cave-story-randomizer/src/randomizer.lua
2021-03-02 03:05:05 +01:00

428 lines
14 KiB
Lua

local Items = require 'database.items'
local TscFile = require 'tsc_file'
local WorldGraph = require 'database.world_graph'
local Music = require 'database.music'
local C = Class:extend()
local TSC_FILES = {}
do
for key, location in ipairs(WorldGraph(Items()):getLocations()) do
if location.map ~= nil and location.event ~= nil then
local filename = location.map
if not _.contains(TSC_FILES, filename) then
table.insert(TSC_FILES, filename)
end
end
end
for key, cue in pairs(Music():getCues()) do
local filename = cue.map
if not _.contains(TSC_FILES, filename) then
table.insert(TSC_FILES, filename)
end
end
end
local csdirectory
local function mkdir(path)
local mkdir_str
if package.config:sub(1,1) == '\\' then -- Windows
mkdir_str = 'mkdir "%s"'
else -- *nix
mkdir_str = "mkdir -p '%s'"
end
os.execute(mkdir_str:format(path)) -- HERE BE DRAGONS!!!
end
function C:new()
self._isCaveStoryPlus = false
self.itemDeck = Items()
self.worldGraph = WorldGraph(self.itemDeck)
self.music = Music()
self.customseed = nil
self.puppy = false
self.obj = ""
self.sharecode = ""
self.mychar = ""
self.shuffleMusic = false
end
function C:setPath(path)
csdirectory = path
end
function C:ready()
return csdirectory ~= nil
end
function C:randomize()
resetLog()
logNotice('=== Cave Story Randomizer v' .. VERSION .. ' ===')
local success, dirStage = self:_mountDirectory(csdirectory)
if not success then
return "Could not find \"data\" subfolder.\n\nMaybe try dropping your Cave Story \"data\" folder in directly?"
end
self:_logSettings()
local seed = self:_seedRngesus(self.obj) -- append obj string in order to shuffle differently depending on the objective
self:_updateSharecode(seed)
local tscFiles = self:_createTscFiles(dirStage)
self:_shuffleItems(tscFiles)
self:_generateHash()
if self.shuffleMusic then self.music:shuffleMusic(tscFiles) end
self:_writeModifiedData(tscFiles)
self:_writePlaintext(tscFiles)
self:_writeLog()
self:_copyMyChar()
self:_unmountDirectory(csdirectory)
self:_updateSettings()
return self:_getStatusMessage(seed, self.sharecode)
end
function C:_mountDirectory(path)
local mountPath = 'mounted-data'
assert(lf.mount(path, mountPath))
local dirStage = '/' .. mountPath
local items = lf.getDirectoryItems(dirStage)
local containsData = _.contains(items, 'data')
if containsData then
dirStage = dirStage .. '/data'
end
-- For Cave Story+
local items = lf.getDirectoryItems(dirStage)
local containsBase = _.contains(items, 'base')
if containsBase then
dirStage = dirStage .. '/base'
self._isCaveStoryPlus = true
end
local items = lf.getDirectoryItems(dirStage)
local containsStage = _.contains(items, 'Stage')
if containsStage then
dirStage = dirStage .. '/Stage'
else
return false, ''
end
return true, dirStage
end
function C:_seedRngesus(suffix)
local seedstring = self.customseed or tostring(os.time())
local seed = ld.encode('string', 'hex', ld.hash('sha256', seedstring .. suffix))
local s1 = tonumber(seed:sub(-8, -1), 16) -- first 32 bits (from right)
local s2 = tonumber(seed:sub(-16, -9), 16) -- next 32 bits
love.math.setRandomSeed(s1, s2)
logNotice(('Offering seed "%s" to RNGesus' ):format(seedstring))
return seedstring
end
function C:_createTscFiles(dirStage)
local tscFiles = {}
for _, filename in ipairs(TSC_FILES) do
local path = dirStage .. '/' .. filename .. ".tsc"
tscFiles[filename] = TscFile(path)
tscFiles[filename].mapName = filename
end
return tscFiles
end
function C:_writePlaintext(tscFiles)
local sourcePath = lf.getSourceBaseDirectory()
-- Create /data/Plaintext if it doesn't already exist.
mkdir(sourcePath .. '/data/Plaintext')
-- Write modified files.
for filename, tscFile in pairs(tscFiles) do
local path = sourcePath .. '/data/Plaintext/' .. filename .. '.txt'
tscFile:writePlaintextTo(path)
end
end
function C:getObjective()
return {self.itemDeck:getByKey(self.obj)}
end
function C:_shuffleItems(tscFiles)
local obj = self:getObjective()[1]
obj.name = obj.name .. (", %s"):format(self.worldGraph.spawn)
obj.script = obj.script .. self.worldGraph:getSpawnScript()
if self.worldGraph.seqbreak and self.worldGraph.dboosts.rocket.enabled then obj.script = "<FL+6400" .. obj.script end
if self.worldGraph.noFallingBlocks then obj.script = "<FL+1351" .. obj.script end
-- place the objective scripts in Start Point
self:_fastFillItems({obj}, self.worldGraph:getObjectiveSpot())
if self.worldGraph:StartPoint() then
-- first, fill one of the first cave spots with a weapon that can break blocks
_.shuffle(self.worldGraph:getFirstCaveSpots())[1]:setItem(_.shuffle(self.itemDeck:getItemsByAttribute("weaponSN"))[1])
elseif self.worldGraph:Camp() then
-- give Dr. Gero a strong weapon... you'll need it
self.worldGraph:getCamp()[1]:setItem(_.shuffle(self.itemDeck:getItemsByAttribute("weaponStrong"))[1])
-- and some HP once you fight your way past the first few enemies
self.worldGraph:getCamp()[2]:setItem(self.itemDeck:getByKey("capsule5G"))
end
-- place the bomb on MALCO for bad end
if self.obj == "objBadEnd" then
self.worldGraph:getMALCO()[1]:setItem(self.itemDeck:getByKey("bomb"))
end
local mandatory = _.compact(_.shuffle(self.itemDeck:getMandatoryItems(true)))
local optional = _.compact(_.shuffle(self.itemDeck:getOptionalItems(true)))
local puppies = _.compact(_.shuffle(self.itemDeck:getItemsByAttribute("puppy")))
if not self.puppy then
-- then fill puppies, for normal gameplay
self:_fastFillItems(puppies, _.shuffle(self.worldGraph:getPuppySpots()))
else
-- for puppysanity, shuffle puppies in with the mandatory items
mandatory = _.shuffle(_.append(mandatory, puppies))
puppies = {}
end
-- next fill hell chests, which cannot have mandatory items
self:_fastFillItems(optional, _.shuffle(self.worldGraph:getHellSpots()))
-- add map system AFTER filling hell chests so that it gets placed somewhere accessible in every objective
optional = _.append(optional, self.itemDeck:getByKey("mapSystem"))
-- place mandatory items with assume fill
self:_fillItems(mandatory, _.shuffle(_.reverse(self.worldGraph:getEmptyLocations())))
-- place optional items with a simple random fill
local opt = #optional
local loc = #self.worldGraph:getEmptyLocations()
if opt > loc then
logWarning(("Trying to fill more optional items than there are locations! Items: %d Locations: %d"):format(opt, loc))
end
self:_fastFillItems(optional, _.shuffle(self.worldGraph:getEmptyLocations()))
self:_generateHints()
if tscFiles ~= nil then
self.worldGraph:writeItems(tscFiles)
self.worldGraph:logLocations()
end
end
function C:_fillItems(items, locations)
assert(#items > 0, ("No items provided! Trying to fill %s locations."):format(#locations))
assert(#items <= #locations, string.format("Trying to fill more items than there are locations! Items: %d Locations: %d", #items, #locations))
local itemsLeft = _.clone(items)
repeat
local item = _.pop(itemsLeft)
local assumed = self.worldGraph:collect(itemsLeft)
local fillable = _.filter(locations, function(k,v) return not v:hasItem() and v:canAccess(assumed) end)
if #fillable > 0 then
logDebug(("Placing %s at %s"):format(item.name, fillable[1].name))
fillable[1]:setItem(item)
else
logError(("No available locations for %s! Items left: %d"):format(item.name, #itemsLeft))
end
until #itemsLeft == 0
end
function C:_fastFillItems(items, locations)
assert(#items > 0, ("No items provided! Attempting to fast fill %s locations."):format(#locations))
for key, location in ipairs(locations) do
local item = _.pop(items)
if item == nil then break end -- no items left to place, but there are still locations open
location:setItem(item)
end
end
function C:_generateHints()
local toHint = _.shuffle(self.worldGraph:getHintableLocations(self.obj))
for k, hintLocation in ipairs(_.shuffle(self.worldGraph:getHintLocations())) do
hintLocation.item = self.worldGraph.items:createHint(_.pop(toHint))
end
self.worldGraph.hintregion.locations.mrsLittle.item = self.worldGraph.items:prebuiltHint(self.worldGraph.regions.outerWall.locations.littleHouse)
self.worldGraph.hintregion.locations.malco.item = self.worldGraph.items:prebuiltHint(self.worldGraph.regions.grasstownEast.locations.malco)
end
function C:_writeModifiedData(tscFiles)
local basePath = self:_getWritePathStage()
for filename, tscFile in pairs(tscFiles) do
local path = basePath .. '/' .. filename .. '.tsc'
tscFile:writeTo(path)
end
end
function C:_copyModifiedFirstCave()
local cavePxmPath = self:_getWritePathStage() .. '/Cave.pxm'
local data = lf.read('database/Cave.pxm')
assert(data)
U.writeFile(cavePxmPath, data)
end
function C:_writeLog()
local path = self:_getWritePath() .. '/log.txt'
local data = getLogText()
U.writeFile(path, data)
end
function C:_copyMyChar()
local path = self:_getWritePath() .. '/MyChar.bmp'
local data = lf.read(self.mychar)
U.writeFile(path, data)
end
function C:_generateHash()
local path = self:_getWritePath() .. '/hash.txt'
local h = {love.math.random(39), love.math.random(39), love.math.random(39), love.math.random(39), love.math.random(39)}
U.writeFile(path, ("%04d,%04d,%04d,%04d,%04d"):format(h[1], h[2], h[3], h[4], h[5]))
return h
end
function C:_getWritePath()
return select(1, self:_getWritePaths())
end
function C:_getWritePathStage()
return select(2, self:_getWritePaths())
end
function C:_getWritePaths()
if self._writePath == nil then
local sourcePath = lf.getSourceBaseDirectory()
self._writePath = sourcePath .. '/data'
self._writePathStage = (self._isCaveStoryPlus)
and (self._writePath .. '/base/Stage')
or (self._writePath .. '/Stage')
end
-- Create /data(/base)/Stage if it doesn't already exist.
mkdir(self._writePathStage)
return self._writePath, self._writePathStage
end
function C:_unmountDirectory(path)
assert(lf.unmount(path))
end
function C:_logSettings()
-- these random calls are a hacky way to make sure that
-- randomization changes between seeds if settings change
local obj = "Best Ending"
if self.obj == "objBadEnd" then
obj = "Bad Ending"
elseif self.obj == "objNormalEnd" then
obj = "Normal Ending"
elseif self.obj == "objAllBosses" then
obj = "All Bosses"
end
local spawn = (", %s"):format(self.worldGraph.spawn)
local puppy = self.puppy and ", Puppysanity" or ""
logNotice(("Game settings: %s"):format(obj .. spawn .. puppy))
end
function C:_updateSettings()
Settings.settings.puppy = self.puppy
Settings.settings.obj = self.obj
Settings.settings.mychar = self.mychar
Settings.settings.spawn = self.worldGraph.spawn
Settings.settings.seqbreaks = self.worldGraph.seqbreak
Settings.settings.dboosts = _.map(self.worldGraph.dboosts, function(k,v) return v.enabled end)
Settings.settings.musicShuffle = self.shuffleMusic
Settings.settings.musicBeta = self.music.betaEnabled
Settings.settings.musicFlavor = self.music.flavor
Settings.settings.noFallingBlocks = self.worldGraph.noFallingBlocks
Settings:update()
end
function C:_updateSharecode(seed)
local settings = 0 -- 0b00000000
-- P: single bit used for puppysanity
-- O: three bits used for objective
-- S: three bits used for spawn location
-- B: single bit used for sequence breaks
-- F: single bit used for falling blocks in Hell
-- 0bFBSSSOOOP
-- bitshift intervals
local obj = 1
local pup = 0
local spn = 4
local brk = 7
local nfb = 8
if self.obj == "objBadEnd" then
settings = bit.bor(settings, bit.blshift(1, obj))
elseif self.obj == "objNormalEnd" then
settings = bit.bor(settings, bit.blshift(2, obj))
elseif self.obj == "objAllBosses" then
settings = bit.bor(settings, bit.blshift(3, obj))
elseif self.obj == "obj100Percent" then
settings = bit.bor(settings, bit.blshift(4, obj))
end
if self.puppy then settings = bit.bor(settings, bit.blshift(1, pup)) end
if self.worldGraph:StartPoint() then
settings = bit.bor(settings, bit.blshift(0, spn))
elseif self.worldGraph:Arthur() then
settings = bit.bor(settings, bit.blshift(1, spn))
elseif self.worldGraph:Camp() then
settings = bit.bor(settings, bit.blshift(2, spn))
end
local seq = 0
if self.worldGraph.seqbreak then
settings = bit.bor(settings, bit.blshift(1, brk))
if self.worldGraph.dboosts.cthulhu.enabled then seq = bit.bor(seq, 1) end
if self.worldGraph.dboosts.chaco.enabled then seq = bit.bor(seq, 2) end
if self.worldGraph.dboosts.paxChaco.enabled then seq = bit.bor(seq, 4) end
if self.worldGraph.dboosts.flightlessHut.enabled then seq = bit.bor(seq, 8) end
if self.worldGraph.dboosts.camp.enabled then seq = bit.bor(seq, 16) end
if self.worldGraph.dboosts.sisters.enabled then seq = bit.bor(seq, 32) end
if self.worldGraph.dboosts.plantation.enabled then seq = bit.bor(seq, 64) end
if self.worldGraph.dboosts.rocket.enabled then seq = bit.bor(seq, 128) end
end
if self.worldGraph.noFallingBlocks then
settings = bit.bor(settings, bit.blshift(1, nfb))
end
if #seed < 20 then
seed = seed .. (" "):rep(20-#seed)
end
local packed = love.data.pack("data", "<s1I2B", seed, settings, seq)
self.sharecode = love.data.encode("string", "base64", packed)
logNotice(("Sharecode: %s"):format(self.sharecode))
end
function C:_getStatusMessage(seed, sharecode)
local warnings, errors = countLogWarningsAndErrors()
local line1
if warnings == 0 and errors == 0 then
line1 = ("Randomized data successfully created!\nSeed: %s\nSharecode: %s"):format(seed, sharecode)
elseif warnings ~= 0 and errors == 0 then
line1 = ("Randomized data was created with %d warning(s)."):format(warnings)
else
return ("Encountered %d error(s) and %d warning(s) when randomizing data!"):format(errors, warnings)
end
local line2 = "Next overwrite the files in your copy of Cave Story with the versions in the newly created \"data\" folder. Don't forget to save a backup of the originals!"
local line3 = "Then play and have a fun!"
local status = ("%s\n%s\n%s"):format(line1, line2, line3)
return status
end
return C