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* Add the cotm package with working seed playthrough generation. * Add the proper event flag IDs for the Item codes. * Oooops. Put the world completion condition in! * Adjust the game name and abbreviations. * Implement more settings. * Account for too many start_inventory_from_pool cards with Halve DSS Cards Placed. * Working (albeit very sloooooooooooow) ROM patching. * Screw you, bsdiff! AP Procedure Patch for life! * Nuke stage_assert_generate as the ROM is no longer needed for that. * Working item writing and position adjusting. * Fix the magic item graphics in Locations wherein they can be fixed. * Enable sub-weapon shuffle * Get the seed display working. * Get the enemy item drop randomization working. Phew! * Enemy drop rando and seed display fixes. * Functional Countdown + Early Double setting * Working multiworld (yay!) * Fix item links and demo shenanigans. * Add Wii U VC hash and a docs section explaining the rereleases. * Change all client read/writes to EWRAM instead of Combined WRAM. * Custom text insertion foundations. * Working text converter and word wrap detector. * More refinements to the text wrap system. * Well and truly working sent/received messages. * Add DeathLink and Battle Arena goal options. * Add tracker stuff, unittests, all locations countdown, presets. * Add to README, CODEOWNERS, and inno_setup * Add to README, CODEOWNERS, and inno_setup * Address some suggestions/problems. * Switch the Items and Locations to using dataclasses. * Add note about the alternate classes to the Game Page. * Oooops, typo! * Touch up the Options descriptions. * Fix Battle Arena flag being detected incorrectly on connection and name the locked location/item pairs better. * Implement option groups * Swap the Lizard-man Locations into their correct Regions. * Local start inventory, better DeathLink message handling, handle receiving over 255 of an item. * Update the PopTracker pack links to no longer point to the Releases page. * Add Skip Dialogues option. * Update the presets for the accessibility rework. * Swap the choices in the accessibility preset options. * Uhhhhhhh...just see the apworld v4 changelog for this one. * Ooops, typo! * . * Bunch of small stuff * Correctly change "Fake" to "Breakable" in this comment. Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Make can_touch_water one line. Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Make broke_iron_maidens one line. Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Fix majors countdown and make can_open_ceremonial_door one line. * Make the Trap AP Item less obvious. * Add Progression + Useful stuff, patcher handling for incompatible versions, and fix some mypy stuff. * Better option groups. * Change Early Double to Early Escape Item. * Update DeathLink description and ditch the Menu region. * Fix the Start Broken choice for Iron Maiden Behavior * Remove the forced option change with Arena goal + required All Bosses and Arena. * Update the Game Page with the removal of the forced option combination change. * Fix client potential to send packets nonstop. * More review addressing. * Fix the new select_drop code. * Fix the new select_drop code for REAL this time. * Send another LocationScout if we send Location checks without having the Location info. --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com> Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
179 lines
7.9 KiB
Python
179 lines
7.9 KiB
Python
from typing import Literal
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cvcotm_char_dict = {"\n": 0x09, " ": 0x26, "!": 0x4A, '"': 0x78, "#": 0x79, "$": 0x7B, "%": 0x68, "&": 0x73, "'": 0x51,
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"(": 0x54, ")": 0x55, "*": 0x7A, "+": 0x50, ",": 0x4C, "-": 0x58, ".": 0x35, "/": 0x70, "0": 0x64,
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"1": 0x6A, "2": 0x63, "3": 0x6C, "4": 0x71, "5": 0x69, "6": 0x7C, "7": 0x7D, "8": 0x72, "9": 0x85,
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":": 0x86, ";": 0x87, "<": 0x8F, "=": 0x90, ">": 0x91, "?": 0x48, "@": 0x98, "A": 0x3E, "B": 0x4D,
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"C": 0x44, "D": 0x45, "E": 0x4E, "F": 0x56, "G": 0x4F, "H": 0x40, "I": 0x43, "J": 0x6B, "K": 0x66,
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"L": 0x5F, "M": 0x42, "N": 0x52, "O": 0x67, "P": 0x4B, "Q": 0x99, "R": 0x46, "S": 0x41, "T": 0x47,
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"U": 0x60, "V": 0x6E, "W": 0x49, "X": 0x6D, "Y": 0x53, "Z": 0x6F, "[": 0x59, "\\": 0x9A, "]": 0x5A,
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"^": 0x9B, "_": 0xA1, "a": 0x29, "b": 0x3C, "c": 0x33, "d": 0x32, "e": 0x28, "f": 0x3A, "g": 0x39,
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"h": 0x31, "i": 0x2D, "j": 0x62, "k": 0x3D, "l": 0x30, "m": 0x36, "n": 0x2E, "o": 0x2B, "p": 0x38,
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"q": 0x61, "r": 0x2C, "s": 0x2F, "t": 0x2A, "u": 0x34, "v": 0x3F, "w": 0x37, "x": 0x57, "y": 0x3B,
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"z": 0x65, "{": 0xA3, "|": 0xA4, "}": 0xA5, "`": 0xA2, "~": 0xAC,
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# Special command characters
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"▶": 0x02, # Press A with prompt arrow.
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"◊": 0x03, # Press A without prompt arrow.
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"\t": 0x01, # Clear the text buffer; usually after pressing A to advance.
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"\b": 0x0A, # Reset text alignment; usually after pressing A.
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"「": 0x06, # Start orange text
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"」": 0x07, # End orange text
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}
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# Characters that do not contribute to the line length.
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weightless_chars = {"\n", "▶", "◊", "\b", "\t", "「", "」"}
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def cvcotm_string_to_bytearray(cvcotm_text: str, textbox_type: Literal["big top", "big middle", "little middle"],
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speed: int, portrait: int = 0xFF, wrap: bool = True,
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skip_textbox_controllers: bool = False) -> bytearray:
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"""Converts a string into a textbox bytearray following CVCotM's string format."""
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text_bytes = bytearray(0)
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if portrait == 0xFF and textbox_type != "little middle":
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text_bytes.append(0x0C) # Insert the character to convert a 3-line named textbox into a 4-line nameless one.
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# Figure out the start and end params for the textbox based on what type it is.
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if textbox_type == "little middle":
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main_control_start_param = 0x10
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main_control_end_param = 0x20
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elif textbox_type == "big top":
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main_control_start_param = 0x40
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main_control_end_param = 0xC0
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else:
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main_control_start_param = 0x80
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main_control_end_param = 0xC0
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# Figure out the number of lines and line length limit.
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if textbox_type == "little middle":
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total_lines = 1
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len_limit = 29
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elif textbox_type != "little middle" and portrait != 0xFF:
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total_lines = 3
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len_limit = 21
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else:
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total_lines = 4
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len_limit = 23
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# Wrap the text if we are opting to do so.
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if wrap:
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refined_text = cvcotm_text_wrap(cvcotm_text, len_limit, total_lines)
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else:
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refined_text = cvcotm_text
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# Add the textbox control characters if we are opting to add them.
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if not skip_textbox_controllers:
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text_bytes.extend([0x1D, main_control_start_param + (speed & 0xF)]) # Speed should be a value between 0 and 15.
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# Add the portrait (if we are adding one).
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if portrait != 0xFF and textbox_type != "little middle":
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text_bytes.extend([0x1E, portrait & 0xFF])
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for i, char in enumerate(refined_text):
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if char in cvcotm_char_dict:
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text_bytes.extend([cvcotm_char_dict[char]])
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# If we're pressing A to advance, add the text clear and reset alignment characters.
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if char in ["▶", "◊"] and not skip_textbox_controllers:
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text_bytes.extend([0x01, 0x0A])
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else:
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text_bytes.extend([0x48])
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# Add the characters indicating the end of the whole message.
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if not skip_textbox_controllers:
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text_bytes.extend([0x1D, main_control_end_param, 0x00])
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else:
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text_bytes.extend([0x00])
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return text_bytes
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def cvcotm_text_truncate(cvcotm_text: str, textbox_len_limit: int) -> str:
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"""Truncates a string at a given in-game text line length."""
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line_len = 0
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for i in range(len(cvcotm_text)):
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if cvcotm_text[i] not in weightless_chars:
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line_len += 1
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if line_len > textbox_len_limit:
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return cvcotm_text[0x00:i]
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return cvcotm_text
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def cvcotm_text_wrap(cvcotm_text: str, textbox_len_limit: int, total_lines: int = 4) -> str:
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"""Rebuilds a string with some of its spaces replaced with newlines to ensure the text wraps properly in an in-game
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textbox of a given length. If the number of lines allowed per textbox is exceeded, an A prompt will be placed
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instead of a newline."""
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words = cvcotm_text.split(" ")
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new_text = ""
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line_len = 0
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num_lines = 1
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for word_index, word in enumerate(words):
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# Reset the word length to 0 on every word iteration and make its default divider a space.
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word_len = 0
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word_divider = " "
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# Check if we're at the very beginning of a line and handle the situation accordingly by increasing the current
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# line length to account for the space if we are not. Otherwise, the word divider should be nothing.
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if line_len != 0:
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line_len += 1
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else:
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word_divider = ""
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new_word = ""
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for char_index, char in enumerate(word):
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# Check if the current character contributes to the line length.
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if char not in weightless_chars:
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line_len += 1
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word_len += 1
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# If we're looking at a manually-placed newline, add +1 to the lines counter and reset the length counters.
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if char == "\n":
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word_len = 0
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line_len = 0
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num_lines += 1
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# If this puts us over the line limit, insert the A advance prompt character.
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if num_lines > total_lines:
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num_lines = 1
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new_word += "▶"
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# If we're looking at a manually-placed A advance prompt, reset the lines and length counters.
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if char in ["▶", "◊"]:
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word_len = 0
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line_len = 0
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num_lines = 1
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# If the word alone is long enough to exceed the line length, wrap without moving the entire word.
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if word_len > textbox_len_limit:
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word_len = 1
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line_len = 1
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num_lines += 1
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word_splitter = "\n"
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# If this puts us over the line limit, replace the newline with the A advance prompt character.
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if num_lines > total_lines:
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num_lines = 1
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word_splitter = "▶"
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new_word += word_splitter
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# If the total length of the current line exceeds the line length, wrap the current word to the next line.
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if line_len > textbox_len_limit:
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word_divider = "\n"
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line_len = word_len
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num_lines += 1
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# If we're over the allowed number of lines to be displayed in the textbox, insert the A advance
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# character instead.
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if num_lines > total_lines:
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num_lines = 1
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word_divider = "▶"
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# Add the character to the new word if the character is not a newline immediately following up an A advance.
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if char != "\n" or new_word[len(new_word)-1] not in ["▶", "◊"]:
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new_word += char
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new_text += word_divider + new_word
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return new_text
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