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540 lines (498 loc) · 23.6 KB
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import random
import argparse
import mmap
import FFL2R_asm
import FFL2R_manager_base
from FFL2R_utils import Utility
from FFL2R_io import File
from FFL2R_data import GameData
from FFL2R_manager_scripts import ScriptManager
from FFL2R_manager_maps import MapManager
from FFL2R_manager_monsters import MonsterManager
from FFL2R_manager_economy import ShopManager
from FFL2R_manager_economy import GoldManager
from FFL2R_manager_economy import ItemManager
from FFL2R_manager_world import WorldManager
VERSION = 3.21
DEBUG = False
def main(fromWeb:bool, romData:mmap.mmap|None, rom_path:str|None, seed:int|None, encounterRate:int|None, goldDrops:int|None,
worldType:int|None, shuffleType:int|None, dadMagiType:int|None)->tuple:
if not fromWeb:
if not rom_path:
gameFile = str(input("First, please path to the FFL2 rom. \n>>"))
else:
gameFile = rom_path
romData = File.readInRom(gameFile, DEBUG)
# seeding
if not seed:
if not fromWeb:
gameSeed_str = str(input("Seed please. Blank will generate a random number. \n>>"))
try:
gameSeed = int(gameSeed_str)
gameSeed = abs(gameSeed)
except:
gameSeed = random.randint(0, 4294967296)
else:
gameSeed = seed
random.seed(gameSeed)
if not encounterRate:
encounterRate = int(input("Encounter rate please, 20-200. >>"))
if not goldDrops:
goldDrops = int(input("Gold adjustment please, 50-500. (Gold dropped is currently capped at 65535.)\n>>"))
if not worldType:
worldType = int(input("Choose a world order type: 1 = Vanilla, 2 = Shuffle, 3 = Open\n>>"))
if worldType < 1 or worldType > 3:
raise Exception("Invalid World Order Selection.")
if not shuffleType:
shuffleType = int(input("""Choose a treasure shuffle type:
1 = Shuffle Treasures, Shuffle Magi, Don't Mix
2 = Shuffle Treasures, Shuffle Magi, Mix
3 = Random Treasures, Shuffle Magi, Don't Mix
4 = Random Treasures, Shuffle Magi, Mix
5 = Shuffle Treasures, Random Magi, Don't Mix
6 = Shuffle Treasures, Random Magi, Mix
7 = Random Treasures, Random Magi, Don't Mix
8 = Random Treasures, Random Magi, Mix
>>"""))
if shuffleType < 1 or worldType > 8:
raise Exception("Invalid Shuffle Selection.")
# List is in game data order
if not (dadMagiType):
dadMagiType = int(input("""Please choose what Magi Dad gives you at the beginning:
1 = Masmune
2 = Aegis
3 = Heart
4 = Pegasus
5 = Prism
6 = Random
>>>"""))
if dadMagiType not in range(1,7):
raise Exception("Invalid Dad Magi Selection.")
dadMagi:int
match dadMagiType:
case 1: dadMagi = 0x08
case 2: dadMagi = 0x09
case 3: dadMagi = 0x0b
case 4: dadMagi = 0x0c
case 5: dadMagi = 0x0d
case 6: dadMagi = 0x00
FFL2R_asm.Fixes.missingTrigger(romData)
FFL2R_asm.Fixes.magiFix(romData)
FFL2R_asm.Fixes.mutantStr(romData)
FFL2R_asm.Fixes.forceRaceDismount(romData)
FFL2R_asm.Fixes.goldDropFix(romData)
FFL2R_asm.QOL.moveHax(romData)
FFL2R_asm.QOL.textHax(romData)
FFL2R_asm.QOL.betterGrowth(romData)
scripts = ScriptManager(romData)
maps = MapManager(romData)
monsters = MonsterManager(romData)
shops = ShopManager(romData)
gold = GoldManager(romData)
items = ItemManager(romData)
worlds = WorldManager()
FFL2R_manager_base.ScriptedFixes.moveMrS(scripts, maps)
FFL2R_manager_base.ScriptedFixes.fixTheRace(scripts, maps)
FFL2R_manager_base.GamePrep.newTitleScreen(scripts, gameSeed, VERSION)
FFL2R_manager_base.GamePrep.newDropScripts(scripts)
FFL2R_manager_base.GamePrep.kiShrineCleanup(scripts, maps)
FFL2R_manager_base.GamePrep.memoRemove(scripts, romData)
FFL2R_manager_base.GamePrep.venusWorldCleanup(scripts, maps)
FFL2R_manager_base.GamePrep.dadDeathCutscenes(scripts)
FFL2R_manager_base.GamePrep.warMachAdjust(scripts, maps)
FFL2R_manager_base.GamePrep.nastyChest(scripts, maps)
FFL2R_manager_base.GamePrep.guardianBaseLogic(maps)
FFL2R_manager_base.GamePrep.betterPrism(scripts, romData)
FFL2R_manager_base.GamePrep.newCredits(scripts)
FFL2R_manager_base.GamePrep.convertTrueEyeChest(scripts, maps)
FFL2R_manager_base.ScriptedQOL.newNPCHelpers(scripts, maps)
randomization(worlds, shuffleType, scripts, maps, romData, dadMagi)
shopRando(shops, GameData.shopTiers)
worldShuffle(romData, maps, scripts, worlds, worldType)
newStarters(monsters, scripts)
if encounterRate != 100:
encounterRate = Utility.setBoundaries(encounterRate, 20, 200)
encounterRateAdjustment(maps, encounterRate)
if goldDrops != 100:
goldDrops = Utility.setBoundaries(goldDrops, 50, 500)
goldAdjustment(gold, goldDrops)
for k,v in GameData.newItemPrices.items():
items.item[k].setPrice(v)
# if DEBUG == True:
# prismCounts = [0 for _ in range(16)]
# for k,v in worlds.locations.items():
# treasuretype = ""
# treasurevalue = ""
# if v.lType.value > 4:
# if v.data[0] == 0:
# if scripts.main[v.data[1]][v.data[2]+1] == 0xa:
# treasuretype = "MAGI"
# treasurevalue = GameData.MAGIVALUES[scripts.main[v.data[1]][v.data[2]+2]]
# prismCounts[v.pType.value]+=1
# else:
# treasuretype = "Item"
# treasurevalue = GameData.ITEMS[scripts.main[v.data[1]][v.data[2]+2]]
# else:
# treasuretype = ""
# treasurevalue = ""
# if scripts.memo[v.data[1]][v.data[2]+1] == 0xa:
# treasuretype = "MAGI"
# treasurevalue = GameData.MAGIVALUES[scripts.memo[v.data[1]][v.data[2]+2]]
# prismCounts[v.pType.value]+=1
# else:
# treasuretype = "Item"
# treasurevalue = GameData.ITEMS[scripts.memo[v.data[1]][v.data[2]+2]]
# else:
# if maps.map[v.data[0]].npcs[v.data[1]][5] == 0xfa:
# treasuretype = "MAGI"
# treasurevalue = GameData.MAGIVALUES[maps.map[v.data[0]].npcs[v.data[1]][4]]
# prismCounts[v.pType.value]+=1
# else:
# treasuretype = "Item"
# treasurevalue = GameData.ITEMS[maps.map[v.data[0]].npcs[v.data[1]][4]]
# if treasuretype == "MAGI":
# print(f"{k} - {treasuretype}: {treasurevalue}")
# print(f"{prismCounts} = Total: {sum(prismCounts) - 3}")
romData = File.editRom(romData, scripts, maps, shops, monsters, gold, items)
worldMode = ""
match worldType:
case 1: worldMode = "Vanilla"
case 2: worldMode = "Shuffled"
case 3: worldMode = "Open"
shuffleMode = ""
match shuffleType:
case 1: shuffleMode = "Shuffle Treasures, Shuffle Magi, Don't Mix"
case 2: shuffleMode = "Shuffle Treasures, Shuffle Magi, Mix"
case 3: shuffleMode = "Random Treasures, Shuffle Magi, Don't Mix"
case 4: shuffleMode = "Random Treasures, Shuffle Magi, Mix"
case 5: shuffleMode = "Shuffle Treasures, Random Magi, Don't Mix"
case 6: shuffleMode = "Shuffle Treasures, Random Magi, Mix"
case 7: shuffleMode = "Random Treasures, Random Magi, Don't Mix"
case 8: shuffleMode = "Random Treasures, Random Magi, Mix"
dadMode = ""
if dadMagi != 0x00:
dadMode = GameData.MAGIVALUES.get(dadMagi)
else:
dadMode = "Random"
print(f""" Final Fantasy Legend 2 Randomizer Settings:
Seed is: {str(gameSeed)}
Encounter rate adjustment is: {str(encounterRate)}%
Gold adjustment is: {str(goldDrops)}%
World type is: {worldMode}
Treasure Distribution is: {shuffleMode}
Magi that Dad gives you is: {dadMode}""")
if fromWeb == True:
return romData, gameSeed
else:
File.writeOutRom(romData, gameSeed)
print(" Randomizer finished successfully. Right on!")
return 0
def goldAdjustment(gold:GoldManager, rate:int):
percent = rate / 100
for v in gold.dropValue.values():
g = int(v.actualValue * percent)
#10% stack bonus causes overflow issues, so capped at 59578
if g > 59578:
g = 59578
v.actualValue = g
v.updateGold(g)
def encounterRateAdjustment(maps:MapManager, rate:int):
percent = rate / 100
#if a map's encounter rate is 0, it winds up for a default encounter rate somehow. So it floors at 1.
for v in maps.map.values():
if v.isDangerous == True:
v.encounterRate = int(v.encounterRate * percent)
if v.encounterRate == 0:
v.encounterRate = 1
def randomization(worlds:WorldManager, shuffleType:int, scripts:ScriptManager, maps:MapManager, romData:mmap, dadMagi:int):
def _char2Parent(scripts:ScriptManager):
startGift = random.choice(list(GameData.ITEMS.keys()))
scripts.main[275][26] = startGift
scripts.main[275][41] = startGift
def _placeInChest(mapID:int, npcIndex:int, value:int, tType:int, maps:MapManager):
if tType == 1: #magi
maps.map[mapID].npcs[npcIndex][4] = value
maps.map[mapID].npcs[npcIndex][5] = 0xfa
else: #item
maps.map[mapID].npcs[npcIndex][4] = value
maps.map[mapID].npcs[npcIndex][5] = 0xf9
if value == 0xff:
maps.map[mapID].npcs[npcIndex][2]+=0x40
def _placeInScript(bankID:int, scriptID:int, byteIndex: int, value:int, tType:int, scripts:ScriptManager):
if bankID == 3:
scripts.memo[scriptID][byteIndex] = 0x19
if tType == 1:
scripts.memo[scriptID][byteIndex+1] = 0x0a
else:
scripts.memo[scriptID][byteIndex+1] = 0x0b
scripts.memo[scriptID][byteIndex+2] = value
else:
scripts.main[scriptID][byteIndex] = 0x19
if tType == 1:
scripts.main[scriptID][byteIndex+1] = 0x0a
else:
scripts.main[scriptID][byteIndex+1] = 0x0b
scripts.main[scriptID][byteIndex+2] = value
#determine items
items = []
magi = []
prismCounts = [0 for _ in range(16)]
if shuffleType in (1, 2, 5, 6):
items = GameData.TREASURES
random.shuffle(items)
else:
allItems = list(GameData.ITEMS.keys())
for _ in range(106):
items.append(random.choice(allItems))
if shuffleType < 5:
for m, c in GameData.MAGI.items():
for _ in range(c):
magi.append(m)
random.shuffle(magi)
else:
magiTypes = list(GameData.MAGI.keys())
for _ in range(76):
magi.append(random.choice(magiTypes))
if dadMagi != 0x00: # If the selected magi for Dad is Random, skip.
magi.remove(dadMagi) # Remove Dad's magi from the list.
magi.append(dadMagi) # Move Dad's new magi to last to avoid having it allocated early.
keyListShuffled = []
keyListPrioritized = []
for k, v in worlds.locations.items():
if v.lType.value in (2,4,6,8) or k == "Final Dungeon, WarMach Chest":
match k:
case "Opening Cutscene":
if dadMagi != 0x00: # Skip magi swap if random.
magi[magi.index(dadMagi)] = magi[0] # Swap the magi he was originally going to give us with the new magi.
magi[0] = dadMagi
#Put the magi in the script for the opening cutscene.
_placeInScript(v.data[0], v.data[1], v.data[2], magi[0], 1, scripts)
magi.pop(0)
prismCounts[v.pType.value]+=1
case "Char 2's Parent":
_char2Parent(scripts)
case "Undersea Volcano, Exit TrueEye":
#TrueEye stays put, currently not in dict
_placeInChest(v.data[0], v.data[1], 0x0a, 1, maps)
prismCounts[v.pType.value]+=1
case "Leon's Theft":
scripts.replaceScript(0, 54, FFL2R_manager_base.GamePrep.leonsText(magi[0]))
_placeInScript(v.data[0], v.data[1], v.data[2], magi[0], 1, scripts)
magi.pop(0)
prismCounts[v.pType.value]+=1
case "Hermit Crab Drop" | "Giant Town, Micron Potion Location" | "Race - Watcher (Adamant)" | "Race - Watcher (Tortoise)" | "Race - Watcher (Lamia)":
pass
case "Final Dungeon, WarMach Chest":
_placeInScript(v.data[0], v.data[1], v.data[2], magi[0], 1, scripts)
magi.pop(0)
prismCounts[v.pType.value]+=1
case _:
keyListPrioritized.append(k)
else:
match k:
case k if 'Final Dungeon' in k:
_placeInChest(v.data[0], v.data[1], items[0], 0, maps)
items.pop(0)
case _:
keyListShuffled.append(k)
random.shuffle(keyListShuffled)
keyList = keyListPrioritized + keyListShuffled
if shuffleType % 2 == 0:
activeList = magi
listBool = 1
for k in keyList:
if not activeList:
activeList = items
listBool = 0
locData = worlds.locations[k]
if locData.lType.value <= 4:
_placeInChest(locData.data[0], locData.data[1], activeList[0], listBool, maps)
else:
_placeInScript(locData.data[0], locData.data[1], locData.data[2], activeList[0], listBool, scripts)
s=""
match k:
case "Race - Adamant":
s = "Race - Watcher (Adamant)"
case "Race - Tortoise":
s = "Race - Watcher (Tortoise)"
case "Race - Lamia":
s = "Race - Watcher (Lamia)"
if s:
_placeInScript(worlds.locations[s].data[0], worlds.locations[s].data[1], worlds.locations[s].data[2], activeList[0], listBool, scripts)
if listBool == 1:
prismCounts[locData.pType.value]+=1
activeList.pop(0)
else:
for k in keyList:
locData = worlds.locations[k]
match locData.lType.value:
case 0 | 1:
_placeInChest(locData.data[0], locData.data[1], items[0], 0, maps)
items.pop(0)
case 5:
_placeInScript(locData.data[0], locData.data[1], locData.data[2], items[0], 0, scripts)
items.pop(0)
case 3:
_placeInChest(locData.data[0], locData.data[1], magi[0], 1, maps)
prismCounts[locData.pType.value]+=1
magi.pop(0)
case 7 | 8:
_placeInScript(locData.data[0], locData.data[1], locData.data[2], magi[0], 1, scripts)
prismCounts[locData.pType.value]+=1
s=""
match k:
case "Race - Adamant":
s = "Race - Watcher (Adamant)"
case "Race - Tortoise":
s = "Race - Watcher (Tortoise)"
case "Race - Lamia":
s = "Race - Watcher (Lamia)"
if s:
_placeInScript(worlds.locations[s].data[0], worlds.locations[s].data[1], worlds.locations[s].data[2], magi[0], 1, scripts)
magi.pop(0)
case _:
print(f"{k} - err")
for x in range (0, len(prismCounts)):
romData[worlds.PRISMADDR+x] = prismCounts[x]
#account for the NPC removal
if DEBUG == True:
for k, v in worlds.locations.items():
if "Ruins of the Ancient Gods, Floor 4" in k:
v.data[1]-=1
def shopRando(shops:ShopManager, tiers:list):
def _mixTier(tierData:list)->list:
random.shuffle(tierData)
return tierData
def _populateShop(currentShop:list, count:int, availableItems:list, *bonusItems:list):
for i in range(0, count):
if random.randint(0,3) == 3 and bonusItems:
currentShop[i] = bonusItems[0][i]
else:
currentShop[i] = availableItems[i]
return currentShop
for v in shops.shop.values():
currentShop = bytearray.fromhex('FF FF FF FF FF FF FF FF')
length = random.randint(6,8)
match v.tier:
case 0: #recurring
currentShop = tiers[8]
case 7: #final shop
currentShop = tiers[0]
items = _mixTier(tiers[7])
currentShop.append(items[0])
case 8: #Echigoya will always have a full stock of eight items
items = _mixTier(tiers[7])
currentShop = _populateShop(currentShop, 8, items)
case 9: #giant town special, grab from 0 first then 6/7
items = _mixTier(tiers[6]+tiers[7])
currentShop = _populateShop(currentShop, length, items)
case _: #most other shops
items = _mixTier(tiers[v.tier])
bonusItems = _mixTier(tiers[v.tier+1])
currentShop = _populateShop(currentShop, length, items, bonusItems)
v.wares = currentShop
def newStarters(monsters:MonsterManager, scripts:ScriptManager):
randoMonsters = random.sample(range(180),3)
for starter in randoMonsters:
starterIndex = randoMonsters.index(starter)
monsters.monster[245+starterIndex].family = monsters.monster[starter].family
monsters.monster[245+starterIndex].ai = monsters.monster[starter].ai
monsters.monster[245+starterIndex].gfx= monsters.monster[starter].gfx
monsters.monster[245+starterIndex].npc = monsters.monster[starter].npc
monsters.monster[245+starterIndex].stats = monsters.monster[starter].stats
monsters.monster[245+starterIndex].skillsLength = monsters.monster[starter].skillsLength
monsters.monster[245+starterIndex].skills = monsters.monster[starter].skills
monsters.monster[245+starterIndex].name = monsters.monster[starter].name
monsters.monster[245+starterIndex].goldIndex = monsters.monster[starter].goldIndex
if monsters.monster[starter].dslevel < 10:
hexLevel = 'FF FF' + f"{0xB0 + monsters.monster[starter].dslevel:02x}"
else:
hexLevel = 'FF B1' + f"{(0xB0 + (monsters.monster[starter].dslevel - 10)):02x}"
match starterIndex:
case 0:
pos = 69
case 1:
pos = 83
case 2:
pos = 97
scripts.insertIntoScript(2, 21, pos, hexLevel)
def worldShuffle(romData:mmap, maps:MapManager, scripts:ScriptManager, worlds:WorldManager, worldType:int):
warpScripts = {}
startaddr = worlds.WORLD_NAME_STARTADDR
warpNames = {}
scriptIndex = 0
teleCounter = 2
finalStore = list(worlds.finalStore.values())
worlds.magiCheckRedo(scripts, maps, worldType)
if worldType != 1:
maps.map[finalStore[0][1]].npcs[finalStore[0][2]][0] = 0x10
maps.map[finalStore[0][1]].npcs[finalStore[0][2]][1] = 0x1f
maps.map[finalStore[1][1]].npcs[finalStore[1][2]][0] = 0x10
maps.map[finalStore[1][1]].npcs[finalStore[1][2]][1] = 0x1f
if worldType == 3:
for k, v in worlds.world.items():
for x in finalStore:
if x[0] == v.index:
maps.map[x[1]].npcs[x[2]][0] = 0x00
maps.map[x[1]].npcs[x[2]][1] = 0x0F
if v.scriptTeleportUnlockByte:
scripts.main[v.scriptTeleportUnlockByte[0]][v.scriptTeleportUnlockByte[1]+2] = 0x0D
newWorldOrder = list(worlds.world.values())
if worldType == 2:
for world in newWorldOrder:
if world.teleportScripts:
for s in world.teleportScripts:
warpScripts[s] = scripts.main[s]
if world.nameAddr:
for loc in world.nameAddr:
name = []
for x in range(0, 16):
name.append(romData[loc+x])
warpNames[loc] = name
random.shuffle(newWorldOrder)
for v in worlds.pillar.values():
gWorld = False
if newWorldOrder[0].isScript:
gWorld = True
trigger = [87,0]
elif newWorldOrder[0].doorIn > 255:
trigger = [newWorldOrder[0].doorIn-256, 6]
else:
trigger = [newWorldOrder[0].doorIn, 5]
maps.map[v.mapPillarID].triggers[v.doorInMapIndex] = trigger
maps.map[v.mapPillarID].triggers[v.mapPillarTriggerIndexPrism] = [newWorldOrder[0].prismScript ,0]
if v.doorOut > 255:
trigger = [v.doorOut - 256, 6]
else:
trigger = [v.doorOut, 5]
maps.map[newWorldOrder[0].mapID].triggers[newWorldOrder[0].doorOutMapIndex] = trigger
if gWorld == True:
maps.map[90].triggers[0] = trigger
if newWorldOrder[0].teleportScripts:
for s in newWorldOrder[0].teleportScripts:
scripts.replaceScript(0, 99+scriptIndex, warpScripts[s].hex(" "))
scriptIndex+=1
if newWorldOrder[0].nameAddr:
for loc in newWorldOrder[0].nameAddr:
for x in range(0,16):
romData[startaddr] = warpNames[loc][x]
startaddr+=1
if newWorldOrder[0].scriptTeleportUnlockByte:
teleCounter+=newWorldOrder[0].scriptTeleportUnlockByte[2]
scripts.main[newWorldOrder[0].scriptTeleportUnlockByte[0]][newWorldOrder[0].scriptTeleportUnlockByte[1]+2] = teleCounter
for x in finalStore:
if x[0] == newWorldOrder[0].index:
maps.map[x[1]].npcs[x[2]][0] = 0x10
maps.map[x[1]].npcs[x[2]][1] = (v.order*16)+15
newWorldOrder.pop(0)
if __name__ == "__main__":
parser = argparse.ArgumentParser()
parser.add_argument('-s', '--seed', type=int) # todo - pathlib
parser.add_argument('-r', '--rom_path', type=str, dest="rom_path")
parser.add_argument('-e', '--encounter_rate', type=int)
parser.add_argument('-g', '--gold', type=int)
parser.add_argument('-w', '--world', type=int)
parser.add_argument('-sh', '--shuffle', type=int)
parser.add_argument('-d', '--dad_magi', type=int)
args = parser.parse_args()
main(False, None, rom_path = args.rom_path, seed=args.seed, encounterRate=args.encounter_rate, goldDrops=args.gold, worldType=args.world, shuffleType=args.shuffle, dadMagiType=args.dad_magi)