mirror of
https://github.com/pret/pokemon-reverse-engineering-tools.git
synced 2026-04-24 07:07:10 -05:00
Merge pull request #61 from kanzure/path-finding
Some basic path finding stuff
This commit is contained in:
commit
f0aaf3cd56
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@ -70,6 +70,11 @@ OldTextScript = old_text_script
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import configuration
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conf = configuration.Config()
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data_path = os.path.join(os.path.abspath(os.path.dirname(__file__)), "data/pokecrystal/")
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conf.wram = os.path.join(data_path, "wram.asm")
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conf.gbhw = os.path.join(data_path, "gbhw.asm")
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conf.hram = os.path.join(data_path, "hram.asm")
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from map_names import map_names
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# ---- script_parse_table explanation ----
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@ -174,7 +179,7 @@ def how_many_until(byte, starting, rom):
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def load_map_group_offsets(map_group_pointer_table, map_group_count, rom=None):
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"""reads the map group table for the list of pointers"""
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map_group_offsets = [] # otherwise this method can only be used once
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data = rom.interval(map_group_pointer_table, map_group_count*2, strings=False, rom=rom)
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data = rom.interval(map_group_pointer_table, map_group_count*2, strings=False)
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data = helpers.grouper(data)
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for pointer_parts in data:
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pointer = pointer_parts[0] + (pointer_parts[1] << 8)
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@ -249,7 +254,10 @@ class TextScript:
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see: http://hax.iimarck.us/files/scriptingcodes_eng.htm#InText
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"""
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base_label = "UnknownText_"
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def __init__(self, address, map_group=None, map_id=None, debug=False, label=None, force=False, show=None):
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def __init__(self, address, map_group=None, map_id=None, debug=False, label=None, force=False, show=None, script_parse_table=None, text_command_classes=None):
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self.text_command_classes = text_command_classes
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self.script_parse_table = script_parse_table
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self.address = address
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# $91, $84, $82, $54, $8c
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# 0x19768c is a a weird problem?
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@ -425,7 +433,7 @@ def parse_text_engine_script_at(address, map_group=None, map_id=None, debug=True
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"""
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if is_script_already_parsed_at(address) and not force:
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return script_parse_table[address]
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return TextScript(address, map_group=map_group, map_id=map_id, debug=debug, show=show, force=force)
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return TextScript(address, map_group=map_group, map_id=map_id, debug=debug, show=show, force=force, script_parse_table=script_parse_table, text_command_classes=text_command_classes)
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def find_text_addresses():
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"""returns a list of text pointers
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@ -560,7 +568,7 @@ def parse_text_at3(address, map_group=None, map_id=None, debug=False):
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if deh:
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return deh
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else:
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text = TextScript(address, map_group=map_group, map_id=map_id, debug=debug)
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text = TextScript(address, map_group=map_group, map_id=map_id, debug=debug, script_parse_table=script_parse_table, text_command_classes=text_command_classes)
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if text.is_valid():
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return text
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else:
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@ -775,7 +783,7 @@ HexByte=DollarSignByte
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class ItemLabelByte(DollarSignByte):
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def to_asm(self):
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label = item_constants.item_constants.find_item_label_by_id(self.byte)
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label = item_constants.find_item_label_by_id(self.byte)
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if label:
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return label
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elif not label:
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@ -2925,7 +2933,7 @@ class Script:
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if start_address in stop_points and force == False:
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if debug:
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logging.debug(
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"script parsing is stopping at stop_point={address} at map_group={map_group} map_id={map_id}"
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"script parsing is stopping at stop_point={stop_point} at map_group={map_group} map_id={map_id}"
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.format(
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stop_point=hex(start_address),
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map_group=str(map_group),
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@ -6596,7 +6604,7 @@ def list_texts_in_bank(bank):
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Narrows down the list of objects that you will be inserting into Asm.
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"""
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if len(all_texts) == 0:
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raise Exception("all_texts is blank.. main() will populate it")
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raise Exception("all_texts is blank.. parse_rom() will populate it")
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assert bank != None, "list_texts_in_banks must be given a particular bank"
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@ -6614,7 +6622,7 @@ def list_movements_in_bank(bank, all_movements):
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Narrows down the list of objects to speed up Asm insertion.
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"""
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if len(all_movements) == 0:
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raise Exception("all_movements is blank.. main() will populate it")
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raise Exception("all_movements is blank.. parse_rom() will populate it")
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assert bank != None, "list_movements_in_bank must be given a particular bank"
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assert 0 <= bank < 0x80, "bank doesn't exist in the ROM (out of bounds)"
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@ -6633,7 +6641,7 @@ def dump_asm_for_texts_in_bank(bank, start=50, end=100, rom=None):
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# load and parse the ROM if necessary
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if rom == None or len(rom) <= 4:
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rom = load_rom()
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main()
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parse_rom()
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# get all texts
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# first 100 look okay?
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@ -6653,7 +6661,7 @@ def dump_asm_for_texts_in_bank(bank, start=50, end=100, rom=None):
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def dump_asm_for_movements_in_bank(bank, start=0, end=100, all_movements=None):
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if rom == None or len(rom) <= 4:
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rom = load_rom()
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main()
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parse_rom()
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movements = list_movements_in_bank(bank, all_movements)[start:end]
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@ -6669,7 +6677,7 @@ def dump_things_in_bank(bank, start=50, end=100):
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# load and parse the ROM if necessary
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if rom == None or len(rom) <= 4:
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rom = load_rom()
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main()
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parse_rom()
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things = list_things_in_bank(bank)[start:end]
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@ -6706,6 +6714,14 @@ def write_all_labels(all_labels, filename="labels.json"):
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fh.close()
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return True
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def setup_wram_labels(config=conf):
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"""
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Get all wram labels and store it on the module.
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"""
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wramproc = wram.WRAMProcessor(config=config)
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wramproc.initialize()
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wram.wram_labels = wramproc.wram_labels
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def get_ram_label(address):
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"""
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returns a label assigned to a particular ram address
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@ -6953,16 +6969,28 @@ Command.trainer_group_maximums = trainer_group_maximums
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SingleByteParam.map_internal_ids = map_internal_ids
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MultiByteParam.map_internal_ids = map_internal_ids
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def main(rom=None):
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def add_map_offsets_into_map_names(map_group_offsets, map_names=None):
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"""
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Add the offsets for each map into the map_names variable.
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"""
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# add the offsets into our map structure, why not (johto maps only)
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return [map_names[map_group_id+1].update({"offset": offset}) for map_group_id, offset in enumerate(map_group_offsets)]
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rom_parsed = False
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def parse_rom(rom=None):
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if not rom:
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# read the rom and figure out the offsets for maps
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rom = direct_load_rom()
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# make wram.wram_labels available
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setup_wram_labels()
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# figure out the map offsets
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map_group_offsets = load_map_group_offsets(map_group_pointer_table=map_group_pointer_table, map_group_count=map_group_count, rom=rom)
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# add the offsets into our map structure, why not (johto maps only)
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[map_names[map_group_id+1].update({"offset": offset}) for map_group_id, offset in enumerate(map_group_offsets)]
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# populate the map_names structure with the offsets
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add_map_offsets_into_map_names(map_group_offsets, map_names=map_names)
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# parse map header bytes for each map
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parse_all_map_headers(map_names, all_map_headers=all_map_headers)
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@ -6978,5 +7006,20 @@ def main(rom=None):
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# improve duplicate trainer names
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make_trainer_group_name_trainer_ids(trainer_group_table)
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global rom_parsed
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rom_parsed = True
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return map_names
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def cachably_parse_rom(rom=None):
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"""
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Calls parse_rom if it hasn't been called and completed yet.
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"""
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global rom_parsed
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if not rom_parsed:
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return parse_rom(rom=rom)
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else:
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return map_names
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if __name__ == "crystal":
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pass
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102
pokemontools/data/pokecrystal/gbhw.asm
Normal file
102
pokemontools/data/pokecrystal/gbhw.asm
Normal file
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@ -0,0 +1,102 @@
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; Graciously aped from http://nocash.emubase.de/pandocs.htm .
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; MBC3
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MBC3SRamEnable EQU $0000
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MBC3RomBank EQU $2000
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MBC3SRamBank EQU $4000
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MBC3LatchClock EQU $6000
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MBC3RTC EQU $a000
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SRAM_DISABLE EQU $00
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SRAM_ENABLE EQU $0a
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NUM_SRAM_BANKS EQU 4
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RTC_S EQU $08 ; Seconds 0-59 (0-3Bh)
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RTC_M EQU $09 ; Minutes 0-59 (0-3Bh)
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RTC_H EQU $0a ; Hours 0-23 (0-17h)
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RTC_DL EQU $0b ; Lower 8 bits of Day Counter (0-FFh)
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RTC_DH EQU $0c ; Upper 1 bit of Day Counter, Carry Bit, Halt Flag
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; Bit 0 Most significant bit of Day Counter (Bit 8)
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; Bit 6 Halt (0=Active, 1=Stop Timer)
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; Bit 7 Day Counter Carry Bit (1=Counter Overflow)
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; interrupt flags
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VBLANK EQU 0
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LCD_STAT EQU 1
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TIMER EQU 2
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SERIAL EQU 3
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JOYPAD EQU 4
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; Hardware registers
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rJOYP EQU $ff00 ; Joypad (R/W)
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rSB EQU $ff01 ; Serial transfer data (R/W)
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rSC EQU $ff02 ; Serial Transfer Control (R/W)
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rSC_ON EQU 7
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rSC_CGB EQU 1
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rSC_CLOCK EQU 0
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rDIV EQU $ff04 ; Divider Register (R/W)
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rTIMA EQU $ff05 ; Timer counter (R/W)
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rTMA EQU $ff06 ; Timer Modulo (R/W)
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rTAC EQU $ff07 ; Timer Control (R/W)
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rTAC_ON EQU 2
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rTAC_4096_HZ EQU 0
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rTAC_262144_HZ EQU 1
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rTAC_65536_HZ EQU 2
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rTAC_16384_HZ EQU 3
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rIF EQU $ff0f ; Interrupt Flag (R/W)
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rNR10 EQU $ff10 ; Channel 1 Sweep register (R/W)
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rNR11 EQU $ff11 ; Channel 1 Sound length/Wave pattern duty (R/W)
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rNR12 EQU $ff12 ; Channel 1 Volume Envelope (R/W)
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rNR13 EQU $ff13 ; Channel 1 Frequency lo (Write Only)
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rNR14 EQU $ff14 ; Channel 1 Frequency hi (R/W)
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rNR21 EQU $ff16 ; Channel 2 Sound Length/Wave Pattern Duty (R/W)
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rNR22 EQU $ff17 ; Channel 2 Volume Envelope (R/W)
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rNR23 EQU $ff18 ; Channel 2 Frequency lo data (W)
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rNR24 EQU $ff19 ; Channel 2 Frequency hi data (R/W)
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rNR30 EQU $ff1a ; Channel 3 Sound on/off (R/W)
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rNR31 EQU $ff1b ; Channel 3 Sound Length
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rNR32 EQU $ff1c ; Channel 3 Select output level (R/W)
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rNR33 EQU $ff1d ; Channel 3 Frequency's lower data (W)
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rNR34 EQU $ff1e ; Channel 3 Frequency's higher data (R/W)
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rNR41 EQU $ff20 ; Channel 4 Sound Length (R/W)
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rNR42 EQU $ff21 ; Channel 4 Volume Envelope (R/W)
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rNR43 EQU $ff22 ; Channel 4 Polynomial Counter (R/W)
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rNR44 EQU $ff23 ; Channel 4 Counter/consecutive; Inital (R/W)
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rNR50 EQU $ff24 ; Channel control / ON-OFF / Volume (R/W)
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rNR51 EQU $ff25 ; Selection of Sound output terminal (R/W)
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rNR52 EQU $ff26 ; Sound on/off
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rLCDC EQU $ff40 ; LCD Control (R/W)
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rSTAT EQU $ff41 ; LCDC Status (R/W)
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rSCY EQU $ff42 ; Scroll Y (R/W)
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rSCX EQU $ff43 ; Scroll X (R/W)
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rLY EQU $ff44 ; LCDC Y-Coordinate (R)
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rLYC EQU $ff45 ; LY Compare (R/W)
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rDMA EQU $ff46 ; DMA Transfer and Start Address (W)
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rBGP EQU $ff47 ; BG Palette Data (R/W) - Non CGB Mode Only
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rOBP0 EQU $ff48 ; Object Palette 0 Data (R/W) - Non CGB Mode Only
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rOBP1 EQU $ff49 ; Object Palette 1 Data (R/W) - Non CGB Mode Only
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rWY EQU $ff4a ; Window Y Position (R/W)
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rWX EQU $ff4b ; Window X Position minus 7 (R/W)
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rKEY1 EQU $ff4d ; CGB Mode Only - Prepare Speed Switch
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rVBK EQU $ff4f ; CGB Mode Only - VRAM Bank
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rHDMA1 EQU $ff51 ; CGB Mode Only - New DMA Source, High
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rHDMA2 EQU $ff52 ; CGB Mode Only - New DMA Source, Low
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rHDMA3 EQU $ff53 ; CGB Mode Only - New DMA Destination, High
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rHDMA4 EQU $ff54 ; CGB Mode Only - New DMA Destination, Low
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rHDMA5 EQU $ff55 ; CGB Mode Only - New DMA Length/Mode/Start
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rRP EQU $ff56 ; CGB Mode Only - Infrared Communications Port
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rBGPI EQU $ff68 ; CGB Mode Only - Background Palette Index
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rBGPD EQU $ff69 ; CGB Mode Only - Background Palette Data
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rOBPI EQU $ff6a ; CGB Mode Only - Sprite Palette Index
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rOBPD EQU $ff6b ; CGB Mode Only - Sprite Palette Data
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rUNKNOWN1 EQU $ff6c ; (FEh) Bit 0 (Read/Write) - CGB Mode Only
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rSVBK EQU $ff70 ; CGB Mode Only - WRAM Bank
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rUNKNOWN2 EQU $ff72 ; (00h) - Bit 0-7 (Read/Write)
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rUNKNOWN3 EQU $ff73 ; (00h) - Bit 0-7 (Read/Write)
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rUNKNOWN4 EQU $ff74 ; (00h) - Bit 0-7 (Read/Write) - CGB Mode Only
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rUNKNOWN5 EQU $ff75 ; (8Fh) - Bit 4-6 (Read/Write)
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rUNKNOWN6 EQU $ff76 ; (00h) - Always 00h (Read Only)
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rUNKNOWN7 EQU $ff77 ; (00h) - Always 00h (Read Only)
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rIE EQU $ffff ; Interrupt Enable (R/W)
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71
pokemontools/data/pokecrystal/hram.asm
Normal file
71
pokemontools/data/pokecrystal/hram.asm
Normal file
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@ -0,0 +1,71 @@
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hPushOAM EQU $ff80
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hBuffer EQU $ff8b
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hRTCDayHi EQU $ff8d
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hRTCDayLo EQU $ff8e
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hRTCHours EQU $ff8f
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hRTCMinutes EQU $ff90
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hRTCSeconds EQU $ff91
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hHours EQU $ff94
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hMinutes EQU $ff96
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hSeconds EQU $ff98
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|
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hROMBank EQU $ff9d
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hJoypadReleased EQU $ffa2
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hJoypadPressed EQU $ffa3
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hJoypadDown EQU $ffa4
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hJoypadSum EQU $ffa5
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hJoyReleased EQU $ffa6
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hJoyPressed EQU $ffa7
|
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hJoyDown EQU $ffa8
|
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|
||||
hConnectionStripLength EQU $ffaf
|
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hConnectedMapWidth EQU $ffb0
|
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|
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hPastLeadingZeroes EQU $ffb3
|
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|
||||
hDividend EQU $ffb3
|
||||
hDivisor EQU $ffb7
|
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hQuotient EQU $ffb4
|
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|
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hMultiplicand EQU $ffb4
|
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hMultiplier EQU $ffb7
|
||||
hProduct EQU $ffb3
|
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|
||||
hMathBuffer EQU $ffb8
|
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|
||||
hLCDStatCustom EQU $ffc6
|
||||
|
||||
hSerialSend EQU $ffcd
|
||||
hSerialReceive EQU $ffce
|
||||
|
||||
hSCX EQU $ffcf
|
||||
hSCY EQU $ffd0
|
||||
hWX EQU $ffd1
|
||||
hWY EQU $ffd2
|
||||
|
||||
hBGMapMode EQU $ffd4
|
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hBGMapThird EQU $ffd5
|
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hBGMapAddress EQU $ffd6
|
||||
|
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hOAMUpdate EQU $ffd8
|
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hSPBuffer EQU $ffd9
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|
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hBGMapUpdate EQU $ffdb
|
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|
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hTileAnimFrame EQU $ffdf
|
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|
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hRandomAdd EQU $ffe1
|
||||
hRandomSub EQU $ffe2
|
||||
|
||||
hBattleTurn EQU $ffe4
|
||||
hCGBPalUpdate EQU $ffe5
|
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hCGB EQU $ffe6
|
||||
hSGB EQU $ffe7
|
||||
hDMATransfer EQU $ffe8
|
||||
|
||||
400
pokemontools/map_gfx.py
Normal file
400
pokemontools/map_gfx.py
Normal file
|
|
@ -0,0 +1,400 @@
|
|||
"""
|
||||
Map-related graphic functions.
|
||||
"""
|
||||
|
||||
import os
|
||||
import png
|
||||
from io import BytesIO
|
||||
|
||||
from PIL import (
|
||||
Image,
|
||||
ImageDraw,
|
||||
)
|
||||
|
||||
import crystal
|
||||
import gfx
|
||||
|
||||
tile_width = 8
|
||||
tile_height = 8
|
||||
block_width = 4
|
||||
block_height = 4
|
||||
|
||||
WALKING_SPRITE = 1
|
||||
STANDING_SPRITE = 2
|
||||
STILL_SPRITE = 3
|
||||
|
||||
# use the same configuration
|
||||
gfx.config = crystal.conf
|
||||
config = gfx.config
|
||||
|
||||
def add_pokecrystal_paths_to_configuration(config=config):
|
||||
"""
|
||||
Assumes that the current working directory is the pokecrystal project path.
|
||||
"""
|
||||
config.gfx_dir = os.path.join(os.path.abspath("."), "gfx/tilesets/")
|
||||
config.block_dir = os.path.join(os.path.abspath("."), "tilesets/")
|
||||
config.palmap_dir = config.block_dir
|
||||
config.palette_dir = config.block_dir
|
||||
config.sprites_dir = os.path.join(os.path.abspath("."), "gfx/overworld/")
|
||||
|
||||
add_pokecrystal_paths_to_configuration(config=config)
|
||||
|
||||
def read_map_blockdata(map_header):
|
||||
"""
|
||||
Reads out the list of bytes representing the blockdata for the current map.
|
||||
"""
|
||||
width = map_header.second_map_header.blockdata.width.byte
|
||||
height = map_header.second_map_header.blockdata.height.byte
|
||||
|
||||
start_address = map_header.second_map_header.blockdata.address
|
||||
end_address = start_address + (width * height)
|
||||
|
||||
blockdata = crystal.rom[start_address : end_address]
|
||||
|
||||
return [ord(x) for x in blockdata]
|
||||
|
||||
def load_png(filepath):
|
||||
"""
|
||||
Makes an image object from file.
|
||||
"""
|
||||
return Image.open(filepath)
|
||||
|
||||
all_blocks = {}
|
||||
def read_blocks(tileset_id, config=config):
|
||||
"""
|
||||
Makes a list of blocks, such that each block is a list of tiles by id, for
|
||||
the given tileset.
|
||||
"""
|
||||
if tileset_id in all_blocks.keys():
|
||||
return all_blocks[tileset_id]
|
||||
|
||||
blocks = []
|
||||
|
||||
block_width = 4
|
||||
block_height = 4
|
||||
block_length = block_width * block_height
|
||||
|
||||
filename = "{id}{ext}".format(id=str(tileset_id).zfill(2), ext="_metatiles.bin")
|
||||
filepath = os.path.join(config.block_dir, filename)
|
||||
|
||||
blocksetdata = bytearray(open(filepath, "rb").read())
|
||||
|
||||
for blockbyte in xrange(len(blocksetdata) / block_length):
|
||||
block_num = blockbyte * block_length
|
||||
block = blocksetdata[block_num : block_num + block_length]
|
||||
blocks += [block]
|
||||
|
||||
all_blocks[tileset_id] = blocks
|
||||
|
||||
return blocks
|
||||
|
||||
def colorize_tile(tile, palette):
|
||||
"""
|
||||
Make the tile have colors.
|
||||
"""
|
||||
(width, height) = tile.size
|
||||
tile = tile.convert("RGB")
|
||||
px = tile.load()
|
||||
|
||||
for y in xrange(height):
|
||||
for x in xrange(width):
|
||||
# assume greyscale
|
||||
which_color = 3 - (px[x, y][0] / 0x55)
|
||||
(r, g, b) = [v * 8 for v in palette[which_color]]
|
||||
px[x, y] = (r, g, b)
|
||||
|
||||
return tile
|
||||
|
||||
pre_cropped = {}
|
||||
def read_tiles(tileset_id, palette_map, palettes, config=config):
|
||||
"""
|
||||
Opens the tileset png file and reads bytes for each tile in the tileset.
|
||||
"""
|
||||
|
||||
if tileset_id not in pre_cropped.keys():
|
||||
pre_cropped[tileset_id] = {}
|
||||
|
||||
tile_width = 8
|
||||
tile_height = 8
|
||||
|
||||
tiles = []
|
||||
|
||||
filename = "{id}.{ext}".format(id=str(tileset_id).zfill(2), ext="png")
|
||||
filepath = os.path.join(config.gfx_dir, filename)
|
||||
|
||||
image = load_png(filepath)
|
||||
(image.width, image.height) = image.size
|
||||
|
||||
cur_tile = 0
|
||||
|
||||
for y in xrange(0, image.height, tile_height):
|
||||
for x in xrange(0, image.width, tile_width):
|
||||
if (x, y) in pre_cropped[tileset_id].keys():
|
||||
tile = pre_cropped[tileset_id][(x, y)]
|
||||
else:
|
||||
tile = image.crop((x, y, x + tile_width, y + tile_height))
|
||||
pre_cropped[tileset_id][(x, y)] = tile
|
||||
|
||||
# palette maps are padded to make vram mapping easier
|
||||
pal = palette_map[cur_tile + 0x20 if cur_tile > 0x60 else cur_tile] & 0x7
|
||||
tile = colorize_tile(tile, palettes[pal])
|
||||
|
||||
tiles.append(tile)
|
||||
|
||||
cur_tile += 1
|
||||
|
||||
return tiles
|
||||
|
||||
all_palette_maps = {}
|
||||
def read_palette_map(tileset_id, config=config):
|
||||
"""
|
||||
Loads a palette map.
|
||||
"""
|
||||
if tileset_id in all_palette_maps.keys():
|
||||
return all_palette_maps[tileset_id]
|
||||
|
||||
filename = "{id}{ext}".format(id=str(tileset_id).zfill(2), ext="_palette_map.bin")
|
||||
filepath = os.path.join(config.palmap_dir, filename)
|
||||
|
||||
palette_map = []
|
||||
|
||||
palmap = bytearray(open(filepath, "rb").read())
|
||||
|
||||
for i in xrange(len(palmap)):
|
||||
palette_map += [palmap[i] & 0xf]
|
||||
palette_map += [(palmap[i] >> 4) & 0xf]
|
||||
|
||||
all_palette_maps[tileset_id] = palette_map
|
||||
|
||||
return palette_map
|
||||
|
||||
def read_palettes(time_of_day=1, config=config):
|
||||
"""
|
||||
Loads up the .pal file?
|
||||
"""
|
||||
palettes = []
|
||||
|
||||
actual_time_of_day = ["morn", "day", "nite"][time_of_day]
|
||||
filename = "{}.pal".format(actual_time_of_day)
|
||||
filepath = os.path.join(config.palette_dir, filename)
|
||||
|
||||
num_colors = 4
|
||||
color_length = 2
|
||||
palette_length = num_colors * color_length
|
||||
|
||||
pals = bytearray(open(filepath, "rb").read())
|
||||
num_pals = len(pals) / palette_length
|
||||
|
||||
for pal in xrange(num_pals):
|
||||
palettes += [[]]
|
||||
|
||||
for color in xrange(num_colors):
|
||||
i = pal * palette_length
|
||||
i += color * color_length
|
||||
word = pals[i] + pals[i+1] * 0x100
|
||||
|
||||
palettes[pal] += [[
|
||||
c & 0x1f for c in [
|
||||
word >> 0,
|
||||
word >> 5,
|
||||
word >> 10,
|
||||
]
|
||||
]]
|
||||
|
||||
return palettes
|
||||
|
||||
def load_sprite_image(address, config=config):
|
||||
"""
|
||||
Make standard file path.
|
||||
"""
|
||||
pal_file = os.path.join(config.block_dir, "day.pal")
|
||||
|
||||
length = 0x40
|
||||
|
||||
image = crystal.rom[address:address + length]
|
||||
width, height, palette, greyscale, bitdepth, px_map = gfx.convert_2bpp_to_png(image, width=16, height=16, pal_file=pal_file)
|
||||
w = png.Writer(16, 16, palette=palette, compression=9, greyscale=greyscale, bitdepth=bitdepth)
|
||||
some_buffer = BytesIO()
|
||||
w.write(some_buffer, px_map)
|
||||
some_buffer.seek(0)
|
||||
|
||||
sprite_image = Image.open(some_buffer)
|
||||
|
||||
return sprite_image
|
||||
|
||||
sprites = {}
|
||||
def load_all_sprite_images(config=config):
|
||||
"""
|
||||
Loads all images for each sprite in each direction.
|
||||
"""
|
||||
crystal.direct_load_rom()
|
||||
|
||||
sprite_headers_address = 0x14736
|
||||
sprite_header_size = 6
|
||||
sprite_count = 102
|
||||
frame_size = 0x40
|
||||
|
||||
current_address = sprite_headers_address
|
||||
|
||||
current_image_id = 0
|
||||
|
||||
for sprite_id in xrange(1, sprite_count):
|
||||
rom_bytes = crystal.rom[current_address : current_address + sprite_header_size]
|
||||
header = [ord(x) for x in rom_bytes]
|
||||
|
||||
bank = header[3]
|
||||
|
||||
lo = header[0]
|
||||
hi = header[1]
|
||||
sprite_address = (hi * 0x100) + lo - 0x4000
|
||||
sprite_address += 0x4000 * bank
|
||||
|
||||
sprite_size = header[2]
|
||||
sprite_type = header[4]
|
||||
sprite_palette = header[5]
|
||||
image_count = sprite_size / frame_size
|
||||
|
||||
sprite = {
|
||||
"size": sprite_size,
|
||||
"image_count": image_count,
|
||||
"type": sprite_type,
|
||||
"palette": sprite_palette,
|
||||
"images": {},
|
||||
}
|
||||
|
||||
if sprite_type in [WALKING_SPRITE, STANDING_SPRITE]:
|
||||
# down, up, left, move down, move up, move left
|
||||
sprite["images"]["down"] = load_sprite_image(sprite_address, config=config)
|
||||
sprite["images"]["up"] = load_sprite_image(sprite_address + 0x40, config=config)
|
||||
sprite["images"]["left"] = load_sprite_image(sprite_address + (0x40 * 2), config=config)
|
||||
|
||||
if sprite_type == WALKING_SPRITE:
|
||||
current_image_id += image_count * 2
|
||||
elif sprite_type == STANDING_SPRITE:
|
||||
current_image_id += image_count * 1
|
||||
elif sprite_type == STILL_SPRITE:
|
||||
# just one image
|
||||
sprite["images"]["still"] = load_sprite_image(sprite_address, config=config)
|
||||
|
||||
current_image_id += image_count * 1
|
||||
|
||||
# store the actual metadata
|
||||
sprites[sprite_id] = sprite
|
||||
|
||||
current_address += sprite_header_size
|
||||
|
||||
return sprites
|
||||
|
||||
def draw_map_sprites(map_header, map_image, config=config):
|
||||
"""
|
||||
Show NPCs and items on the map.
|
||||
"""
|
||||
|
||||
events = map_header.second_map_header.event_header.people_events
|
||||
|
||||
for event in events:
|
||||
sprite_image_id = event.params[0].byte
|
||||
y = (event.params[1].byte - 4) * 4
|
||||
x = (event.params[2].byte - 4) * 4
|
||||
facing = event.params[3].byte
|
||||
movement = event.params[4].byte
|
||||
sight_range = event.params[8].byte
|
||||
some_pointer = event.params[9]
|
||||
bit_table_bit_number = event.params[10]
|
||||
|
||||
other_args = {}
|
||||
|
||||
if sprite_image_id not in sprites.keys() or sprite_image_id > 0x66:
|
||||
print "sprite_image_id {} is not in sprites".format(sprite_image_id)
|
||||
|
||||
sprite_image = Image.new("RGBA", (16, 16))
|
||||
|
||||
draw = ImageDraw.Draw(sprite_image, "RGBA")
|
||||
draw.rectangle([(0, 0), (16, 16)], fill=(0, 0, 0, 127))
|
||||
|
||||
other_args["mask"] = sprite_image
|
||||
else:
|
||||
sprite = sprites[sprite_image_id]
|
||||
|
||||
# TODO: pick the correct direction based on "facing"
|
||||
sprite_image = sprite["images"].values()[0]
|
||||
|
||||
# TODO: figure out how to calculate the correct position
|
||||
map_image.paste(sprite_image, (x * 4, y * 4), **other_args)
|
||||
|
||||
def draw_map(map_group_id, map_id, palettes, show_sprites=True, config=config):
|
||||
"""
|
||||
Makes a picture of a map.
|
||||
"""
|
||||
# extract data from the ROM
|
||||
crystal.cachably_parse_rom()
|
||||
|
||||
map_header = crystal.map_names[map_group_id][map_id]["header_new"]
|
||||
second_map_header = map_header.second_map_header
|
||||
|
||||
width = second_map_header.blockdata.width.byte
|
||||
height = second_map_header.blockdata.height.byte
|
||||
|
||||
tileset_id = map_header.tileset.byte
|
||||
blockdata = read_map_blockdata(map_header)
|
||||
|
||||
palette_map = read_palette_map(tileset_id, config=config)
|
||||
|
||||
tileset_blocks = read_blocks(tileset_id, config=config)
|
||||
tileset_images = read_tiles(tileset_id, palette_map, palettes, config=config)
|
||||
|
||||
map_image = Image.new("RGB", (width * tile_width * block_width, height * tile_height * block_height))
|
||||
|
||||
# draw each block on the map
|
||||
for block_num in xrange(len(blockdata)):
|
||||
block_x = block_num % width
|
||||
block_y = block_num / width
|
||||
|
||||
block = blockdata[block_y * width + block_x]
|
||||
|
||||
for (tile_num, tile) in enumerate(tileset_blocks[block]):
|
||||
# tile gfx are split in half to make vram mapping easier
|
||||
if tile >= 0x80:
|
||||
tile -= 0x20
|
||||
|
||||
tile_x = block_x * 32 + (tile_num % 4) * 8
|
||||
tile_y = block_y * 32 + (tile_num / 4) * 8
|
||||
|
||||
tile_image = tileset_images[tile]
|
||||
|
||||
map_image.paste(tile_image, (tile_x, tile_y))
|
||||
|
||||
# draw each sprite on the map
|
||||
draw_map_sprites(map_header, map_image, config=config)
|
||||
|
||||
return map_image
|
||||
|
||||
def save_map(map_group_id, map_id, savedir, show_sprites=True, config=config):
|
||||
"""
|
||||
Makes a map and saves it to a file in savedir.
|
||||
"""
|
||||
# this could be moved into a decorator
|
||||
crystal.cachably_parse_rom()
|
||||
|
||||
map_name = crystal.map_names[map_group_id][map_id]["label"]
|
||||
filename = "{name}.{ext}".format(name=map_name, ext="png")
|
||||
filepath = os.path.join(savedir, filename)
|
||||
|
||||
palettes = read_palettes(config=config)
|
||||
|
||||
print "Drawing {}".format(map_name)
|
||||
map_image = draw_map(map_group_id, map_id, palettes, show_sprites=show_sprites, config=config)
|
||||
map_image.save(filepath)
|
||||
|
||||
return map_image
|
||||
|
||||
def save_maps(savedir, show_sprites=True, config=config):
|
||||
"""
|
||||
Draw as many maps as possible.
|
||||
"""
|
||||
crystal.cachably_parse_rom()
|
||||
|
||||
for map_group_id in crystal.map_names.keys():
|
||||
for map_id in crystal.map_names[map_group_id].keys():
|
||||
if isinstance(map_id, int):
|
||||
image = save_map(map_group_id, map_id, savedir, show_sprites=show_sprites, config=config)
|
||||
664
pokemontools/vba/path.py
Normal file
664
pokemontools/vba/path.py
Normal file
|
|
@ -0,0 +1,664 @@
|
|||
"""
|
||||
path finding implementation
|
||||
|
||||
1) For each position on the map, create a node representing the position.
|
||||
2) For each NPC/item, mark nearby nodes as members of that NPC's threat zone
|
||||
(note that they can be members of multiple zones simultaneously).
|
||||
"""
|
||||
|
||||
import pokemontools.configuration
|
||||
config = pokemontools.configuration.Config()
|
||||
|
||||
import pokemontools.crystal
|
||||
import pokemontools.map_gfx
|
||||
|
||||
from PIL import (
|
||||
Image,
|
||||
ImageDraw,
|
||||
)
|
||||
|
||||
PENALTIES = {
|
||||
# The minimum cost for a step must be greater than zero or else the path
|
||||
# finding implementation might take the player through elaborate routes
|
||||
# through nowhere.
|
||||
"NONE": 1,
|
||||
|
||||
# for any area that might be near a trainer or moving object
|
||||
"THREAT_ZONE": 50,
|
||||
|
||||
# for any nodes that might be under active observation (sight) by a trainer
|
||||
"SIGHT_RANGE": 80,
|
||||
|
||||
# active sight range is where the trainer will definitely see the player
|
||||
"ACTIVE_SIGHT_RANGE": 100,
|
||||
|
||||
# This is impossible, but the pathfinder might have a bug, and it would be
|
||||
# nice to know about such a bug very soon.
|
||||
"COLLISION": -999999,
|
||||
}
|
||||
|
||||
DIRECTIONS = {
|
||||
"UP": "UP",
|
||||
"DOWN": "DOWN",
|
||||
"LEFT": "LEFT",
|
||||
"RIGHT": "RIGHT",
|
||||
}
|
||||
|
||||
class Node(object):
|
||||
"""
|
||||
A ``Node`` represents a position on the map.
|
||||
"""
|
||||
|
||||
def __init__(self, position, threat_zones=None, contents=None):
|
||||
self.position = position
|
||||
self.y = position[0]
|
||||
self.x = position[1]
|
||||
|
||||
# by default a node is not a member of any threat zones
|
||||
self.threat_zones = threat_zones or set()
|
||||
|
||||
# by default a node does not have any objects at this location
|
||||
self.contents = contents or set()
|
||||
|
||||
self.cost = self.calculate_cost()
|
||||
|
||||
def calculate_cost(self, PENALTIES=PENALTIES):
|
||||
"""
|
||||
Calculates a cost associated with passing through this node.
|
||||
"""
|
||||
penalty = PENALTIES["NONE"]
|
||||
|
||||
# 1) assign a penalty based on whether or not this object is passable,
|
||||
# if it's a collision then return a priority immediately
|
||||
if self.is_collision_by_map_data() or self.is_collision_by_map_obstacle():
|
||||
penalty += PENALTIES["COLLISION"]
|
||||
return penalty
|
||||
|
||||
# 2) assign a penalty based on whether or not this object is grass/water
|
||||
|
||||
# 3) assign a penalty based on whether or not there is a map_obstacle here,
|
||||
# check each of the contents to see if there are any objects that exist
|
||||
# at this location, if anything exists here then return a priority immediately
|
||||
|
||||
# 4) consider any additional penalties due to the presence of a threat
|
||||
# zone. Only calculate detailed penalties about the threat zone if the
|
||||
# player is within range.
|
||||
for threat_zone in self.threat_zones:
|
||||
# the player might be inside the threat zone or the player might be
|
||||
# just on the boundary
|
||||
player_y = get_player_y()
|
||||
player_x = get_player_x()
|
||||
if threat_zone.is_player_near(player_y, player_x):
|
||||
consider_sight_range = True
|
||||
else:
|
||||
consider_sight_range = False
|
||||
|
||||
penalty += threat_zone.calculate_node_cost(self.y, self.x, consider_sight_range=consider_sight_range, PENALTIES=PENALTIES)
|
||||
|
||||
return penalty
|
||||
|
||||
def is_collision_by_map_data(self):
|
||||
"""
|
||||
Checks if the player can walk on this location.
|
||||
"""
|
||||
raise NotImplementedError
|
||||
|
||||
def is_collision_by_map_obstacle(self):
|
||||
"""
|
||||
Checks if there is a map_obstacle on the current position that prevents
|
||||
the player walking here.
|
||||
"""
|
||||
for content in self.contents:
|
||||
if self.content.y == self.y and self.content.x == self.x:
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
|
||||
class MapObstacle(object):
|
||||
"""
|
||||
A ``MapObstacle`` represents an item, npc or trainer on the map.
|
||||
"""
|
||||
|
||||
def __init__(self, some_map, identifier, sight_range=None, movement=None, turn=None, simulation=False, facing_direction=DIRECTIONS["DOWN"]):
|
||||
"""
|
||||
:param some_map: a reference to the map that this object belongs to
|
||||
:param identifier: which object on the map does this correspond to?
|
||||
:param simulation: set to False to not read from RAM
|
||||
"""
|
||||
self.simulation = simulation
|
||||
|
||||
self.some_map = some_map
|
||||
self.identifier = identifier
|
||||
|
||||
self._sight_range = sight_range
|
||||
if self._sight_range is None:
|
||||
self._sight_range = self._get_sight_range()
|
||||
|
||||
self._movement = movement
|
||||
if self._movement is None:
|
||||
self._movement = self._get_movement()
|
||||
|
||||
self._turn = turn
|
||||
if self._turn is None:
|
||||
self._turn = self._get_turn()
|
||||
|
||||
self.facing_direction = facing_direction
|
||||
if not self.facing_direction:
|
||||
self.facing_direction = self.get_current_facing_direction()
|
||||
|
||||
self.update_location()
|
||||
|
||||
def update_location(self):
|
||||
"""
|
||||
Determines the (y, x) location of the given map_obstacle object, which
|
||||
can be a reference to an item, npc or trainer npc.
|
||||
"""
|
||||
if self.simulation:
|
||||
return (self.y, self.x)
|
||||
else:
|
||||
raise NotImplementedError
|
||||
|
||||
self.y = new_y
|
||||
self.x = new_x
|
||||
|
||||
return (new_y, new_x)
|
||||
|
||||
def _get_current_facing_direction(self, DIRECTIONS=DIRECTIONS):
|
||||
"""
|
||||
Get the current facing direction of the map_obstacle.
|
||||
"""
|
||||
raise NotImplementedError
|
||||
|
||||
def get_current_facing_direction(self, DIRECTIONS=DIRECTIONS):
|
||||
"""
|
||||
Get the current facing direction of the map_obstacle.
|
||||
"""
|
||||
if not self.simulation:
|
||||
self.facing_direction = self._get_current_facing_direction(DIRECTIONS=DIRECTIONS)
|
||||
return self.facing_direction
|
||||
|
||||
def _get_movement(self):
|
||||
"""
|
||||
Figures out the "movement" variable. Also, this converts from the
|
||||
internal game's format into True or False for whether or not the object
|
||||
is capable of moving.
|
||||
"""
|
||||
raise NotImplementedError
|
||||
|
||||
@property
|
||||
def movement(self):
|
||||
if self._movement is None:
|
||||
self._movement = self._get_movement()
|
||||
return self._movement
|
||||
|
||||
def can_move(self):
|
||||
"""
|
||||
Checks if this map_obstacle is capable of movement.
|
||||
"""
|
||||
return self.movement
|
||||
|
||||
def _get_turn(self):
|
||||
"""
|
||||
Checks whether or not the map_obstacle can turn. This only matters for
|
||||
trainers.
|
||||
"""
|
||||
raise NotImplementedError
|
||||
|
||||
@property
|
||||
def turn(self):
|
||||
if self._turn is None:
|
||||
self._turn = self._get_turn()
|
||||
return self._turn
|
||||
|
||||
def can_turn_without_moving(self):
|
||||
"""
|
||||
Checks whether or not the map_obstacle can turn. This only matters for
|
||||
trainers.
|
||||
"""
|
||||
return self.turn
|
||||
|
||||
def _get_sight_range(self):
|
||||
"""
|
||||
Figure out the sight range of this map_obstacle.
|
||||
"""
|
||||
raise NotImplementedError
|
||||
|
||||
@property
|
||||
def sight_range(self):
|
||||
if self._sight_range is None:
|
||||
self._sight_range = self._get_sight_range()
|
||||
return self._sight_range
|
||||
|
||||
class ThreatZone(object):
|
||||
"""
|
||||
A ``ThreatZone`` represents the area surrounding a moving or turning object
|
||||
that the player can try to avoid.
|
||||
"""
|
||||
|
||||
def __init__(self, map_obstacle, main_graph):
|
||||
"""
|
||||
Constructs a ``ThreatZone`` based on a graph of a map and a particular
|
||||
object on that map.
|
||||
|
||||
:param map_obstacle: the subject based on which to build a threat zone
|
||||
:param main_graph: a reference to the map's nodes
|
||||
"""
|
||||
|
||||
self.map_obstacle = map_obstacle
|
||||
self.main_graph = main_graph
|
||||
|
||||
self.sight_range = self.calculate_sight_range()
|
||||
|
||||
self.top_left_y = None
|
||||
self.top_left_x = None
|
||||
self.bottom_right_y = None
|
||||
self.bottom_right_x = None
|
||||
self.height = None
|
||||
self.width = None
|
||||
self.size = self.calculate_size()
|
||||
|
||||
# nodes specific to this threat zone
|
||||
self.nodes = []
|
||||
|
||||
def calculate_size(self):
|
||||
"""
|
||||
Calculate the bounds of the threat zone based on the map obstacle.
|
||||
Returns the top left corner (y, x) and the bottom right corner (y, x)
|
||||
in the form of ((y, x), (y, x), height, width).
|
||||
"""
|
||||
top_left_y = 0
|
||||
top_left_x = 0
|
||||
|
||||
bottom_right_y = 1
|
||||
bottom_right_x = 1
|
||||
|
||||
# TODO: calculate the correct bounds of the threat zone.
|
||||
|
||||
raise NotImplementedError
|
||||
|
||||
# if there is a sight_range for this map_obstacle then increase the size of the zone.
|
||||
if self.sight_range > 0:
|
||||
top_left_y += self.sight_range
|
||||
top_left_x += self.sight_range
|
||||
bottom_right_y += self.sight_range
|
||||
bottom_right_x += self.sight_range
|
||||
|
||||
top_left = (top_left_y, top_left_x)
|
||||
bottom_right = (bottom_right_y, bottom_right_x)
|
||||
|
||||
height = bottom_right_y - top_left_y
|
||||
width = bottom_right_x - top_left_x
|
||||
|
||||
self.top_left_y = top_left_y
|
||||
self.top_left_x = top_left_x
|
||||
self.bottom_right_y = bottom_right_y
|
||||
self.bottom_right_x = bottom_right_x
|
||||
self.height = height
|
||||
self.width = width
|
||||
|
||||
return (top_left, bottom_right, height, width)
|
||||
|
||||
def is_player_near(self, y, x):
|
||||
"""
|
||||
Applies a boundary of one around the threat zone, then checks if the
|
||||
player is inside. This is how the threatzone activates to calculate an
|
||||
updated graph or set of penalties for each step.
|
||||
"""
|
||||
y_condition = (self.top_left_y - 1) <= y < (self.bottom_right_y + 1)
|
||||
x_condition = (self.top_left_x - 1) <= x < (self.bottom_right_x + 1)
|
||||
return y_condition and x_condition
|
||||
|
||||
def check_map_obstacle_has_sight(self):
|
||||
"""
|
||||
Determines if the map object has the sight feature.
|
||||
"""
|
||||
return self.map_obstacle.sight_range > 0
|
||||
|
||||
def calculate_sight_range(self):
|
||||
"""
|
||||
Calculates the range that the object is able to see.
|
||||
"""
|
||||
if not self.check_map_obstacle_has_sight():
|
||||
return 0
|
||||
else:
|
||||
return self.map_obstacle.sight_range
|
||||
|
||||
def get_current_facing_direction(self, DIRECTIONS=DIRECTIONS):
|
||||
"""
|
||||
Get the current facing direction of the map_obstacle.
|
||||
"""
|
||||
return self.map_obstacle.get_current_facing_direction(DIRECTIONS=DIRECTIONS)
|
||||
|
||||
# this isn't used anywhere yet
|
||||
def is_map_obstacle_in_screen_range(self):
|
||||
"""
|
||||
Determines if the map_obstacle is within the bounds of whatever is on
|
||||
screen at the moment. If the object is of a type that is capable of
|
||||
moving, and it is not on screen, then it is not moving.
|
||||
"""
|
||||
raise NotImplementedError
|
||||
|
||||
def mark_nodes_as_members_of_threat_zone(self):
|
||||
"""
|
||||
Based on the nodes in this threat zone, mark each main graph's nodes as
|
||||
members of this threat zone.
|
||||
"""
|
||||
|
||||
for y in range(self.top_left_y, self.top_left_y + self.height):
|
||||
for x in range(self.top_left_x, self.top_left_x + self.width):
|
||||
main_node = self.main_graph[y][x]
|
||||
main_node.threat_zones.add(self)
|
||||
|
||||
self.nodes.append(main_node)
|
||||
|
||||
def update_obstacle_location(self):
|
||||
"""
|
||||
Updates which node has the obstacle. This does not recompute the graph
|
||||
based on this new information.
|
||||
|
||||
Each threat zone is responsible for updating its own map objects. So
|
||||
there will never be a time when the current x value attached to the
|
||||
map_obstacle does not represent the actual previous location.
|
||||
"""
|
||||
|
||||
# find the previous location of the obstacle
|
||||
old_y = self.map_obstacle.y
|
||||
old_x = self.map_obstacle.x
|
||||
|
||||
# remove it from the main graph
|
||||
self.main_graph[old_y][old_x].contents.remove(self.map_obstacle)
|
||||
|
||||
# get the latest location
|
||||
self.map_obstacle.update_location()
|
||||
(new_y, new_x) = (self.map_obstacle.y, self.map_obstacle.x)
|
||||
|
||||
# add it back into the main graph
|
||||
self.main_graph[new_y][new_x].contents.add(self.map_obstacle)
|
||||
|
||||
# update the map obstacle (not necessary, but it doesn't hurt)
|
||||
self.map_obstacle.y = new_y
|
||||
self.map_obstacle.x = new_x
|
||||
|
||||
def is_node_in_threat_zone(self, y, x):
|
||||
"""
|
||||
Checks if the node is in the range of the threat zone.
|
||||
"""
|
||||
y_condition = self.top_left_y <= y < self.top_left_y + self.height
|
||||
x_condition = self.top_left_x <= x < self.top_left_x + self.width
|
||||
return y_condition and x_condition
|
||||
|
||||
def is_node_in_sight_range(self, y, x, skip_range_check=False):
|
||||
"""
|
||||
Checks if the node is in the sight range of the threat.
|
||||
"""
|
||||
if not skip_range_check:
|
||||
if not self.is_node_in_threat_zone(y, x):
|
||||
return False
|
||||
|
||||
if self.sight_range == 0:
|
||||
return False
|
||||
|
||||
# TODO: sight range can be blocked by collidable map objects. But this
|
||||
# node wouldn't be in the threat zone anyway.
|
||||
y_condition = self.map_obstacle.y == y
|
||||
x_condition = self.map_obstacle.x == x
|
||||
|
||||
# this probably only happens if the player warps to the exact spot
|
||||
if y_condition and x_condition:
|
||||
raise Exception(
|
||||
"Don't know the meaning of being on top of the map_obstacle."
|
||||
)
|
||||
|
||||
# check if y or x matches the map object
|
||||
return y_condition or x_condition
|
||||
|
||||
def is_node_in_active_sight_range(self,
|
||||
y,
|
||||
x,
|
||||
skip_sight_range_check=False,
|
||||
skip_range_check=False,
|
||||
DIRECTIONS=DIRECTIONS):
|
||||
"""
|
||||
Checks if the node has active sight range lock.
|
||||
"""
|
||||
|
||||
if not skip_sight_range_check:
|
||||
# can't be in active sight range if not in sight range
|
||||
if not self.is_in_sight_range(y, x, skip_range_check=skip_range_check):
|
||||
return False
|
||||
|
||||
y_condition = self.map_obstacle.y == y
|
||||
x_condition = self.map_obstacle.x == x
|
||||
|
||||
# this probably only happens if the player warps to the exact spot
|
||||
if y_condition and x_condition:
|
||||
raise Exception(
|
||||
"Don't know the meaning of being on top of the map_obstacle."
|
||||
)
|
||||
|
||||
current_facing_direction = self.get_current_facing_direction(DIRECTIONS=DIRECTIONS)
|
||||
|
||||
if current_facing_direction not in DIRECTIONS.keys():
|
||||
raise Exception(
|
||||
"Invalid direction."
|
||||
)
|
||||
|
||||
if current_facing_direction in [DIRECTIONS["UP"], DIRECTIONS["DOWN"]]:
|
||||
# map_obstacle is looking up/down but player doesn't match y
|
||||
if not y_condition:
|
||||
return False
|
||||
|
||||
if current_facing_direction == DIRECTIONS["UP"]:
|
||||
return y < self.map_obstacle.y
|
||||
elif current_facing_direction == DIRECTIONS["DOWN"]:
|
||||
return y > self.map_obstacle.y
|
||||
else:
|
||||
# map_obstacle is looking left/right but player doesn't match x
|
||||
if not x_condition:
|
||||
return False
|
||||
|
||||
if current_facing_direction == DIRECTIONS["LEFT"]:
|
||||
return x < self.map_obstacle.x
|
||||
elif current_facing_direction == DIRECTIONS["RIGHT"]:
|
||||
return x > self.map_obstacle.x
|
||||
|
||||
def calculate_node_cost(self, y, x, consider_sight_range=True, PENALTIES=PENALTIES):
|
||||
"""
|
||||
Calculates the cost of the node w.r.t this threat zone. Turn off
|
||||
consider_sight_range when not in the threat zone.
|
||||
"""
|
||||
penalty = 0
|
||||
|
||||
# The node is probably in the threat zone because otherwise why would
|
||||
# this cost function be called? Only the nodes that are members of the
|
||||
# current threat zone would have a reference to this threat zone and
|
||||
# this function.
|
||||
if not self.is_node_in_threat_zone(y, x):
|
||||
penalty += PENALTIES["NONE"]
|
||||
|
||||
# Additionally, if htis codepath is ever hit, the other node cost
|
||||
# function will have already used the "NONE" penalty, so this would
|
||||
# really be doubling the penalty of the node..
|
||||
raise Exception(
|
||||
"Didn't expect to calculate a non-threat-zone node's cost, "
|
||||
"since this is a threat zone function."
|
||||
)
|
||||
else:
|
||||
penalty += PENALTIES["THREAT_ZONE"]
|
||||
|
||||
if consider_sight_range:
|
||||
if self.is_node_in_sight_range(y, x, skip_range_check=True):
|
||||
penalty += PENALTIES["SIGHT_RANGE"]
|
||||
|
||||
params = {
|
||||
"skip_sight_range_check": True,
|
||||
"skip_range_check": True,
|
||||
}
|
||||
|
||||
active_sight_range = self.is_node_in_active_sight_range(y, x, **params)
|
||||
|
||||
if active_sight_range:
|
||||
penalty += PENALTIES["ACTIVE_SIGHT_RANGE"]
|
||||
|
||||
return penalty
|
||||
|
||||
def create_graph(some_map):
|
||||
"""
|
||||
Creates the array of nodes representing the in-game map.
|
||||
"""
|
||||
|
||||
map_height = some_map.height
|
||||
map_width = some_map.width
|
||||
map_obstacles = some_map.obstacles
|
||||
|
||||
nodes = [[None] * map_width] * map_height
|
||||
|
||||
# create a node representing each position on the map
|
||||
for y in range(0, map_height):
|
||||
for x in range(0, map_width):
|
||||
position = (y, x)
|
||||
|
||||
# create a node describing this position
|
||||
node = Node(position=position)
|
||||
|
||||
# store it on the graph
|
||||
nodes[y][x] = node
|
||||
|
||||
# look through all moving characters, non-moving characters, and items
|
||||
for map_obstacle in map_obstacles:
|
||||
# all characters must start somewhere
|
||||
node = nodes[map_obstacle.y][map_obstacle.x]
|
||||
|
||||
# store the map_obstacle on this node.
|
||||
node.contents.add(map_obstacle)
|
||||
|
||||
# only create threat zones for moving/turning entities
|
||||
if map_obstacle.can_move() or map_obstacle.can_turn_without_moving():
|
||||
threat_zone = ThreatZone(map_obstacle, nodes, some_map)
|
||||
threat_zone.mark_nodes_as_members_of_threat_zone()
|
||||
|
||||
some_map.nodes = nodes
|
||||
|
||||
return nodes
|
||||
|
||||
class Map(object):
|
||||
"""
|
||||
The ``Map`` class provides an interface for reading the currently loaded
|
||||
map.
|
||||
"""
|
||||
|
||||
def __init__(self, cry, parsed_map, height, width, map_group_id, map_id, config=config):
|
||||
"""
|
||||
:param cry: pokemon crystal emulation interface
|
||||
:type cry: crystal
|
||||
"""
|
||||
self.config = config
|
||||
self.cry = cry
|
||||
|
||||
self.threat_zones = set()
|
||||
self.obstacles = set()
|
||||
|
||||
self.parsed_map = parsed_map
|
||||
self.map_group_id = map_group_id
|
||||
self.map_id = map_id
|
||||
self.height = height
|
||||
self.width = width
|
||||
|
||||
def travel_to(self, destination_location):
|
||||
"""
|
||||
Does path planning and figures out the quickest way to get to the
|
||||
destination.
|
||||
"""
|
||||
raise NotImplementedError
|
||||
|
||||
@staticmethod
|
||||
def from_rom(cry, address):
|
||||
"""
|
||||
Loads a map from bytes in ROM at the given address.
|
||||
|
||||
:param cry: pokemon crystal wrapper
|
||||
"""
|
||||
raise NotImplementedError
|
||||
|
||||
@staticmethod
|
||||
def from_wram(cry):
|
||||
"""
|
||||
Loads a map from bytes in WRAM.
|
||||
|
||||
:param cry: pokemon crystal wrapper
|
||||
"""
|
||||
raise NotImplementedError
|
||||
|
||||
def draw_path(self, path):
|
||||
"""
|
||||
Draws a path on an image of the current map. The path must be an
|
||||
iterable of nodes to visit in (y, x) format.
|
||||
"""
|
||||
palettes = pokemontools.map_gfx.read_palettes(self.config)
|
||||
map_image = pokemontools.map_gfx.draw_map(self.map_group_id, self.map_id, palettes, show_sprites=True, config=self.config)
|
||||
|
||||
for coordinates in path:
|
||||
y = coordinates[0]
|
||||
x = coordinates[1]
|
||||
|
||||
some_image = Image.new("RGBA", (32, 32))
|
||||
draw = ImageDraw.Draw(some_image, "RGBA")
|
||||
draw.rectangle([(0, 0), (32, 32)], fill=(0, 0, 0, 127))
|
||||
|
||||
target = [(x * 4, y * 4), ((x + 32) * 4, (y + 32) * 4)]
|
||||
|
||||
map_image.paste(some_image, target, mask=some_image)
|
||||
|
||||
return map_image
|
||||
|
||||
class PathPlanner(object):
|
||||
"""
|
||||
Generic path finding implementation.
|
||||
"""
|
||||
|
||||
def __init__(self, some_map, initial_location, target_location):
|
||||
self.some_map = some_map
|
||||
self.initial_location = initial_location
|
||||
self.target_location = target_location
|
||||
|
||||
def plan(self):
|
||||
"""
|
||||
Runs the path planner and returns a list of positions making up the
|
||||
path.
|
||||
"""
|
||||
return [(0, 0), (1, 0), (1, 1), (1, 2), (1, 3)]
|
||||
|
||||
def plan_and_draw_path_on(map_group_id=1, map_id=1, initial_location=(0, 0), final_location=(2, 2), config=config):
|
||||
"""
|
||||
An attempt at an entry point. This hasn't been sufficiently considered yet.
|
||||
"""
|
||||
initial_location = (0, 0)
|
||||
final_location = (2, 2)
|
||||
map_group_id = 1
|
||||
map_id = 1
|
||||
|
||||
pokemontools.crystal.cachably_parse_rom()
|
||||
pokemontools.map_gfx.add_pokecrystal_paths_to_configuration(config)
|
||||
|
||||
# get the map based on data from the rom
|
||||
parsed_map = pokemontools.crystal.map_names[map_group_id][map_id]["header_new"]
|
||||
|
||||
# convert this map into a different structure
|
||||
current_map = Map(cry=None, parsed_map=parsed_map, height=parsed_map.height.byte, width=parsed_map.width.byte, map_group_id=map_group_id, map_id=map_id, config=config)
|
||||
|
||||
# make a graph based on the map data
|
||||
nodes = create_graph(current_map)
|
||||
|
||||
# make an instance of the planner implementation
|
||||
planner = PathPlanner(current_map, initial_location, final_location)
|
||||
|
||||
# Make that planner do its planning based on the current configuration. The
|
||||
# planner should be callable in the future and still have
|
||||
# previously-calculated state, like cached pre-computed routes or
|
||||
# something.
|
||||
path = planner.plan()
|
||||
|
||||
# show the path on the map
|
||||
drawn = current_map.draw_path(path)
|
||||
|
||||
return drawn
|
||||
|
|
@ -133,9 +133,21 @@ class WRAMProcessor(object):
|
|||
self.config = config
|
||||
|
||||
self.paths = {}
|
||||
self.paths["wram"] = os.path.join(self.config.path, "wram.asm")
|
||||
self.paths["hram"] = os.path.join(self.config.path, "hram.asm")
|
||||
self.paths["gbhw"] = os.path.join(self.config.path, "gbhw.asm")
|
||||
|
||||
if hasattr(self.config, "wram"):
|
||||
self.paths["wram"] = self.config.wram
|
||||
else:
|
||||
self.paths["wram"] = os.path.join(self.config.path, "wram.asm")
|
||||
|
||||
if hasattr(self.config, "hram"):
|
||||
self.paths["hram"] = self.config.hram
|
||||
else:
|
||||
self.paths["hram"] = os.path.join(self.config.path, "hram.asm")
|
||||
|
||||
if hasattr(self.config, "gbhw"):
|
||||
self.paths["gbhw"] = self.config.gbhw
|
||||
else:
|
||||
self.paths["gbhw"] = os.path.join(self.config.path, "gbhw.asm")
|
||||
|
||||
def initialize(self):
|
||||
"""
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user