Adds Link's Awakening: DX. Fully imports and forks LADXR, with permission - https://github.com/daid/LADXR
		
			
				
	
	
		
			74 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from .base import LocationBase
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from ..tileset import solid_tiles, open_tiles, walkable_tiles
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from ...roomEditor import RoomEditor
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from ...locations.all import HeartPiece, Chest as ChestLocation
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import random
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class Chest(LocationBase):
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    def __init__(self, room, x, y):
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        super().__init__(room, x, y)
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        room.tiles[x + y * 10] = 0xA0
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    def connect_logic(self, logic_location):
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        logic_location.add(ChestLocation(self.room.x + self.room.y * 16))
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    def get_item_pool(self):
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        return {None: 1}
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    @staticmethod
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    def check_possible(room, reachable_map):
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        # Check if we can potentially place a chest here, and what the best spot would be.
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        options = []
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        for y in range(1, 6):
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            for x in range(1, 9):
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                if room.tiles[x + y * 10 - 10] not in solid_tiles: # Chest needs to be against a "wall" at the top
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                    continue
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                if room.tiles[x + y * 10] not in walkable_tiles or room.tiles[x + y * 10 + 10] not in walkable_tiles:
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                    continue
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                if room.tiles[x - 1 + y * 10] not in solid_tiles and room.tiles[x - 1 + y * 10 + 10] not in open_tiles:
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                    continue
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                if room.tiles[x + 1 + y * 10] not in solid_tiles and room.tiles[x + 1 + y * 10 + 10] not in open_tiles:
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                    continue
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                idx = room.x * 10 + x + (room.y * 8 + y) * reachable_map.w
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                if reachable_map.area[idx] == -1:
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                    continue
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                options.append((reachable_map.distance[idx], x, y))
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        if not options:
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            return None
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        options.sort(reverse=True)
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        options = [(x, y) for d, x, y in options if d > options[0][0] - 4]
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        return random.choice(options)
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class FloorItem(LocationBase):
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    def __init__(self, room, x, y):
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        super().__init__(room, x, y)
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    def update_room(self, rom, re: RoomEditor):
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        re.entities.append((self.x, self.y, 0x35))
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    def connect_logic(self, logic_location):
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        logic_location.add(HeartPiece(self.room.x + self.room.y * 16))
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    def get_item_pool(self):
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        return {None: 1}
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    @staticmethod
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    def check_possible(room, reachable_map):
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        # Check if we can potentially place a floor item here, and what the best spot would be.
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        options = []
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        for y in range(1, 7):
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            for x in range(1, 9):
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                if room.tiles[x + y * 10] not in walkable_tiles:
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                    continue
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                idx = room.x * 10 + x + (room.y * 8 + y) * reachable_map.w
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                if reachable_map.area[idx] == -1:
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                    continue
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                options.append((reachable_map.distance[idx], x, y))
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        if not options:
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            return None
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        options.sort(reverse=True)
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        options = [(x, y) for d, x, y in options if d > options[0][0] - 4]
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        return random.choice(options)
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