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randomizer.py
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randomizer.py
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from randomtools.tablereader import TableObject, get_global_label, tblpath
from randomtools.utils import (
classproperty, mutate_normal, shuffle_bits,
utilrandom as random)
from randomtools.interface import (
get_outfile, get_seed, get_flags, run_interface, rewrite_snes_meta,
clean_and_write, finish_interface)
from collections import defaultdict
from os import path
VERSION = 4
ALL_OBJECTS = None
LEVEL_STATS = ["max_hp", "attack", "defense", "magic_attack", "magic_defense"]
EQUIP_STATS = ["speed", "attack", "defense", "magic_attack", "magic_defense"]
ITEM_ORDER_FILENAME = path.join(tblpath, "item_order.txt")
iof = open(ITEM_ORDER_FILENAME)
ITEM_ORDER = [int(line.strip(), 0x10) for line in iof.readlines()
if line.strip()]
iof.close()
class CharIndexObject:
@property
def level(self):
return (self.index / 5) + 2
@property
def character_id(self):
return self.index % 5
@classmethod
def get_by_character(cls, character, index):
candidates = [c for c in cls.every if c.character_id == character]
return candidates[index]
@property
def character(self):
return CharacterObject.get(self.character_id)
class StatObject(CharIndexObject):
@property
def attack(self):
return self.physical >> 4
@property
def defense(self):
return self.physical & 0xF
@property
def magic_attack(self):
return self.magical >> 4
@property
def magic_defense(self):
return self.magical & 0xF
def set_stat(self, attr, value):
assert 0 <= value <= 0xF
if attr == "max_hp":
self.max_hp = value
return
if attr in ["attack", "defense"]:
affected = "physical"
elif attr in ["magic_attack", "magic_defense"]:
affected = "magical"
oldvalue = getattr(self, affected)
if attr in ["attack", "magic_attack"]:
newvalue = (oldvalue & 0xF) | (value << 4)
elif attr in ["defense", "magic_defense"]:
newvalue = (oldvalue & 0xF0) | value
setattr(self, affected, newvalue)
class EnemSpriteObject(TableObject): pass
class AnimSeqPTRObject(TableObject): pass
class MonsterObject(TableObject):
flag = "m"
flag_description = "monsters"
mutate_attributes = {
"hp": (1, 32000),
"speed": None,
"attack": None,
"defense": None,
"magic_attack": None,
"magic_defense": None,
"fp": None,
"evade": None,
"magic_evade": None
}
intershuffle_attributes = [
"hp", "speed", "defense",
"magic_defense", "evade", "magic_evade", "resistances",
"immunities", "weaknesses_approach",
#"coin_anim_entrance", (floating + random coordinates = freeze?)
]
banned_indexes = [
0x4e, 0x61, 0x81, 0x82, 0x83, 0x84, 0x85, 0x8d, 0x8e, 0x96, 0x97, 0x98,
0xa0, 0xa1, 0xab, 0xac, 0xad, 0xae, 0xaf, 0xb4, 0xb7, 0xb9, 0xba,
0xc9, 0xcb, 0xd6, 0xe7, 0xe8, 0xf2, 0xf7, 0xf8, 0xfa, 0xfe]
def get_similar(self):
if self.is_boss:
return self
candidates = [m for m in MonsterObject.ranked
if not m.is_boss]
return super(MonsterObject, self).get_similar(candidates)
@property
def in_a_formation(self):
if hasattr(self, "_in_a_formation"):
return self._in_a_formation
for e in MonsterObject.every:
e._in_a_formation = False
for p in PackObject.every:
for f in p.formations:
for e in f.enemies:
e._in_a_formation = True
return self.in_a_formation
@property
def banned(self):
return self.index in self.banned_indexes
@property
def vram_value(self):
if hasattr(self, "_vram_value"):
return self._vram_value
anim_index = EnemSpriteObject.get(self.index).animation
ptr = AnimSeqPTRObject.get(anim_index).anim_seq_ptr & 0x3fffff
f = open(get_outfile(), "r+b")
f.seek(ptr + 8)
self._vram_value = ord(f.read(1))
f.close()
return self.vram_value
@property
def name(self):
return MonsterNameObject.get(self.index).name
@property
def rank(self):
hp = self.hp if self.hp >= 10 else 100
return hp * max(self.attack, self.magic_attack, 1)
@property
def intershuffle_valid(self):
return not self.is_boss
@property
def immune_death(self):
return self.hit_special_defense & 0x02
@property
def morph_chance(self):
return self.hit_special_defense & 0x0C
@property
def event_on_death(self):
return self.misc & 1
@property
def is_boss(self):
if self.banned or self.event_on_death:
return True
return False
@classmethod
def intershuffle(cls):
super(MonsterObject, cls).intershuffle()
valid = [m for m in cls.every if m.intershuffle_valid]
hitspecs = [m.hit_special_defense & 0xFC for m in valid]
random.shuffle(hitspecs)
for hs, m in zip(hitspecs, valid):
m.hit_special_defense = (m.hit_special_defense & 0x03) | hs
def mutate(self):
oldstats = {}
for key in self.mutate_attributes:
oldstats[key] = getattr(self, key)
super(MonsterObject, self).mutate()
if self.is_boss:
for (attr, oldval) in oldstats.items():
if getattr(self, attr) < oldval:
setattr(self, attr, oldval)
if self.is_boss:
while True:
chance = random.randint(0, 3)
if chance == 0:
break
if chance == 1:
self.resistances |= (1 << random.randint(4, 7))
elif chance == 2:
self.immunities |= (1 << random.randint(0, 3))
elif chance == 3:
weak = (1 << random.randint(4, 7))
if self.weaknesses_approach & weak:
self.weaknesses_approach ^= weak
else:
resistances = shuffle_bits(self.resistances >> 4, size=4)
self.resistances = resistances << 4
self.immunities = shuffle_bits(self.immunities, size=4)
weak = shuffle_bits(self.weaknesses_approach >> 4, size=4)
self.weaknesses_approach &= 0x0F
self.weaknesses_approach |= (weak << 4)
if random.randint(1, 3) == 3:
self.hit_special_defense ^= 0x2
self.hit_special_defense ^= (random.randint(0, 3) << 2)
@classmethod
def full_cleanup(cls):
smithies = [m for m in MonsterObject.every
if m.index in [0xb5, 0xb6, 0xed, 0xee, 0xef]]
hp = max([m.hp for m in smithies])
for s in smithies:
s.hp = hp
super(MonsterObject, cls).full_cleanup()
class MonsterNameObject(TableObject): pass
class MonsterAttackObject(TableObject):
flag = "m"
mutate_attributes = {"hitrate": (1, 100)}
intershuffle_attributes = ["hitrate", "ailments"]
restricted_indexes = [
98, # terrapin
100, # bowser
3, 16, 124, # goomba
3, 96, # hammer bro
14, 25, # croco 1
13, # shyster & mack
1, 41, 44, # belome 1
]
@property
def intershuffle_valid(self):
return self.ailments and self.index not in self.restricted_indexes
@property
def no_damage(self):
return self.misc_multiplier & 0x50
@property
def multiplier(self):
return self.misc_multiplier & 0xF
@property
def hide_digits(self):
return self.misc_multiplier & 0x20
def mutate(self):
if self.index in self.restricted_indexes:
return
if self.multiplier <= 7 and not self.buffs:
new_multiplier = random.randint(0, random.randint(
0, random.randint(0, random.randint(0, 8))))
if new_multiplier > self.multiplier:
self.misc_multiplier = new_multiplier
if not self.buffs and random.randint(1, 5) == 5:
i = random.randint(0, 6)
if i != 4 or random.randint(1, 10) == 10:
self.ailments = (0 | 1 << i)
if self.buffs and random.choice([True, False]):
self.buffs |= 1 << random.randint(3, 6)
super(MonsterAttackObject, self).mutate()
class MonsterRewardObject(TableObject):
flag = "d"
mutate_attributes = {"xp": (1, 65535),
"coins": (0, 255),
}
intershuffle_attributes = ["xp", "coins", "drop", "rare_drop"]
@property
def intershuffle_valid(self):
return self.monster.intershuffle_valid and self.xp > 0 and (
self.drop != self.rare_drop or self.drop == 0xFF)
@property
def rank(self):
return self.monster.rank
@classproperty
def after_order(self):
objs = []
if 'p' in get_flags():
objs.append(ShopObject)
if 'm' in get_flags():
objs.append(MonsterObject)
return objs
def __repr__(self):
return "%s %s %s %s %s %s" % (
self.monster.name, self.drop_item.name, self.rare_drop_item.name,
self.yoshi_cookie_item.name, self.xp, self.coins)
@property
def monster(self):
return MonsterObject.get(self.index)
@property
def rare_drop_item(self):
return ItemObject.get(self.rare_drop)
@property
def drop_item(self):
return ItemObject.get(self.drop)
@property
def yoshi_cookie_item(self):
return ItemObject.get(self.yoshi_cookie)
def mutate(self):
oldxp = self.xp
super(MonsterRewardObject, self).mutate()
if self.monster.is_boss:
self.xp = min(oldxp, self.xp)
else:
self.xp = max(oldxp, self.xp)
consumables = [i for i in ItemObject.every
if i.is_consumable and not i.reuseable and not i.banned]
if self.drop == self.rare_drop:
linked = True
else:
linked = False
self.drop = ItemObject.get(self.drop).get_similar(consumables).index
if linked:
self.rare_drop = self.drop
else:
self.rare_drop = ItemObject.get(
self.rare_drop).get_similar(consumables).index
def randomize(self):
if self.monster.morph_chance and not self.monster.banned:
self.yoshi_cookie = random.choice(
[i for i in ItemObject.every
if i.is_consumable and not i.banned]).index
else:
self.yoshi_cookie = 0xFF
class PackObject(TableObject):
flag = 'f'
@classproperty
def after_order(self):
return [FormationObject]
def __repr__(self):
s = "PACK %x (%x) %s\n" % (
self.index, self.misc,
[e.name.strip() for e in self.common_enemies])
if len(set(self.formation_ids)) == 1:
formations = [self.formations[0]]
else:
formations = self.formations
for f in formations:
s += "%s\n" % f
return s.strip()
@property
def rank(self):
return sum([f.rank for f in self.formations])
@property
def formations(self):
if self.misc == 7:
mask = 0x100
else:
mask = 0
return [FormationObject.get(f | mask) for f in self.formation_ids]
@property
def is_static(self):
return len(set(self.formation_ids)) == 1
@property
def common_enemies(self):
enemies = set(self.formations[0].enemies)
for f in self.formations[1:]:
enemies &= set(f.enemies)
return sorted(enemies, key=lambda e: e.index)
class FormationObject(TableObject):
flag = "f"
flag_description = "enemy formations"
def __repr__(self):
present = bin(self.enemies_present)[2:]
hidden = bin(self.enemies_hidden)[2:]
present = "{0:0>8}".format(present)
hidden = "{0:0>8}".format(hidden)
s = "%x: " % self.index
for i, (p, h) in enumerate(zip(present, hidden)):
index, x, y = (getattr(self, "monster%s" % i),
getattr(self, "monster%s_x" % i),
getattr(self, "monster%s_y" % i))
m = MonsterObject.get(index)
if h == "1" or p == "1":
s += "%x %s" % (index, m.name.strip())
if m in self.leaders:
s += "*"
if h != "1" and p == "1":
s += " (%s, %s); " % (x, y)
if h == "1":
assert p == "1"
s += " (hidden, %s, %s); " % (x, y)
s = s.strip().rstrip(";").strip()
return s
@property
def vram_used(self):
if self.enemies_hidden:
return None
return sum([e.vram_value for e in self.enemies])
@property
def coordinates(self):
coordinates = []
for i in xrange(8):
if self.enemies_present & (1 << (7-i)):
coordinates.append((getattr(self, "monster%s_x" % i),
getattr(self, "monster%s_y" % i)))
return coordinates
@property
def rank(self):
enemies = sorted(self.enemies, key=lambda m: m.rank, reverse=True)
rank = 0
for i, e in enumerate(enemies):
rank += e.rank / (i+1)
return rank
@property
def bosses(self):
bosses = [e for e in self.enemies if e.is_boss]
return bosses
@property
def enemies(self):
enemies = bin(self.enemies_present | self.enemies_hidden)[2:]
return self.get_enemy_list(enemies)
def get_enemy_list(self, bitmask):
bitmask = "{0:0>8}".format(bitmask)
enemy_list = []
for (i, c) in enumerate(bitmask):
if c == "1":
m = MonsterObject.get(getattr(self, "monster%s" % i))
enemy_list.append(m)
return enemy_list
@property
def leaders(self):
if not hasattr(self, "_leaders"):
for f in FormationObject.every:
f._leaders = set([])
for p in PackObject.every:
common_enemies = set(p.common_enemies)
for f in p.formations:
f._leaders |= common_enemies
for f in FormationObject.every:
if not f._leaders:
f._leaders = list(f.enemies)
f._leaders = sorted(f._leaders, key=lambda m: m.index)
return self._leaders
@classproperty
def valid_coordinates(cls):
if hasattr(cls, "_valid_coordinates"):
return cls._valid_coordinates
cls._valid_coordinates = set([])
for f in FormationObject.every:
if not f.bosses:
bitmask = f.enemies_present & (0xFF ^ f.enemies_hidden)
for i in xrange(8):
if bitmask & (1 << (7-i)):
(x, y) = (getattr(f, "monster%s_x" % i),
getattr(f, "monster%s_y" % i))
else:
continue
if (x, y) == (0, 0):
break
cls._valid_coordinates.add((x, y))
cls._valid_coordinates = sorted(cls._valid_coordinates)
xs, ys = zip(*cls._valid_coordinates)
cls.lower_x, cls.upper_x = min(xs), max(xs)
cls.lower_y, cls.upper_y = min(ys), max(ys)
return cls.valid_coordinates
@property
def meta(self):
return FormMetaObject.get(self.index)
@property
def has_event(self):
if self.meta.event == 0xFF:
return False
else:
return True
@property
def music(self):
if self.meta.misc & 0xc0 == 0xc0:
return None
return (self.meta.misc >> 2) & 0x7
@property
def inescapable(self):
return self.meta.misc & 3
def set_music(self, value):
if value is None:
self.meta.misc &= 0xE3
self.meta.misc |= 0xC0
else:
self.meta.misc &= 0xE3
self.meta.misc |= (value << 2)
def mutate(self):
MAX_ENEMIES = 6
if self.bosses or self.enemies_hidden or not self.enemies_present:
return
candidates = list(self.leaders)
while len(candidates) < 3:
base = random.choice(candidates)
new = base.get_similar()
if new not in candidates:
candidates.append(new)
assert len(set(candidates)) <= 3
num_enemies = random.randint(1, random.randint(3, MAX_ENEMIES))
num_enemies = max(num_enemies, len(self.leaders))
chosen_enemies = list(self.leaders)
while len(chosen_enemies) < num_enemies:
vram_total = sum([e.vram_value for e in chosen_enemies])
sub_candidates = candidates + chosen_enemies
sub_candidates = [e for e in sub_candidates
if vram_total + e.vram_value <= 64]
if not sub_candidates:
num_enemies = len(chosen_enemies)
break
chosen_enemies.append(random.choice(sub_candidates))
random.shuffle(chosen_enemies)
def mutate_coordinate((x, y)):
x = mutate_normal(x, minimum=self.lower_x, maximum=self.upper_x)
y = mutate_normal(y, minimum=self.lower_y, maximum=self.upper_y)
return (x, y)
def get_distance((x1, y1), (x2, y2)):
return ((x1-x2)**2 + (y1-y2)**2)**0.5
def get_collective_distance(p, points):
distances = [get_distance(p, p2) for p2 in points]
return reduce(lambda a, b: a*b, distances, 1)
def select_most_distance(candidates, done_coordinates):
score = lambda p: get_collective_distance(p, done_coordinates)
chosen = max(candidates, key=lambda c: score(c))
return chosen
self.enemies_present = 0
done_coordinates = []
for i in range(8):
if i < len(chosen_enemies):
e = chosen_enemies[i].index
if not done_coordinates:
(x, y) = random.choice(self.valid_coordinates)
(x, y) = mutate_coordinate((x, y))
else:
candidates = random.sample(self.valid_coordinates,
len(chosen_enemies)*2)
candidates = map(mutate_coordinate, candidates)
(x, y) = select_most_distance(candidates, done_coordinates)
done_coordinates.append((x, y))
self.enemies_present |= (1 << (7-i))
else:
e = 0
setattr(self, "monster%s" % i, e)
setattr(self, "monster%s_x" % i, 0)
setattr(self, "monster%s_y" % i, 0)
done_coordinates = sorted(done_coordinates)
for i, (x, y) in enumerate(done_coordinates):
setattr(self, "monster%s_x" % i, x)
setattr(self, "monster%s_y" % i, y)
class FormMetaObject(TableObject): pass
class CharacterObject(TableObject):
flag = "c"
flag_description = "character stats"
mutate_attributes = {"speed": (1, 0xFF),
"level": (1, 30),
}
intershuffle_attributes = ["speed"]
@property
def stats(self):
if hasattr(self, "_stats"):
return self._stats
self._stats = [s for s in (StatGrowthObject.every +
StatBonusObject.every)
if s.character_id == self.index]
return self.stats
@property
def growth_stats(self):
if hasattr(self, "_growth_stats"):
return self._growth_stats
self._growth_stats = [s for s in StatGrowthObject.every
if s.character_id == self.index]
return self.growth_stats
@property
def bonus_stats(self):
if hasattr(self, "_bonus_stats"):
return self._bonus_stats
self._bonus_stats = [s for s in StatBonusObject.every
if s.character_id == self.index]
return self.bonus_stats
def cleanup(self):
self.current_hp = self.max_hp
self.weapon = 0xFF
self.armor = 0xFF
self.accessory = 0xFF
my_learned = [l for l in LearnObject.every if l.level <= self.level
and l.character_id == self.index]
for l in my_learned:
if l.spell <= 0x1A:
self.known_spells |= (1 << l.spell)
for g in self.growth_stats:
if g.level > self.level:
continue
for attr in LEVEL_STATS:
setattr(self, attr, getattr(self, attr) + getattr(g, attr))
for s in self.bonus_stats:
if s.level > self.level:
continue
attrs = s.best_choice
for attr in attrs:
setattr(self, attr, getattr(self, attr) + getattr(s, attr))
# 255 maximum
for attr in LEVEL_STATS:
while self.get_max_stat_at_level(attr, 30) > 255:
ss = [s for s in self.stats if self.level < s.level
and getattr(s, attr) > 0]
s = random.choice(ss)
value = getattr(s, attr)
s.set_stat(attr, value-1)
if self.level == 1:
self.xp = 0
else:
self.xp = LevelUpXPObject.get(self.level-2).xp
def get_stat_at_level(self, attr, level):
my_growths = [s for s in self.growth_stats
if self.level < s.level <= level]
value = getattr(self, attr)
for g in my_growths:
value += getattr(g, attr)
return value
def get_max_stat_at_level(self, attr, level):
value = self.get_stat_at_level(attr, level)
my_bonuses = [s for s in self.bonus_stats
if self.level < s.level <= level]
for b in my_bonuses:
value += getattr(b, attr)
return value
class ItemObject(TableObject):
flag = "q"
flag_description = "equipment stats and equippability"
banned_indexes = ([0, 1, 2, 3, 4, 0x24, 0x47, 0x48, 0x49, 0x5f, 0x8b,
0x95, 0xa0, 0xa4] + range(0xb1, 0x100))
''' KNOWN FREEZES
geno - 0xe super hammer (worked with mallow)
mario - 0xf handgun
mallow - 0xf handgun
mario - 0x15 double punch (worked with mallow)
geno - 0x1d super slap (worked with mario)
geno - noknok shell
geno - frying pan
'''
@classmethod
def classify_rare(cls):
for s in ShopObject.every:
if s.uses_frog_coins:
continue
for i in s.items:
item = ItemObject.get(i)
item._rare = False
for i in ItemObject.every:
if hasattr(i, "rare"):
continue
i._rare = True
@property
def rare(self):
if hasattr(self, "_rare"):
return self._rare
ItemObject.classify_rare()
return self.rare
@property
def rank(self):
if hasattr(self, "_rank"):
return self._rank
price = PriceObject.get(self.index).price
if self.banned:
self._rank = -1
elif price == 0 and not self.is_key:
self._rank = random.randint(1, random.randint(1, 999))
elif price == 0:
self._rank = -1
elif self.is_frog_coin_item:
self._rank = price * 50
elif price > 1000:
self._rank = price / 2
elif self.rare and self.is_consumable:
rank = 2 * price
if price <= 50:
rank = rank * 50
if self.reuseable:
rank = rank * 4
self._rank = rank
elif self.rare and self.is_armor:
self._rank = price * 3
elif self.index == 0x5e: # quartz charm
self._rank = 999
elif self.rare and self.is_accessory:
self._rank = price * 2
else:
self._rank = price
self._rank += (1 - (self.index / 1000.0))
return self.rank
@property
def name(self):
return ItemNameObject.get(self.index).name
@property
def price(self):
return PriceObject.get(self.index).price
@property
def is_frog_coin_item(self):
if hasattr(self, "_is_frog_coin_item"):
return self._is_frog_coin_item
for p in ShopObject.every:
if self.index in p.items:
self._is_frog_coin_item = p.uses_frog_coins
break
else:
self._is_frog_coin_item = False
return self.is_frog_coin_item
def become_frog_coin_item(self):
if self.is_frog_coin_item:
return False
factor = float(random.randint(random.randint(10, 50), 50))
if self.rare:
price = int(round(self.rank / factor))
else:
price = int(round(self.price / factor))
PriceObject.get(self.index).price = min(max(price, 1), 50)
self._is_frog_coin_item = True
return True
def unbecome_frog_coin_item(self):
if not self.is_frog_coin_item:
return False
factor = float(random.randint(50, random.randint(50, 100)))
price = int(round(self.price * factor))
PriceObject.get(self.index).price = min(price, 1998)
self._is_frog_coin_item = False
return True
@property
def banned(self):
return self.index in self.banned_indexes
@property
def is_weapon(self):
return (self.variance and (self.useable_itemtype & 0x3) == 0
and not self.banned)
@property
def is_armor(self):
return (self.useable_itemtype & 0x3) == 1 and not self.banned
@property
def is_accessory(self):
return (self.useable_itemtype & 0x3) == 2 and not self.banned
@property
def is_equipment(self):
return self.is_weapon or self.is_armor or self.is_accessory
@property
def primary_stats(self):
if self.is_weapon:
return ["attack"]
elif self.is_armor:
return ["defense", "magic_defense"]
return EQUIP_STATS
@property
def stat_point_value(self):
score = 0
for attr in EQUIP_STATS:
value = getattr(self, attr)
if value & 0x80:
score += (value - 256)
elif attr in self.primary_stats:
score += value
else:
score += (2*value)
return score
@property
def is_consumable(self):
return self.useable_battle or self.useable_field
@property
def is_key(self):
return not (self.is_equipment or self.is_consumable or self.banned)
@property
def useable_battle(self):
return self.useable_itemtype & 0x08
@property
def useable_field(self):
return self.useable_itemtype & 0x10
@property
def reuseable(self):
return self.useable_itemtype & 0x20
def mutate(self):
if not self.is_equipment:
return
score = self.stat_point_value
num_up = bin(random.randint(1, 31)).count('1')
num_down = bin(random.randint(0, 31)).count('1')
while True:
if random.choice([True, False, False]):
ups = [attr for attr in EQUIP_STATS
if 1 <= getattr(self, attr) <= 127]
if ups:
break
ups = random.sample(EQUIP_STATS, num_up)
if set(ups) & set(self.primary_stats):
break
ups = dict([(u, 0) for u in ups])
if random.choice([True, False, False]):
downs = [attr for attr in EQUIP_STATS
if getattr(self, attr) >= 128]
else:
downs = random.sample(EQUIP_STATS, num_down)
downs = dict([(d, 0) for d in downs if d not in ups])
if downs:
if score != 0:
downpoints = random.randint(0, random.randint(0, score))
else:
downpoints = random.randint(0, random.randint(0, random.randint(0, 100)))
while downpoints > 0:
attr = random.choice(downs.keys())
downs[attr] += 1
downpoints -= 1
score += 1
while score > 0:
attr = random.choice(ups.keys())
ups[attr] += 1
if attr in self.primary_stats:
score -= 1
else:
score -= 2
for attr in EQUIP_STATS:
setattr(self, attr, 0)
for attr in ups:
setattr(self, attr, min(mutate_normal(
ups[attr], minimum=1, maximum=127), 127))
for attr in downs:
value = min(mutate_normal(
downs[attr], minimum=1, maximum=127), 127)
if value:
setattr(self, attr, 256 - value)
if self.is_weapon and self.get_bit("geno"):
assert self.equippable == 8
return
equippable = self.equippable & 0xE0
num_equippable = random.randint(1,random.randint(1, 5))
for _ in xrange(num_equippable):
equippable |= (1 << random.randint(0, 4))
if self.is_weapon:
equippable = equippable & 0xF7
assert not equippable & 8
if not equippable:
return
self.equippable = equippable
def cleanup(self):
if self.index == 5:
# mario must equip tutorial hammer
self.set_bit("mario", True)
if self.index in [0xa5, 0xa7, 0xa9, 0xaa, 0xab]:
self.set_bit("single_enemy", True)
class ItemNameObject(TableObject): pass
class PriceObject(TableObject): pass
class LevelUpXPObject(TableObject):
flag = "c"
@classmethod
def full_randomize(cls):
if hasattr(cls, "after_order"):
for cls2 in cls.after_order:
if not (hasattr(cls2, "randomized") and cls2.randomized):
raise Exception("Randomize order violated.")
cls.randomized = True
xps = sorted([mutate_normal(l.xp, minimum=1, maximum=65535)
for l in cls.every])
prev = 0
assert len(cls.every) == len(xps)
for i, (l, xp) in enumerate(zip(cls.every, xps)):
factor = min(i / (len(xps)/2.0), 1.0)
xp = int(round((xp + (xp * factor))/2))
while xp <= prev:
xp += 1
l.xp = xp
prev = xp
class StatGrowthObject(StatObject, TableObject):
flag = "c"
@classmethod
def full_randomize(cls):
if hasattr(cls, "after_order"):
for cls2 in cls.after_order:
if not (hasattr(cls2, "randomized") and cls2.randomized):
raise Exception("Randomize order violated.")
cls.randomized = True
curves = defaultdict(list)
for character_index in range(5):
c = CharacterObject.get(character_index)
for attr in LEVEL_STATS:
value = getattr(c, attr)
for l in cls.every:
if l.character_id == c.index and l.level <= 20:
value += getattr(l, attr)
value = mutate_normal(value, maximum=255)
fixed_points = [(1, 0), (20, value)]
for _ in xrange(3):
dex = random.randint(1, len(fixed_points)-1)
lower_level, lower_value = fixed_points[dex-1]
upper_level, upper_value = fixed_points[dex]
if upper_level - lower_level < 4:
continue
level_interval = (upper_level - lower_level) / 2
value_interval = (upper_value - lower_value) / 2