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randomizer.rb
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randomizer.rb
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require 'digest/md5'
require_relative 'tweaks'
require_relative 'constants/difficulty_options'
require_relative 'completability_checker'
require_relative 'door_completability_checker'
require_relative 'randomizers/pickup_randomizer'
require_relative 'randomizers/enemy_randomizer'
require_relative 'randomizers/drop_randomizer'
require_relative 'randomizers/player_randomizer'
require_relative 'randomizers/boss_randomizer'
require_relative 'randomizers/door_randomizer'
require_relative 'randomizers/shop_randomizer'
require_relative 'randomizers/chest_pool_randomizer'
require_relative 'randomizers/item_skill_stat_randomizer'
require_relative 'randomizers/enemy_stat_randomizer'
require_relative 'randomizers/weapon_synth_randomizer'
require_relative 'randomizers/starting_room_randomizer'
require_relative 'randomizers/starting_items_randomizer'
require_relative 'randomizers/enemy_anim_speed_randomizer'
require_relative 'randomizers/red_wall_randomizer'
require_relative 'randomizers/map_randomizer'
require_relative 'randomizers/world_map_exits_randomizer'
require_relative 'randomizers/cosmetic/bgm_randomizer'
require_relative 'randomizers/cosmetic/dialogue_randomizer'
require_relative 'randomizers/cosmetic/skill_sprites_randomizer'
require_relative 'randomizers/cosmetic/enemy_sprite_randomizer'
class Randomizer
include Tweaks
include PickupRandomizer
include EnemyRandomizer
include DropRandomizer
include PlayerRandomizer
include BossRandomizer
include DoorRandomizer
include ShopRandomizer
include ChestPoolRandomizer
include ItemSkillStatRandomizer
include EnemyStatRandomizer
include WeaponSynthRandomizer
include StartingRoomRandomizer
include StartingItemsRandomizer
include SkillSpriteRandomizer
include EnemyAnimSpeedRandomizer
include RedWallRandomizer
include MapRandomizer
include WorldMapExitsRandomizer
include BgmRandomizer
include DialogueRandomizer
include EnemySpriteRandomizer
attr_reader :options,
:seed,
:rng,
:spoiler_log,
:non_spoiler_log,
:game,
:checker,
:renderer,
:tiled,
:all_non_progression_pickups
def initialize(seed, game, options, difficulty_level, difficulty_settings_averages)
@seed = seed
@game = game
@options = options
@renderer = Renderer.new(game.fs)
if seed.nil? || seed.empty?
raise "No seed given"
end
if options[:open_world_map]
options[:randomize_world_map_exits] = false
end
if room_rando?
# Boss door logic doesn't work with map randomizer since the boss doors are moved so they're always outside boss rooms, but the logic doesn't update along with them.
# It should be possible to make it work with starting room randomizer, but this would require randomizing seal 1.
# It might be possible to get it working with map randomizer too, but would require dynamically updating the logic after the map randomizer runs.
options[:unlock_boss_doors] = true
end
if options[:randomize_maps]
# The map rando might lock a boss behind its own soul if boss souls are in their vanilla location.
# So forcibly enable boss soul randomization in map rando.
options[:randomize_boss_souls] = true
end
if options[:randomize_world_map_exits]
# World map exits can be buggy if you start in an area that isn't unlocked.
# Also, it depends on knowing the starting room ahead of time in order for the logic to be correct.
options[:randomize_starting_room] = false
end
if room_rando?
@checker = DoorCompletabilityChecker.new(game, options)
else
@checker = CompletabilityChecker.new(game, options)
end
@int_seed = Digest::MD5.hexdigest(seed).to_i(16)
@rng = Random.new(@int_seed)
@progression_fill_mode = :random
@random_fill_mode_max_redos = 15000
@weak_enemy_attack_threshold = 28
@max_spawners_per_room = 1
@max_room_rando_subsector_redos = 20
@max_map_rando_sector_redos = 40
@max_map_rando_area_redos = 7
@difficulty_settings = {}
DIFFICULTY_RANGES.each do |name, range|
average = difficulty_settings_averages[name]
unless range.include?(average)
raise "#{average} is not within range #{range}"
end
if name.to_s.end_with?("range")
@difficulty_settings[name] = [range, average]
else
@difficulty_settings[name] = average
end
end
@difficulty_level = difficulty_level
@user_given_difficulty_settings = difficulty_settings_averages
@glyphs_placed_as_event_glyphs = []
load_randomizer_constants()
@transition_rooms = game.get_transition_rooms()
@transition_rooms.reject! do |room|
FAKE_TRANSITION_ROOMS.include?(room.room_metadata_ram_pointer)
end
@cached_collision_tilesets = {}
end
def load_randomizer_constants
# Load game-specific randomizer constants.
orig_verbosity = $VERBOSE
$VERBOSE = nil
case GAME
when "dos"
load './dsvrandom/constants/dos_randomizer_constants.rb'
when "por"
load './dsvrandom/constants/por_randomizer_constants.rb'
when "ooe"
load './dsvrandom/constants/ooe_randomizer_constants.rb'
else
raise "Unsupported game."
end
$VERBOSE = orig_verbosity
end
def reset_rng
@rng = Random.new(@int_seed)
end
# Gets a random number with a range, but weighted towards a certain average.
# It uses a normal distribution and rejects values outside the correct range.
# Standard deviation is 1/5th the size of the range.
def rand_range_weighted(range, average: (range.begin+range.end)/2)
if average < range.begin || average > range.end
raise "Bad random range! Average #{average} not within range #{range}."
end
if range.begin.is_a?(Float) || range.end.is_a?(Float)
float_mode = true
end
theta = 2 * Math::PI * rng.rand()
rho = Math.sqrt(-2 * Math.log(1 - rng.rand()))
stddev = (range.end-range.begin).to_f/5
scale = stddev * rho
x = average + scale * Math.cos(theta)
#y = average + scale * Math.sin(theta) # Don't care about the second value
num = x
num = x.round unless float_mode
if num < range.begin
# Retry until we get a value within the range.
# Since this failed attempt at a number was too low, limit the next one to the lower half of the available range.
new_range_end = (range.end-range.begin)/2 + range.begin
new_range = (range.begin..new_range_end)
if !new_range.include?(average)
new_range = (range.begin..average)
new_range = (new_range.begin.floor..new_range.end.ceil) unless float_mode
end
return rand_range_weighted(new_range, average: average)
elsif num > range.end
# Retry until we get a value within the range.
# Since this failed attempt at a number was too high, limit the next one to the upper half of the available range.
new_range_begin = (range.end-range.begin)/2 + range.begin
new_range = (new_range_begin..range.end)
if !new_range.include?(average)
new_range = (average..range.end)
new_range = (new_range.begin.floor..new_range.end.ceil) unless float_mode
end
return rand_range_weighted(new_range, average: average)
else
return num
end
end
def named_rand_range_weighted(name)
range, average = @difficulty_settings[name]
rand_range_weighted(range, average: average)
end
def room_rando?
options[:randomize_maps] || options[:randomize_room_connections] || options[:randomize_area_connections] || options[:randomize_starting_room] || options[:randomize_world_map_exits]
end
def needs_infinite_magical_tickets?
room_rando? || (GAME == "por" && options[:randomize_portraits])
end
def get_room_collision(room)
return RoomCollision.new(room, self)
end
def get_collision_tileset(collision_tileset_pointer, sector)
@cached_collision_tilesets[sector.overlay_id] ||= {}
@cached_collision_tilesets[sector.overlay_id][collision_tileset_pointer] ||= begin
sector.load_necessary_overlay()
CollisionTileset.new(collision_tileset_pointer, game.fs)
end
end
def randomize
options_completed = 0
options_string = options.select{|k,v| v == true}.keys.join(", ")
if DIFFICULTY_LEVELS.keys.include?(@difficulty_level)
difficulty_settings_string = @difficulty_level
else
difficulty_settings_string = "Custom, settings:\n " + @user_given_difficulty_settings.map{|k,v| "#{k}: #{v}"}.join("\n ")
end
@spoiler_log = StringIO.new
@non_spoiler_log = StringIO.new
@logs = [spoiler_log, non_spoiler_log]
@logs.each do |log|
log.puts "Seed: #{@seed}, Game: #{LONG_GAME_NAME}, Randomizer version: #{DSVRANDOM_VERSION}"
log.puts "Selected options: #{options_string}"
log.puts "Difficulty level: #{difficulty_settings_string}"
end
apply_pre_randomization_tweaks()
@unused_rooms = [] # This will be a list of rooms unused by the map rando/PoR short mode.
if options[:randomize_maps]
map_randomizer_pre_randomization_init()
end
if GAME == "por"
@boss_id_for_each_portrait = {
:portrait_city_of_haze => 0x8A,
:portrait_sandy_grave => 0x8D,
:portrait_nation_of_fools => 0x8E,
:portrait_forest_of_doom => 0x8F,
:portrait_dark_academy => 0x94,
:portrait_13th_street => 0x95,
:portrait_burnt_paradise => 0x96,
:portrait_forgotten_city => 0x97,
}
@portraits_needed_to_open_studio_portrait = [
:portrait_13th_street,
:portrait_dark_academy,
:portrait_burnt_paradise,
:portrait_forgotten_city,
]
@boss_id_inside_studio_portrait = 0x93
end
if GAME == "por"
if options[:por_short_mode]
reset_rng()
@portraits_to_remove = []
# Select the portraits to remove.
# We always remove 2/4 of the early game portraits and 2/4 of the late game portraits.
early_game_portraits = PickupRandomizer::EARLY_GAME_PORTRAITS.dup
late_game_portraits = PickupRandomizer::LATE_GAME_PORTRAITS.dup
2.times do
portrait_to_remove = early_game_portraits.sample(random: rng)
@portraits_to_remove << portrait_to_remove
early_game_portraits.delete(portrait_to_remove)
end
2.times do
portrait_to_remove = late_game_portraits.sample(random: rng)
@portraits_to_remove << portrait_to_remove
late_game_portraits.delete(portrait_to_remove)
end
@portraits_needed_to_open_studio_portrait = PickupRandomizer::PORTRAIT_NAMES -
[:portrait_nest_of_evil] - @portraits_to_remove
# Keep track of unused rooms (every room in the 4 unused portraits).
@portraits_to_remove.each do |portrait_name|
area_index = PORTRAIT_NAME_TO_DATA[portrait_name][:area_index]
game.areas[area_index].sectors.each do |sector|
@unused_rooms += sector.rooms
end
end
checker.remove_13th_street_and_burnt_paradise_boss_death_prerequisites()
if !options[:randomize_portraits]
# If portrait randomizer is off, remove the portraits immediately.
game.each_room do |room|
room.entities.each do |entity|
if entity.is_special_object? && [0x1A, 0x76, 0x86, 0x87].include?(entity.subtype)
@portraits_to_remove.each do |portrait_name|
portrait_data = PORTRAIT_NAME_TO_DATA[portrait_name]
if entity.subtype == portrait_data[:subtype] && entity.var_a == portrait_data[:var_a] && entity.var_b == portrait_data[:var_b]
entity.type = 0
entity.write_to_rom()
break
end
end
end
end
end
@portrait_locations_to_remove = @portraits_to_remove.map do |portrait_name|
PORTRAIT_NAME_TO_DEFAULT_ENTITY_LOCATION[portrait_name]
end
end
else
@portraits_to_remove = []
@portrait_locations_to_remove = []
end
# Tell the completability checker which portraits to remove so the pickup randomizer doesn't place those portraits if the portrait randomizer is on.
checker.set_removed_portraits(@portraits_to_remove)
end
@red_wall_souls = []
if GAME == "dos"
if options[:randomize_red_walls]
reset_rng()
randomize_red_walls()
else
@red_wall_souls = [
0xD2, # skeleton
0xD4, # axe armor
0xE3, # killer clown
0xEC, # ukoback
]
end
# Tell the completability checker logic what souls are for what red walls on this seed.
checker.set_red_wall_souls(@red_wall_souls)
end
@villager_entities = {}
# Now it's safe to initialize the list of progress items.
checker.initialize_all_progression_pickups()
@max_up_items = []
if options[:randomize_consumable_behavior]
reset_rng()
case GAME
when "por"
possible_max_up_ids = (0..0x5F).to_a - checker.all_progression_pickups - NONRANDOMIZABLE_PICKUP_GLOBAL_IDS
possible_max_up_ids -= [0x00, 0x04] # Don't let starting items (potion and high tonic) be max ups.
possible_max_up_ids -= [0x3F] # Don't let ground meat be a max up since you can farm it infinitely.
possible_max_up_ids -= [0x4B] # Don't let castle map 1 be a max up since it will get put in the shop.
possible_max_up_ids -= [0x4C, 0x4D] # Don't let castle maps 2 and 3 be max ups either since then they won't reveal the map
possible_max_up_ids -= [0x45, 0x5B, 0x5C, 0x5D, 0x5E, 0x5F] # Don't let magical tickets and records be max ups since other types of items can't be made magical tickets or max ups.
possible_max_up_ids -= [0x2A, 0x2B, 0x2C, 0x29, 0x2D, 0x2E] # Don't let the cake items given by the City of Haze cash register be max ups, since the player could get them over and over again as they only disappear when the player has one in their inventory.
# Don't allow quest rewards to be max ups since the player could use it infinitely.
game.quests.each do |quest|
next if quest.reward_item.nil?
possible_max_up_ids.delete(quest.reward_item["Item ID"])
end
2.times do
max_up_id = possible_max_up_ids.sample(random: rng)
possible_max_up_ids.delete(max_up_id)
@max_up_items << max_up_id
end
# In the alternate game modes like Richter mode, max ups should still appear but not other items.
# We need to tell the game what the new max up item IDs are for it to do this.
game.fs.replace_arm_shifted_immediate_integer(0x021DD8C0, @max_up_items[0]) # HP Max Up
game.fs.replace_arm_shifted_immediate_integer(0x021DD8C8, @max_up_items[1]) # MP Max Up
when "ooe"
possible_max_up_ids = (0x75..0xE4).to_a - checker.all_progression_pickups - NONRANDOMIZABLE_PICKUP_GLOBAL_IDS
possible_max_up_ids -= [0x75, 0x79] # Don't let starting items (potion and high tonic) be max ups.
possible_max_up_ids -= [0xD2] # VIP card given to you by Jacob and put directly into your inventory.
possible_max_up_ids -= (0xAE..0xB2).to_a # Camera and photos
possible_max_up_ids -= (0xB6..0xB9).to_a # Sketchbook and sketches
possible_max_up_ids -= (0xAC..0xAD).to_a # Mouse and cat collar
# Don't allow quest rewards to be max ups since the player could use it infinitely.
game.quests.each do |quest|
next if quest.reward_item.nil?
possible_max_up_ids.delete(quest.reward_item["Item ID"])
end
3.times do
max_up_id = possible_max_up_ids.sample(random: rng)
possible_max_up_ids.delete(max_up_id)
@max_up_items << max_up_id
end
end
else
case GAME
when "por"
@max_up_items = [0x08, 0x09]
when "ooe"
@max_up_items = [0x7F, 0x80, 0x81]
end
end
if GAME == "ooe" && options[:randomize_pickups]
# Glyph given by Barlowe.
# We randomize this, but only to a starter physical weapon glyph, not to any glyph.
reset_rng()
possible_starter_weapons = [0x01, 0x04, 0x07, 0x0A, 0x0D, 0x10, 0x13, 0x16]
pickup_global_id = possible_starter_weapons.sample(random: rng)
game.fs.load_overlay(42)
game.fs.write(0x022C3980, [0xE3A01000].pack("V"))
game.fs.write(0x022C3980, [pickup_global_id+1].pack("C"))
checker.add_item(pickup_global_id)
@ooe_starter_glyph_id = pickup_global_id # Tell other randomization options what this glyph is so they can handle it properly
end
options_completed += 2 # Initialization
# Now it's safe to initialize the list of non-progress items.
initialize_all_non_progression_pickups()
# Choose a healing item to be guaranteed cheap and decent in the shop.
if options[:randomize_consumable_behavior]
reset_rng()
all_non_progression_consumables = []
all_non_progression_pickups.each do |item_global_id|
item = game.items[item_global_id]
if item.item_type_name == "Consumables"
all_non_progression_consumables << item_global_id
end
end
@shop_cheap_healing_item_id = all_non_progression_consumables.sample(random: rng)
else
# If the consumable rando is off use the base Potion as the cheap healing item.
@shop_cheap_healing_item_id = case GAME
when "dos"
0x0
when "por"
0x0
when "ooe"
0x75
end
end
# Preserve the original enemy DNAs so we know how hard rooms were in the base game.
@original_enemy_dnas = []
ENEMY_IDS.each do |enemy_id|
enemy_dna = EnemyDNA.new(enemy_id, game)
@original_enemy_dnas << enemy_dna
end
# Preserve original item prices.
@original_item_prices = {}
game.items.each_with_index do |item, item_id|
@original_item_prices[item_id] = item["Price"]
end
if options[:randomize_bosses]
yield [options_completed, "Shuffling bosses..."]
reset_rng()
randomize_bosses()
options_completed += 1
end
if room_rando?
# Remove breakable walls and similar things that prevent you from going in certain doors.
remove_door_blockers()
end
if options[:randomize_maps]
yield [options_completed, "Generating map..."]
reset_rng()
randomize_doors_no_overlap() do |percent|
yield [options_completed+percent*75, "Generating map..."]
end
#add_more_save_and_warp_rooms()
regenerate_all_maps()
options_completed += 75
else
if options[:randomize_area_connections]
yield [options_completed, "Connecting areas..."]
reset_rng()
randomize_transition_doors()
options_completed += 1
end
if options[:randomize_room_connections]
yield [options_completed, "Connecting rooms..."]
reset_rng()
randomize_non_transition_doors()
options_completed += 1
end
end
# Calculate the average difficulty of common enemies in each subsector.
if options[:randomize_starting_room]
@enemy_difficulty_by_subsector = {}
game.areas.each do |area|
area.sectors.each do |sector|
subsectors = get_subsectors(sector)
subsectors.each do |rooms_in_subsector|
sum_of_all_subsector_enemy_attacks = 0
num_enemies_in_subsector = 0
rooms_in_subsector.uniq!{|subroom| subroom.room_str} # Don't count entities in rooms with subrooms multiple times in a single subsector.
rooms_in_subsector.each do |room|
room.entities.select{|e| e.is_common_enemy?}.each do |enemy|
num_enemies_in_subsector += 1
enemy_dna = @original_enemy_dnas[enemy.subtype]
sum_of_all_subsector_enemy_attacks += enemy_dna["Attack"]
end
end
if num_enemies_in_subsector == 0
average_enemy_attack = 0
else
average_enemy_attack = sum_of_all_subsector_enemy_attacks.to_f / num_enemies_in_subsector
end
@enemy_difficulty_by_subsector[rooms_in_subsector] = average_enemy_attack
end
end
end
end
if options[:randomize_starting_room]
yield [options_completed, "Selecting starting room..."]
reset_rng()
randomize_starting_room()
options_completed += 1
else
@starting_room = case GAME
when "dos"
game.areas[0].sectors[0].rooms[1]
when "por"
game.areas[0].sectors[0].rooms[0]
when "ooe"
game.areas[2].sectors[0].rooms[4]
end
@starting_room_door_index = 0
case GAME
when "dos"
@starting_x_pos = 0x200 - 0x10
@starting_y_pos = 0x80
when "por"
# The cutscene teleports the player off to the right.
# Need to put the items over there so the player picks them up right at the start, as opposed to during the actual cutscene which will crash the game.
@starting_x_pos = 0x1F0
@starting_y_pos = 0x60
when "ooe"
@starting_x_pos = 0xC0
@starting_y_pos = 0x230
end
end
if room_rando?
checker.set_starting_room(@starting_room, @starting_room_door_index)
end
@used_pickup_flags = []
# Specifies which pickup flags weren't used in the original game in case we need new ones for something.
case GAME
when "dos"
# For DoS we sometimes need pickup flags for when a soul candle gets randomized into something that's not a soul candle.
@unused_pickup_flags = (1..0x7F).to_a
use_pickup_flag(0xA) # Strongman puzzle first reward
use_pickup_flag(0xE) # Strongman puzzle second reward
use_pickup_flag(0x11) # Strongman puzzle third reward
when "por"
# We don't need spare pickup flags for the pickup randomizer in PoR, but we do need it for the starting item randomizer.
@unused_pickup_flags = (1..0x17F).to_a
use_pickup_flag(2) # Call Cube isn't randomized
use_pickup_flag(0x10) # Cog's pickup flag, Legion specifically checks this flag, not whether you own the cog.
when "ooe"
# For OoE we sometimes need pickup flags for when a glyph statue gets randomized into something that's not a glyph statue.
@unused_pickup_flags = (0x71..0x15F).to_a
# Pickup flags 160-16D and 170-17D exist but are used by no-damage blue chests so we don't use those. 16E, 16F, 17E, and 17F could probably be used by the randomizer safely but currently are not.
use_pickup_flag(0xB5) # Pickup flag for the Strength Ring chest.
use_pickup_flag(0xB2) # This appears to be used by something hardcoded, though I can't find what it is.
end
if GAME == "por" && !options[:randomize_portraits] && room_rando?
# Room rando needs to have a list of return portraits.
# If portrait rando is on, that list gets incrementally created as portraits are placed.
# But when portrait rando is off, we need to create the whole thing here first.
# Main return portraits.
checker.add_return_portrait("01-00-1A", "00-01-00_00")
checker.add_return_portrait("03-00-00", "00-04-12_00")
checker.add_return_portrait("05-00-21", "00-06-01_00")
checker.add_return_portrait("07-00-00", "00-08-01_02")
checker.add_return_portrait("02-00-07", "00-0B-00_02")
checker.add_return_portrait("04-00-00", "00-0B-00_01")
checker.add_return_portrait("06-00-20", "00-0B-00_03")
checker.add_return_portrait("08-01-06", "00-0B-00_04")
checker.add_return_portrait("09-00-00", "00-00-05_00")
# Bonus return portraits at the end of some areas.
checker.add_return_portrait("02-02-16", "00-0B-00_02")
checker.add_return_portrait("04-01-07", "00-0B-00_01")
checker.add_return_portrait("06-00-06", "00-0B-00_03")
checker.add_return_portrait("08-00-08", "00-0B-00_04")
end
# Handle putting certain items in the starting room.
case GAME
when "dos"
# Always start the player with Doppelganger.
add_bonus_item_to_starting_room(0x144) # Doppelganger
checker.add_item(0x144)
if room_rando?
# If the player can't access the drawbridge room give them Magic Seal 1.
# (Commented out because room rando unlocks all boss doors.)
#accessible_doors = checker.get_accessible_doors()
#if !accessible_doors.include?("00-00-15_000")
# add_bonus_item_to_starting_room(0x3D) # Magic Seal 1
#end
end
when "por"
# Always start with Lizard Tail, Call Cube, Skill Cube, Critical Art, and possibly Change Cube.
if options[:start_with_change_cube]
add_bonus_item_to_starting_room(0x1AC) # Change Cube
checker.add_item(0x1AC) # Change Cube
end
add_bonus_item_to_starting_room(0x1AD) # Call Cube
checker.add_item(0x1AD) # Call Cube
add_bonus_item_to_starting_room(0x1B2) # Lizard Tail
checker.add_item(0x1B2) # Lizard Tail
add_bonus_item_to_starting_room(0x1AE) # Skill Cube
checker.add_item(0x1AE) # Skill Cube
add_bonus_item_to_starting_room(0x1B8) # Critical Art
checker.add_item(0x1B8) # Critical Art
when "ooe"
if options[:randomize_starting_room]
# Put the glyph Barlowe would normally give you at the start in the randomized starting room.
if @ooe_starter_glyph_id
add_bonus_item_to_starting_room(@ooe_starter_glyph_id)
else
add_bonus_item_to_starting_room(1) # Confodere
end
end
end
if options[:randomize_world_map_exits]
yield [options_completed, "Randomizing world map exits..."]
reset_rng()
randomize_world_map_exits()
end
if options[:randomize_pickups]
yield [options_completed, "Placing progression pickups..."]
reset_rng()
randomize_pickups_completably() do |percent|
yield [options_completed+percent*20, "Placing progression pickups..."]
end
options_completed += 20
end
@unplaced_non_progression_pickups = all_non_progression_pickups.dup
@unplaced_non_progression_pickups -= checker.current_items
@used_non_progression_pickups = []
@used_non_progression_pickups += (checker.current_items & all_non_progression_pickups)
if options[:scavenger_mode]
remove_all_enemy_drops()
else
if options[:randomize_enemy_drops]
yield [options_completed, "Randomizing enemy drops..."]
reset_rng()
randomize_enemy_drops()
options_completed += 1
end
if options[:randomize_enemy_drop_chances]
yield [options_completed, "Randomizing enemy drop chances..."]
reset_rng()
randomize_enemy_drop_chances()
options_completed += 1
end
end
if options[:randomize_pickups]
yield [options_completed, "Randomizing other pickups..."]
reset_rng()
place_non_progression_pickups()
end
if room_rando? && options[:rebalance_enemies_in_room_rando] && options[:randomize_pickups]
# Reorder boss stats so they're more appropriate for the order you progress in room rando.
boss_ids_by_order_you_reach_them = []
@rooms_by_progression_order_accessed.each do |progression_region|
# A progression region is all the rooms you can access at a certain point on the main route in between getting progression items.
boss_ids_by_order_you_reach_them_for_this_region = []
progression_region.each do |room_str|
room = game.room_by_str(room_str)
bosses_in_room = room.entities.select do |e|
e.is_enemy? && ORIGINAL_BOSS_IDS_ORDER.include?(e.subtype)
end
if GAME == "por"
# Don't count the scripted chase Behemoth as a boss.
bosses_in_room.reject!{|e| e.subtype == 0x94 && e.var_a == 0}
end
if GAME == "por"
# Don't count common enemy The Creature as a boss.
bosses_in_room.reject!{|e| e.subtype == 0x8B && e.var_b == 2}
end
if GAME == "ooe"
# Don't count common enemy Giant Skeleton as a boss.
bosses_in_room.reject!{|e| e.subtype == 0x6B && e.var_a != 1}
end
if GAME == "ooe" && room_str == "0E-00-09" && !progression_region.include?("00-0C-00")
# Albus's room is accessible, but the first room of Dracula's Castle is not.
# This means the player doesn't meet all the conditions to fight Albus if they want the true ending, so we shouldn't mark Albus's boss fight as accessible yet.
next
end
if GAME == "ooe" && room_str == "02-00-06" && !progression_region.include?("00-0C-00")
# Barlowe's room is accessible, but the first room of Dracula's Castle is not.
# This means the player doesn't meet all the conditions to fight Barlowe, so we shouldn't mark Barlowe's boss fight as accessible yet.
next
end
bosses_in_room.each do |boss_entity|
boss_id = boss_entity.subtype
boss_ids_by_order_you_reach_them_for_this_region << boss_id
if GAME == "por" && boss_id == 0x91 && boss_entity.var_a == 1
# Stella with Var A = 1 is the double fight with Loretta, so rebalance Loretta for this point in the game too.
boss_ids_by_order_you_reach_them_for_this_region << 0x92
end
end
end
# If multiple bosses are unlocked at the same time, use the vanilla order.
boss_ids_by_order_you_reach_them_for_this_region.sort_by! do |boss_id|
ORIGINAL_BOSS_IDS_ORDER.index(boss_id)
end
boss_ids_by_order_you_reach_them += boss_ids_by_order_you_reach_them_for_this_region
end
boss_ids_by_order_you_reach_them.uniq!
boss_ids_by_order_you_reach_them.each_with_index do |boss_id, i|
orig_boss_id = ORIGINAL_BOSS_IDS_ORDER[i]
orig_boss = @original_enemy_dnas[orig_boss_id]
boss = game.enemy_dnas[boss_id]
#puts "#{orig_boss.name} -> #{boss.name}"
boss["HP"] = orig_boss["HP"]
boss["MP"] = orig_boss["MP"]
boss["SP"] = orig_boss["SP"]
boss["AP"] = orig_boss["AP"]
boss["EXP"] = orig_boss["EXP"]
boss["Attack"] = orig_boss["Attack"]
boss["Defense"] = orig_boss["Defense"]
boss["Physical Defense"] = orig_boss["Physical Defense"]
boss["Magical Defense"] = orig_boss["Magical Defense"]
boss.write_to_rom()
end
end
if room_rando? && options[:rebalance_enemies_in_room_rando] && options[:randomize_pickups]
# Generate new difficulty values for every room in the game based on the order you progress in room rando.
# These values are then used in place of the normal ones by the enemy randomizer.
# (If the enemy randomizer is off, common enemies don't get rebalanced.)
original_room_difficulties = []
all_rooms_in_order_accessed = @rooms_by_progression_order_accessed.flatten.uniq
all_rooms_in_order_accessed.each do |room_str|
room = game.room_by_str(room_str)
# Skip Nest of Evil/Large Cavern, they will be given unlimited enemy difficulty.
next if ["Nest of Evil", "Large Cavern"].include?(room.area.name)
enemies_in_room = get_common_enemies_in_room(room)
next if enemies_in_room.empty?
average_attack = enemies_in_room.reduce(0) do |difficulty, enemy|
enemy_dna = @original_enemy_dnas[enemy.subtype]
difficulty + enemy_dna["Attack"]
end
average_attack = average_attack.to_f / enemies_in_room.size
max_enemy_attack = enemies_in_room.map do |enemy|
enemy_dna = @original_enemy_dnas[enemy.subtype]
enemy_dna["Attack"]
end.max
average_enemy_id = enemies_in_room.reduce(0) do |id_sum, enemy|
id_sum + enemy.subtype
end
average_enemy_id = average_enemy_id.to_f / enemies_in_room.size
original_room_difficulties << {
average_attack: average_attack,
max_enemy_attack: max_enemy_attack,
average_enemy_id: average_enemy_id,
}
end
original_room_difficulties_in_order = original_room_difficulties.sort_by{|hash| hash[:average_attack]}
@room_rando_enemy_difficulty_for_room = {}
room_strs_by_order_you_reach_them = @rooms_by_progression_order_accessed.flatten.uniq
i = 0
room_strs_by_order_you_reach_them.each do |room_str|
room = game.room_by_str(room_str)
enemies_in_room = get_common_enemies_in_room(room)
next if enemies_in_room.empty?
@room_rando_enemy_difficulty_for_room[room_str] = original_room_difficulties_in_order[i]
i += 1
end
game.each_room do |room|
if ["Nest of Evil", "Large Cavern"].include?(room.area.name)
# Give Nest of Evil and Large Cavern unlimited enemy difficulty.
@room_rando_enemy_difficulty_for_room[room.room_str] = {
average_attack: 9999,
max_enemy_attack: 9999,
average_enemy_id: 100,
}
end
end
end
if options[:randomize_enemy_stats]
yield [options_completed, "Randomizing enemy stats..."]
reset_rng()
randomize_enemy_stats()
options_completed += 1
end
if options[:randomize_enemy_tolerances]
yield [options_completed, "Randomizing enemy tolerances..."]
reset_rng()
randomize_enemy_tolerances()
options_completed += 1
end
if options[:randomize_enemy_sprites] || options[:randomize_boss_sprites]
yield [options_completed, "Randomizing enemy sprites..."]
reset_rng()
randomize_enemy_sprites()
options_completed += 1
end
if options[:randomize_enemies]
yield [options_completed, "Placing enemies..."]
reset_rng()
randomize_enemies() do |percent|
yield [options_completed+percent*7, "Placing enemies..."]
end
options_completed += 7
end
yield [options_completed, "Placing starting items..."]
reset_rng()
select_random_bonus_starting_items()
if options[:randomize_player_sprites]
yield [options_completed, "Randomizing player sprites..."]
reset_rng()
randomize_player_sprites()
options_completed += 1
end
if options[:randomize_players]
yield [options_completed, "Randomizing players..."]
reset_rng()
randomize_players()
options_completed += 1
end
if options[:randomize_equipment_stats]
yield [options_completed, "Randomizing equipment stats..."]
reset_rng()
randomize_equipment_stats()
options_completed += 1
end
if options[:randomize_weapon_behavior] || options[:randomize_weapon_and_skill_elements]
yield [options_completed, "Randomizing weapons..."]
reset_rng()
randomize_weapons()
options_completed += 1
end
if options[:randomize_consumable_behavior]
yield [options_completed, "Randomizing consumables..."]
reset_rng()
randomize_consumable_behavior()
options_completed += 1
end
if options[:randomize_skill_stats] || options[:randomize_skill_behavior] || options[:randomize_weapon_and_skill_elements]
yield [options_completed, "Randomizing skill stats..."]
reset_rng()
randomize_skills()
options_completed += 1
end
if options[:randomize_skill_sprites]
yield [options_completed, "Shuffling skill sprites..."]
reset_rng()
randomize_skill_sprites()
options_completed += 1
end
if options[:randomize_weapon_synths]
yield [options_completed, "Randomizing weapon synths..."]
reset_rng()
randomize_weapon_synths()
options_completed += 1
else
reset_rng()
randomize_vanilla_weapon_synths_that_use_progression_souls()
end
if options[:randomize_shop]
yield [options_completed, "Randomizing shop..."]
reset_rng()
randomize_shop()
options_completed += 1
end
if options[:randomize_wooden_chests]
yield [options_completed, "Randomizing wooden chests..."]
reset_rng()
randomize_wooden_chests()
options_completed += 1
end
if options[:randomize_enemy_anim_speed]
yield [options_completed, "Randomizing enemy speed..."]
reset_rng()
randomize_enemy_anim_speeds()
options_completed += 1
end
if options[:randomize_bgm]
yield [options_completed, "Randomizing BGM..."]
reset_rng()
randomize_bgm()
options_completed += 1
end
if options[:randomize_dialogue]
yield [options_completed, "Randomizing dialogue..."]
reset_rng()
randomize_dialogue()
options_completed += 1
end