* 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>
		
			
				
	
	
		
			564 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			564 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from typing import TYPE_CHECKING, Set
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from .locations import BASE_ID, get_location_names_to_ids
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from .items import cvcotm_item_info, MAJORS_CLASSIFICATIONS
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from .locations import cvcotm_location_info
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from .cvcotm_text import cvcotm_string_to_bytearray
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from .options import CompletionGoal, CVCotMDeathLink, IronMaidenBehavior
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from .rom import ARCHIPELAGO_IDENTIFIER_START, ARCHIPELAGO_IDENTIFIER, AUTH_NUMBER_START, QUEUED_TEXT_STRING_START
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from .data import iname, lname
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from BaseClasses import ItemClassification
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from NetUtils import ClientStatus
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import worlds._bizhawk as bizhawk
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import base64
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from worlds._bizhawk.client import BizHawkClient
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if TYPE_CHECKING:
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    from worlds._bizhawk.context import BizHawkClientContext
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CURRENT_STATUS_ADDRESS = 0xD0
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POISON_TIMER_TILL_DAMAGE_ADDRESS = 0xD8
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POISON_DAMAGE_VALUE_ADDRESS = 0xDE
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GAME_STATE_ADDRESS = 0x45D8
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FLAGS_ARRAY_START = 0x25374
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CARDS_ARRAY_START = 0x25674
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NUM_RECEIVED_ITEMS_ADDRESS = 0x253D0
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MAX_UPS_ARRAY_START = 0x2572C
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MAGIC_ITEMS_ARRAY_START = 0x2572F
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QUEUED_TEXTBOX_1_ADDRESS = 0x25300
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QUEUED_TEXTBOX_2_ADDRESS = 0x25302
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QUEUED_MSG_DELAY_TIMER_ADDRESS = 0x25304
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QUEUED_SOUND_ID_ADDRESS = 0x25306
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DELAY_TIMER_ADDRESS = 0x25308
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CURRENT_CUTSCENE_ID_ADDRESS = 0x26000
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NATHAN_STATE_ADDRESS = 0x50
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CURRENT_HP_ADDRESS = 0x2562E
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CURRENT_MP_ADDRESS = 0x25636
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CURRENT_HEARTS_ADDRESS = 0x2563C
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CURRENT_LOCATION_VALUES_START = 0x253FC
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ROM_NAME_START = 0xA0
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AREA_SEALED_ROOM = 0x00
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AREA_BATTLE_ARENA = 0x0E
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GAME_STATE_GAMEPLAY = 0x06
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GAME_STATE_CREDITS = 0x21
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NATHAN_STATE_SAVING = 0x34
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STATUS_POISON = b"\x02"
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TEXT_ID_DSS_TUTORIAL = b"\x1D\x82"
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TEXT_ID_MULTIWORLD_MESSAGE = b"\xF2\x84"
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SOUND_ID_UNUSED_SIMON_FANFARE = b"\x04"
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SOUND_ID_MAIDEN_BREAKING = b"\x79"
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# SOUND_ID_NATHAN_FREEZING = b"\x7A"
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SOUND_ID_BAD_CONFIG = b"\x2D\x01"
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SOUND_ID_DRACULA_CHARGE = b"\xAB\x01"
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SOUND_ID_MINOR_PICKUP = b"\xB3\x01"
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SOUND_ID_MAJOR_PICKUP = b"\xB4\x01"
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ITEM_NAME_LIMIT = 300
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PLAYER_NAME_LIMIT = 50
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FLAG_HIT_IRON_MAIDEN_SWITCH = 0x2A
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FLAG_SAW_DSS_TUTORIAL = 0xB1
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FLAG_WON_BATTLE_ARENA = 0xB2
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FLAG_DEFEATED_DRACULA_II = 0xBC
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# These flags are communicated to the tracker as a bitfield using this order.
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# Modifying the order will cause undetectable autotracking issues.
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EVENT_FLAG_MAP = {
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    FLAG_HIT_IRON_MAIDEN_SWITCH: "FLAG_HIT_IRON_MAIDEN_SWITCH",
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    FLAG_WON_BATTLE_ARENA: "FLAG_WON_BATTLE_ARENA",
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    0xB3: "FLAG_DEFEATED_CERBERUS",
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    0xB4: "FLAG_DEFEATED_NECROMANCER",
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    0xB5: "FLAG_DEFEATED_IRON_GOLEM",
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    0xB6: "FLAG_DEFEATED_ADRAMELECH",
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    0xB7: "FLAG_DEFEATED_DRAGON_ZOMBIES",
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    0xB8: "FLAG_DEFEATED_DEATH",
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    0xB9: "FLAG_DEFEATED_CAMILLA",
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    0xBA: "FLAG_DEFEATED_HUGH",
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    0xBB: "FLAG_DEFEATED_DRACULA_I",
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    FLAG_DEFEATED_DRACULA_II: "FLAG_DEFEATED_DRACULA_II"
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}
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DEATHLINK_AREA_NAMES = ["Sealed Room", "Catacomb", "Abyss Staircase", "Audience Room", "Triumph Hallway",
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                        "Machine Tower", "Eternal Corridor", "Chapel Tower", "Underground Warehouse",
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                        "Underground Gallery", "Underground Waterway", "Outer Wall", "Observation Tower",
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                        "Ceremonial Room", "Battle Arena"]
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class CastlevaniaCotMClient(BizHawkClient):
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    game = "Castlevania - Circle of the Moon"
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    system = "GBA"
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    patch_suffix = ".apcvcotm"
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    sent_initial_packets: bool
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    self_induced_death: bool
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    local_checked_locations: Set[int]
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    client_set_events = {flag_name: False for flag, flag_name in EVENT_FLAG_MAP.items()}
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    killed_dracula_2: bool
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    won_battle_arena: bool
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    sent_message_queue: list
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    death_causes: list
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    currently_dead: bool
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    synced_set_events: bool
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    saw_arena_win_message: bool
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    saw_dss_tutorial: bool
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    async def validate_rom(self, ctx: "BizHawkClientContext") -> bool:
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        from CommonClient import logger
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        try:
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            # Check ROM name/patch version
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            game_names = await bizhawk.read(ctx.bizhawk_ctx, [(ROM_NAME_START, 0xC, "ROM"),
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                                                              (ARCHIPELAGO_IDENTIFIER_START, 12, "ROM")])
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            if game_names[0].decode("ascii") != "DRACULA AGB1":
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                return False
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            if game_names[1] == b'\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00':
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                logger.info("ERROR: You appear to be running an unpatched version of Castlevania: Circle of the Moon. "
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                            "You need to generate a patch file and use it to create a patched ROM.")
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                return False
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            if game_names[1].decode("ascii") != ARCHIPELAGO_IDENTIFIER:
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                logger.info("ERROR: The patch file used to create this ROM is not compatible with "
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                            "this client. Double check your client version against the version being "
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                            "used by the generator.")
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                return False
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        except UnicodeDecodeError:
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            return False
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        except bizhawk.RequestFailedError:
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            return False  # Should verify on the next pass
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        ctx.game = self.game
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        ctx.items_handling = 0b001
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        ctx.want_slot_data = True
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        ctx.watcher_timeout = 0.125
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        return True
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    async def set_auth(self, ctx: "BizHawkClientContext") -> None:
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        auth_raw = (await bizhawk.read(ctx.bizhawk_ctx, [(AUTH_NUMBER_START, 16, "ROM")]))[0]
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        ctx.auth = base64.b64encode(auth_raw).decode("utf-8")
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        # Initialize all the local client attributes here so that nothing will be carried over from a previous CotM if
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        # the player tried changing CotM ROMs without resetting their Bizhawk Client instance.
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        self.sent_initial_packets = False
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        self.local_checked_locations = set()
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        self.self_induced_death = False
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        self.client_set_events = {flag_name: False for flag, flag_name in EVENT_FLAG_MAP.items()}
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        self.killed_dracula_2 = False
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        self.won_battle_arena = False
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        self.sent_message_queue = []
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        self.death_causes = []
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        self.currently_dead = False
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        self.synced_set_events = False
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        self.saw_arena_win_message = False
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        self.saw_dss_tutorial = False
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    def on_package(self, ctx: "BizHawkClientContext", cmd: str, args: dict) -> None:
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        if cmd != "Bounced":
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            return
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        if "tags" not in args:
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            return
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        if ctx.slot is None:
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            return
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        if "DeathLink" in args["tags"] and args["data"]["source"] != ctx.slot_info[ctx.slot].name:
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            if "cause" in args["data"]:
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                cause = args["data"]["cause"]
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                if cause == "":
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                    cause = f"{args['data']['source']} killed you without a word!"
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                if len(cause) > ITEM_NAME_LIMIT + PLAYER_NAME_LIMIT:
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                    cause = cause[:ITEM_NAME_LIMIT + PLAYER_NAME_LIMIT]
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            else:
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                cause = f"{args['data']['source']} killed you without a word!"
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            # Highlight the player that killed us in the game's orange text.
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            if args['data']['source'] in cause:
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                words = cause.split(args['data']['source'], 1)
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                cause = words[0] + "「" + args['data']['source'] + "」" + words[1]
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            self.death_causes += [cause]
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    async def game_watcher(self, ctx: "BizHawkClientContext") -> None:
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        if ctx.server is None or ctx.server.socket.closed or ctx.slot_data is None or ctx.slot is None:
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            return
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        try:
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            # Scout all Locations and get our Set events upon initial connection.
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            if not self.sent_initial_packets:
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                await ctx.send_msgs([{
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                    "cmd": "LocationScouts",
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                    "locations": [code for name, code in get_location_names_to_ids().items()
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                                  if code in ctx.server_locations],
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                    "create_as_hint": 0
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                }])
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                await ctx.send_msgs([{
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                    "cmd": "Get",
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                    "keys": [f"castlevania_cotm_events_{ctx.team}_{ctx.slot}"]
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                }])
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                self.sent_initial_packets = True
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            read_state = await bizhawk.read(ctx.bizhawk_ctx, [(GAME_STATE_ADDRESS, 1, "EWRAM"),
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                                                              (FLAGS_ARRAY_START, 32, "EWRAM"),
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                                                              (CARDS_ARRAY_START, 20, "EWRAM"),
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                                                              (NUM_RECEIVED_ITEMS_ADDRESS, 2, "EWRAM"),
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                                                              (MAX_UPS_ARRAY_START, 3, "EWRAM"),
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                                                              (MAGIC_ITEMS_ARRAY_START, 8, "EWRAM"),
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                                                              (QUEUED_TEXTBOX_1_ADDRESS, 2, "EWRAM"),
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                                                              (DELAY_TIMER_ADDRESS, 2, "EWRAM"),
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                                                              (CURRENT_CUTSCENE_ID_ADDRESS, 1, "EWRAM"),
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                                                              (NATHAN_STATE_ADDRESS, 1, "EWRAM"),
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                                                              (CURRENT_HP_ADDRESS, 18, "EWRAM"),
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                                                              (CURRENT_LOCATION_VALUES_START, 2, "EWRAM")])
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            game_state = int.from_bytes(read_state[0], "little")
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            event_flags_array = read_state[1]
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            cards_array = list(read_state[2])
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            max_ups_array = list(read_state[4])
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            magic_items_array = list(read_state[5])
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            num_received_items = int.from_bytes(bytearray(read_state[3]), "little")
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            queued_textbox = int.from_bytes(bytearray(read_state[6]), "little")
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            delay_timer = int.from_bytes(bytearray(read_state[7]), "little")
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            cutscene = int.from_bytes(bytearray(read_state[8]), "little")
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            nathan_state = int.from_bytes(bytearray(read_state[9]), "little")
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            health_stats_array = bytearray(read_state[10])
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            area = int.from_bytes(bytearray(read_state[11][0:1]), "little")
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            room = int.from_bytes(bytearray(read_state[11][1:]), "little")
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            # Get out each of the individual health/magic/heart values.
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            hp = int.from_bytes(health_stats_array[0:2], "little")
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            max_hp = int.from_bytes(health_stats_array[4:6], "little")
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            # mp = int.from_bytes(health_stats_array[8:10], "little") Not used. But it's here if it's ever needed!
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            max_mp = int.from_bytes(health_stats_array[12:14], "little")
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            hearts = int.from_bytes(health_stats_array[14:16], "little")
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            max_hearts = int.from_bytes(health_stats_array[16:], "little")
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            # If there's no textbox already queued, the delay timer is 0, we are not in a cutscene, and Nathan's current
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            # state value is not 0x34 (using a save room), it should be safe to inject a textbox message.
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            ok_to_inject = not queued_textbox and not delay_timer and not cutscene \
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                and nathan_state != NATHAN_STATE_SAVING
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            # Make sure we are in the Gameplay or Credits states before detecting sent locations.
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            # If we are in any other state, such as the Game Over state, reset the textbox buffers back to 0 so that we
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            # don't receive the most recent item upon loading back in.
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            #
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            # If the intro cutscene floor broken flag is not set, then assume we are in the demo; at no point during
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            # regular gameplay will this flag not be set.
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            if game_state not in [GAME_STATE_GAMEPLAY, GAME_STATE_CREDITS] or not event_flags_array[6] & 0x02:
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                self.currently_dead = False
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                await bizhawk.write(ctx.bizhawk_ctx, [(QUEUED_TEXTBOX_1_ADDRESS, [0 for _ in range(12)], "EWRAM")])
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                return
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            # Enable DeathLink if it's in our slot_data.
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            if "DeathLink" not in ctx.tags and ctx.slot_data["death_link"]:
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                await ctx.update_death_link(True)
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            # Send a DeathLink if we died on our own independently of receiving another one.
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            if "DeathLink" in ctx.tags and hp == 0 and not self.currently_dead:
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                self.currently_dead = True
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                # Check if we are in Dracula II's arena. The game considers this part of the Sealed Room area,
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                # which I don't think makes sense to be player-facing like this.
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                if area == AREA_SEALED_ROOM and room == 2:
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                    area_of_death = "Dracula's realm"
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                # If we aren't in Dracula II's arena, then take the name of whatever area the player is currently in.
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                else:
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                    area_of_death = DEATHLINK_AREA_NAMES[area]
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                await ctx.send_death(f"{ctx.player_names[ctx.slot]} perished in {area_of_death}. Dracula has won!")
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            # Update the Dracula II and Battle Arena events already being done on past separate sessions for if the
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            # player is running the Battle Arena and Dracula goal.
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            if f"castlevania_cotm_events_{ctx.team}_{ctx.slot}" in ctx.stored_data:
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                if ctx.stored_data[f"castlevania_cotm_events_{ctx.team}_{ctx.slot}"] is not None:
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                    if ctx.stored_data[f"castlevania_cotm_events_{ctx.team}_{ctx.slot}"] & 0x2:
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                        self.won_battle_arena = True
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                    if ctx.stored_data[f"castlevania_cotm_events_{ctx.team}_{ctx.slot}"] & 0x800:
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                        self.killed_dracula_2 = True
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            # If we won the Battle Arena, haven't seen the win message yet, and are in the Arena at the moment, pop up
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            # the win message while playing the game's unused Theme of Simon Belmont fanfare.
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            if self.won_battle_arena and not self.saw_arena_win_message and area == AREA_BATTLE_ARENA \
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                    and ok_to_inject and not self.currently_dead:
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                win_message = cvcotm_string_to_bytearray("      A 「WINNER」 IS 「YOU」!▶", "little middle", 0,
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                                                         wrap=False)
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                await bizhawk.write(ctx.bizhawk_ctx, [(QUEUED_TEXTBOX_1_ADDRESS, TEXT_ID_MULTIWORLD_MESSAGE, "EWRAM"),
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                                                      (QUEUED_SOUND_ID_ADDRESS, SOUND_ID_UNUSED_SIMON_FANFARE, "EWRAM"),
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                                                      (QUEUED_TEXT_STRING_START, win_message, "ROM")])
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                self.saw_arena_win_message = True
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            # If we have any queued death causes, handle DeathLink giving here.
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            elif self.death_causes and ok_to_inject and not self.currently_dead:
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                # Inject the oldest cause as a textbox message and play the Dracula charge attack sound.
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                death_text = self.death_causes[0]
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                death_writes = [(QUEUED_TEXTBOX_1_ADDRESS, TEXT_ID_MULTIWORLD_MESSAGE, "EWRAM"),
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                                (QUEUED_SOUND_ID_ADDRESS, SOUND_ID_DRACULA_CHARGE, "EWRAM")]
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 | 
						|
                # If we are in the Battle Arena and are not using the On Including Arena DeathLink option, extend the
 | 
						|
                # DeathLink message and don't actually kill Nathan.
 | 
						|
                if ctx.slot_data["death_link"] != CVCotMDeathLink.option_arena_on and area == AREA_BATTLE_ARENA:
 | 
						|
                    death_text += "◊The Battle Arena nullified the DeathLink. Go fight fair and square!"
 | 
						|
                else:
 | 
						|
                    # Otherwise, kill Nathan by giving him a 9999 damage-dealing poison status that hurts him as soon as
 | 
						|
                    # the death cause textbox is dismissed.
 | 
						|
                    death_writes += [(CURRENT_STATUS_ADDRESS, STATUS_POISON, "EWRAM"),
 | 
						|
                                     (POISON_TIMER_TILL_DAMAGE_ADDRESS, b"\x38", "EWRAM"),
 | 
						|
                                     (POISON_DAMAGE_VALUE_ADDRESS, b"\x0F\x27", "EWRAM")]
 | 
						|
 | 
						|
                # Add the final death text and write the whole shebang.
 | 
						|
                death_writes += [(QUEUED_TEXT_STRING_START,
 | 
						|
                                  bytes(cvcotm_string_to_bytearray(death_text + "◊", "big middle", 0)), "ROM")]
 | 
						|
                await bizhawk.write(ctx.bizhawk_ctx, death_writes)
 | 
						|
 | 
						|
                # Delete the oldest death cause that we just wrote and set currently_dead to True so the client doesn't
 | 
						|
                # think we just died on our own on the subsequent frames before the Game Over state.
 | 
						|
                del(self.death_causes[0])
 | 
						|
                self.currently_dead = True
 | 
						|
 | 
						|
            # If we have a queue of Locations to inject "sent" messages with, do so before giving any subsequent Items.
 | 
						|
            elif self.sent_message_queue and ok_to_inject and not self.currently_dead and ctx.locations_info:
 | 
						|
                loc = self.sent_message_queue[0]
 | 
						|
                # Truncate the Item name. ArchipIDLE's FFXIV Item is 214 characters, for comparison.
 | 
						|
                item_name = ctx.item_names.lookup_in_slot(ctx.locations_info[loc].item, ctx.locations_info[loc].player)
 | 
						|
                if len(item_name) > ITEM_NAME_LIMIT:
 | 
						|
                    item_name = item_name[:ITEM_NAME_LIMIT]
 | 
						|
                # Truncate the player name. Player names are normally capped at 16 characters, but there is no limit on
 | 
						|
                # ItemLink group names.
 | 
						|
                player_name = ctx.player_names[ctx.locations_info[loc].player]
 | 
						|
                if len(player_name) > PLAYER_NAME_LIMIT:
 | 
						|
                    player_name = player_name[:PLAYER_NAME_LIMIT]
 | 
						|
 | 
						|
                sent_text = cvcotm_string_to_bytearray(f"「{item_name}」 sent to 「{player_name}」◊", "big middle", 0)
 | 
						|
 | 
						|
                # Set the correct sound to play depending on the Item's classification.
 | 
						|
                if item_name == iname.ironmaidens and \
 | 
						|
                        ctx.slot_info[ctx.locations_info[loc].player].game == "Castlevania - Circle of the Moon":
 | 
						|
                    mssg_sfx_id = SOUND_ID_MAIDEN_BREAKING
 | 
						|
                    sent_text = cvcotm_string_to_bytearray(f"「Iron Maidens」 broken for 「{player_name}」◊",
 | 
						|
                                                           "big middle", 0)
 | 
						|
                elif ctx.locations_info[loc].flags & MAJORS_CLASSIFICATIONS:
 | 
						|
                    mssg_sfx_id = SOUND_ID_MAJOR_PICKUP
 | 
						|
                elif ctx.locations_info[loc].flags & ItemClassification.trap:
 | 
						|
                    mssg_sfx_id = SOUND_ID_BAD_CONFIG
 | 
						|
                else:  # Filler
 | 
						|
                    mssg_sfx_id = SOUND_ID_MINOR_PICKUP
 | 
						|
 | 
						|
                await bizhawk.write(ctx.bizhawk_ctx, [(QUEUED_TEXTBOX_1_ADDRESS, TEXT_ID_MULTIWORLD_MESSAGE, "EWRAM"),
 | 
						|
                                                      (QUEUED_SOUND_ID_ADDRESS, mssg_sfx_id, "EWRAM"),
 | 
						|
                                                      (QUEUED_TEXT_STRING_START, sent_text, "ROM")])
 | 
						|
 | 
						|
                del(self.sent_message_queue[0])
 | 
						|
 | 
						|
            # If the game hasn't received all items yet, it's ok to inject, and the current number of received items
 | 
						|
            # still matches what we read before, then write the next incoming item into the inventory and, separately,
 | 
						|
            # the textbox ID to trigger the multiworld textbox, sound effect to play when the textbox opens, number to
 | 
						|
            # increment the received items count by, and the text to go into the multiworld textbox. The game will then
 | 
						|
            # do the rest when it's able to.
 | 
						|
            elif num_received_items < len(ctx.items_received) and ok_to_inject and not self.currently_dead:
 | 
						|
                next_item = ctx.items_received[num_received_items]
 | 
						|
 | 
						|
                # Figure out what inventory array and offset from said array to increment based on what we are
 | 
						|
                # receiving.
 | 
						|
                flag_index = 0
 | 
						|
                flag_array = b""
 | 
						|
                inv_array = []
 | 
						|
                inv_array_start = 0
 | 
						|
                text_id_2 = b"\x00\x00"
 | 
						|
                item_type = next_item.item & 0xFF00
 | 
						|
                inv_array_index = next_item.item & 0xFF
 | 
						|
                if item_type == 0xE600:  # Card
 | 
						|
                    inv_array_start = CARDS_ARRAY_START
 | 
						|
                    inv_array = cards_array
 | 
						|
                    mssg_sfx_id = SOUND_ID_MAJOR_PICKUP
 | 
						|
                    # If skip_tutorials is off and the saw DSS tutorial flag is not set, set the flag and display it
 | 
						|
                    # for the second textbox.
 | 
						|
                    if not self.saw_dss_tutorial and not ctx.slot_data["skip_tutorials"]:
 | 
						|
                        flag_index = FLAG_SAW_DSS_TUTORIAL
 | 
						|
                        flag_array = event_flags_array
 | 
						|
                        text_id_2 = TEXT_ID_DSS_TUTORIAL
 | 
						|
                elif item_type == 0xE800 and inv_array_index == 0x09:  # Maiden Detonator
 | 
						|
                    flag_index = FLAG_HIT_IRON_MAIDEN_SWITCH
 | 
						|
                    flag_array = event_flags_array
 | 
						|
                    mssg_sfx_id = SOUND_ID_MAIDEN_BREAKING
 | 
						|
                elif item_type == 0xE800:  # Any other Magic Item
 | 
						|
                    inv_array_start = MAGIC_ITEMS_ARRAY_START
 | 
						|
                    inv_array = magic_items_array
 | 
						|
                    mssg_sfx_id = SOUND_ID_MAJOR_PICKUP
 | 
						|
                    if inv_array_index > 5:  # The unused Map's index is skipped over.
 | 
						|
                        inv_array_index -= 1
 | 
						|
                else:  # Max Up
 | 
						|
                    inv_array_start = MAX_UPS_ARRAY_START
 | 
						|
                    mssg_sfx_id = SOUND_ID_MINOR_PICKUP
 | 
						|
                    inv_array = max_ups_array
 | 
						|
 | 
						|
                item_name = ctx.item_names.lookup_in_slot(next_item.item)
 | 
						|
                player_name = ctx.player_names[next_item.player]
 | 
						|
                # Truncate the player name.
 | 
						|
                if len(player_name) > PLAYER_NAME_LIMIT:
 | 
						|
                    player_name = player_name[:PLAYER_NAME_LIMIT]
 | 
						|
 | 
						|
                # If the Item came from a different player, display a custom received message. Otherwise, display the
 | 
						|
                # vanilla received message for that Item.
 | 
						|
                if next_item.player != ctx.slot:
 | 
						|
                    text_id_1 = TEXT_ID_MULTIWORLD_MESSAGE
 | 
						|
                    if item_name == iname.ironmaidens:
 | 
						|
                        received_text = cvcotm_string_to_bytearray(f"「Iron Maidens」 broken by "
 | 
						|
                                                                   f"「{player_name}」◊", "big middle", 0)
 | 
						|
                    else:
 | 
						|
                        received_text = cvcotm_string_to_bytearray(f"「{item_name}」 received from "
 | 
						|
                                                                   f"「{player_name}」◊", "big middle", 0)
 | 
						|
                    text_write = [(QUEUED_TEXT_STRING_START, bytes(received_text), "ROM")]
 | 
						|
 | 
						|
                    # If skip_tutorials is off, display the Item's tutorial for the second textbox (if it has one).
 | 
						|
                    if not ctx.slot_data["skip_tutorials"] and cvcotm_item_info[item_name].tutorial_id is not None:
 | 
						|
                        text_id_2 = cvcotm_item_info[item_name].tutorial_id
 | 
						|
                else:
 | 
						|
                    text_id_1 = cvcotm_item_info[item_name].text_id
 | 
						|
                    text_write = []
 | 
						|
 | 
						|
                # Check if the player has 255 of the item being received. If they do, don't increment that counter
 | 
						|
                # further.
 | 
						|
                refill_write = []
 | 
						|
                count_write = []
 | 
						|
                flag_write = []
 | 
						|
                count_guard = []
 | 
						|
                flag_guard = []
 | 
						|
 | 
						|
                # If there's a value to increment in an inventory array, do so here after checking to see if we can.
 | 
						|
                if inv_array_start:
 | 
						|
                    if inv_array[inv_array_index] + 1 > 0xFF:
 | 
						|
                        # If it's a stat max up being received, manually give a refill of that item's stat.
 | 
						|
                        # Normally, the game does this automatically by incrementing the number of that max up.
 | 
						|
                        if item_name == iname.hp_max:
 | 
						|
                            refill_write = [(CURRENT_HP_ADDRESS, int.to_bytes(max_hp, 2, "little"), "EWRAM")]
 | 
						|
                        elif item_name == iname.mp_max:
 | 
						|
                            refill_write = [(CURRENT_MP_ADDRESS, int.to_bytes(max_mp, 2, "little"), "EWRAM")]
 | 
						|
                        elif item_name == iname.heart_max:
 | 
						|
                            # If adding +6 Hearts doesn't put us over the player's current max Hearts, do so.
 | 
						|
                            # Otherwise, set the player's current Hearts to the current max.
 | 
						|
                            if hearts + 6 > max_hearts:
 | 
						|
                                new_hearts = max_hearts
 | 
						|
                            else:
 | 
						|
                                new_hearts = hearts + 6
 | 
						|
                            refill_write = [(CURRENT_HEARTS_ADDRESS, int.to_bytes(new_hearts, 2, "little"), "EWRAM")]
 | 
						|
                    else:
 | 
						|
                        # If our received count of that item is not more than 255, increment it normally.
 | 
						|
                        inv_address = inv_array_start + inv_array_index
 | 
						|
                        count_guard = [(inv_address, int.to_bytes(inv_array[inv_array_index], 1, "little"), "EWRAM")]
 | 
						|
                        count_write = [(inv_address, int.to_bytes(inv_array[inv_array_index] + 1, 1, "little"),
 | 
						|
                                        "EWRAM")]
 | 
						|
 | 
						|
                # If there's a flag value to set, do so here.
 | 
						|
                if flag_index:
 | 
						|
                    flag_bytearray_index = flag_index // 8
 | 
						|
                    flag_address = FLAGS_ARRAY_START + flag_bytearray_index
 | 
						|
                    flag_guard = [(flag_address, int.to_bytes(flag_array[flag_bytearray_index], 1, "little"), "EWRAM")]
 | 
						|
                    flag_write = [(flag_address, int.to_bytes(flag_array[flag_bytearray_index] |
 | 
						|
                                                              (0x01 << (flag_index % 8)), 1, "little"), "EWRAM")]
 | 
						|
 | 
						|
                await bizhawk.guarded_write(ctx.bizhawk_ctx,
 | 
						|
                                            [(QUEUED_TEXTBOX_1_ADDRESS, text_id_1, "EWRAM"),
 | 
						|
                                             (QUEUED_TEXTBOX_2_ADDRESS, text_id_2, "EWRAM"),
 | 
						|
                                             (QUEUED_MSG_DELAY_TIMER_ADDRESS, b"\x01", "EWRAM"),
 | 
						|
                                             (QUEUED_SOUND_ID_ADDRESS, mssg_sfx_id, "EWRAM")]
 | 
						|
                                            + count_write + flag_write + text_write + refill_write,
 | 
						|
                                            # Make sure the number of received items and number to overwrite are still
 | 
						|
                                            # what we expect them to be.
 | 
						|
                                            [(NUM_RECEIVED_ITEMS_ADDRESS, read_state[3], "EWRAM")]
 | 
						|
                                            + count_guard + flag_guard),
 | 
						|
 | 
						|
            locs_to_send = set()
 | 
						|
 | 
						|
            # Check each bit in each flag byte for set Location and event flags.
 | 
						|
            checked_set_events = {flag_name: False for flag, flag_name in EVENT_FLAG_MAP.items()}
 | 
						|
            for byte_index, byte in enumerate(event_flags_array):
 | 
						|
                for i in range(8):
 | 
						|
                    and_value = 0x01 << i
 | 
						|
                    if byte & and_value != 0:
 | 
						|
                        flag_id = byte_index * 8 + i
 | 
						|
 | 
						|
                        location_id = flag_id + BASE_ID
 | 
						|
                        if location_id in ctx.server_locations:
 | 
						|
                            locs_to_send.add(location_id)
 | 
						|
 | 
						|
                        # If the flag for pressing the Iron Maiden switch is set, and the Iron Maiden behavior is
 | 
						|
                        # vanilla (meaning we really pressed the switch), send the Iron Maiden switch as checked.
 | 
						|
                        if flag_id == FLAG_HIT_IRON_MAIDEN_SWITCH and ctx.slot_data["iron_maiden_behavior"] == \
 | 
						|
                                IronMaidenBehavior.option_vanilla:
 | 
						|
                            locs_to_send.add(cvcotm_location_info[lname.ct21].code + BASE_ID)
 | 
						|
 | 
						|
                        # If the DSS tutorial flag is set, let the client know, so it's not shown again for
 | 
						|
                        # subsequently-received cards.
 | 
						|
                        if flag_id == FLAG_SAW_DSS_TUTORIAL:
 | 
						|
                            self.saw_dss_tutorial = True
 | 
						|
 | 
						|
                        if flag_id in EVENT_FLAG_MAP:
 | 
						|
                            checked_set_events[EVENT_FLAG_MAP[flag_id]] = True
 | 
						|
 | 
						|
                            # Update the client's statuses for the Battle Arena and Dracula goals.
 | 
						|
                            if flag_id == FLAG_WON_BATTLE_ARENA:
 | 
						|
                                self.won_battle_arena = True
 | 
						|
 | 
						|
                            if flag_id == FLAG_DEFEATED_DRACULA_II:
 | 
						|
                                self.killed_dracula_2 = True
 | 
						|
 | 
						|
            # Send Locations if there are any to send.
 | 
						|
            if locs_to_send != self.local_checked_locations:
 | 
						|
                self.local_checked_locations = locs_to_send
 | 
						|
 | 
						|
                if locs_to_send is not None:
 | 
						|
                    # Capture all the Locations with non-local Items to send that are in ctx.missing_locations
 | 
						|
                    # (the ones that were definitely never sent before).
 | 
						|
                    if ctx.locations_info:
 | 
						|
                        self.sent_message_queue += [loc for loc in locs_to_send if loc in ctx.missing_locations and
 | 
						|
                                                    ctx.locations_info[loc].player != ctx.slot]
 | 
						|
                    # If we still don't have the locations info at this point, send another LocationScout packet just
 | 
						|
                    # in case something went wrong, and we never received the initial LocationInfo packet.
 | 
						|
                    else:
 | 
						|
                        await ctx.send_msgs([{
 | 
						|
                            "cmd": "LocationScouts",
 | 
						|
                            "locations": [code for name, code in get_location_names_to_ids().items()
 | 
						|
                                          if code in ctx.server_locations],
 | 
						|
                            "create_as_hint": 0
 | 
						|
                        }])
 | 
						|
 | 
						|
                    await ctx.send_msgs([{
 | 
						|
                        "cmd": "LocationChecks",
 | 
						|
                        "locations": list(locs_to_send)
 | 
						|
                    }])
 | 
						|
 | 
						|
            # Check the win condition depending on what our completion goal is.
 | 
						|
            # The Dracula option requires the "killed Dracula II" flag to be set or being in the credits state.
 | 
						|
            # The Battle Arena option requires the Shinning Armor pickup flag to be set.
 | 
						|
            # Otherwise, the Battle Arena and Dracula option requires both of the above to be satisfied simultaneously.
 | 
						|
            if ctx.slot_data["completion_goal"] == CompletionGoal.option_dracula:
 | 
						|
                win_condition = self.killed_dracula_2
 | 
						|
            elif ctx.slot_data["completion_goal"] == CompletionGoal.option_battle_arena:
 | 
						|
                win_condition = self.won_battle_arena
 | 
						|
            else:
 | 
						|
                win_condition = self.killed_dracula_2 and self.won_battle_arena
 | 
						|
 | 
						|
            # Send game clear if we've satisfied the win condition.
 | 
						|
            if not ctx.finished_game and win_condition:
 | 
						|
                ctx.finished_game = True
 | 
						|
                await ctx.send_msgs([{
 | 
						|
                    "cmd": "StatusUpdate",
 | 
						|
                    "status": ClientStatus.CLIENT_GOAL
 | 
						|
                }])
 | 
						|
 | 
						|
            # Update the tracker event flags
 | 
						|
            if checked_set_events != self.client_set_events and ctx.slot is not None:
 | 
						|
                event_bitfield = 0
 | 
						|
                for index, (flag, flag_name) in enumerate(EVENT_FLAG_MAP.items()):
 | 
						|
                    if checked_set_events[flag_name]:
 | 
						|
                        event_bitfield |= 1 << index
 | 
						|
 | 
						|
                await ctx.send_msgs([{
 | 
						|
                    "cmd": "Set",
 | 
						|
                    "key": f"castlevania_cotm_events_{ctx.team}_{ctx.slot}",
 | 
						|
                    "default": 0,
 | 
						|
                    "want_reply": False,
 | 
						|
                    "operations": [{"operation": "or", "value": event_bitfield}],
 | 
						|
                }])
 | 
						|
                self.client_set_events = checked_set_events
 | 
						|
 | 
						|
        except bizhawk.RequestFailedError:
 | 
						|
            # Exit handler and return to main loop to reconnect.
 | 
						|
            pass
 |