key=lambda f: f.rank())
highother = max(other.formations, key=lambda f: f.rank())
candidates = self.formations + other.formations
if random.randint(1, 7) != 7:
candidates.remove(highself)
candidates.remove(highother)
random.shuffle(candidates)
formids = [f.formid for f in candidates]
self.formids = formids[:len(formids)//2]
other.formids = formids[len(formids)//2:]
if len(formids) == 6:
self.formids.append(highself.formid)
other.formids.append(highother.formid)
self.shuffle_formations()
other.shuffle_formations()
def shuffle_formations(self):
random.shuffle(self.formids)
def rank(self):
return sum(f.rank() for f in self.formations) / 4.0
def get_formation(formid):
global formdict
return formdict[formid]
def get_formations(filename=None):
global formdict
if formdict:
return [f for (_, f) in sorted(formdict.items())]
formdict = {}
for i in range(576):
f = Formation(i)
f.read_data(filename)
f.lookup_enemies()
f.read_mould(filename)
formdict[i] = f
return get_formations()
def get_fsets(filename=None):
global fsetdict
if filename is None or fsetdict:
fsets = [fs for (_, fs) in sorted(fsetdict.items())]
return fsets
fsetdict = {}
for i in range(512):
fs = FormationSet(setid=i)
fs.read_data(filename)
fsetdict[i] = fs
return get_fsets()
def get_fset(setid):
return fsetdict[setid]
if __name__ == '__main__':
from sys import argv
filename = argv[1]
monsters = monsterrandomizer.get_monsters(filename)
for m in monsters:
m.read_stats(filename)
formations = get_formations(filename=filename)
fsets = get_fsets(filename=filename)
for f in formations:
print(f, f.ap)
#for f in fsets:
# print f
# print f.formids