Files
Archipelago/worlds/gl/Rom.py
T
jamesbrq f110a7efbc Gauntlet Legends: Implement New Game (#3499)
* Update GauntletLegendsClient.py

* Continuation of obelisk update

* APPP Implementation Groundwork.

* Continuation of APPP Implementation

* Create Pain.asm

* ROM verification modified since crc32 hash can no longer be calculated.

* Initial upload of barrel/chest locations.

* Finished adding and naming all chests/barrels.

* Continued locations.

* Added new yaml options

* Work on mirror shards

* Python 3.8 compatibility

* Finalized location names. Fixed lambda bug.

* v1.0

* Removed excess Docs and Changed item counts.

* Update Archipelago Unittests.run.xml

* Started working on Docs.

* Updated item arrays for client

* Fix client bugs

* Flake8 fixes + Yaml fix

* Update speed boots

* v1.1

* Update GauntletLegendsClient.py

* Update GauntletLegendsClient.py

* Update GauntletLegendsClient.py

* Update GauntletLegendsClient.py

* v1.0.4

* Initial Ruff format

* Formatting part-2

* More formatting + Doc changes

* Updated Docs

* Move client to root

* Update Client Name

* Make Imports Relative

* Add new yaml options + rename obelisks

* v1.1 Initial Upload

* v1.1.0 + some additions

* Client Update

* Client Updates

* pre-v1.1.1

* Update GauntletLegendsClient.py

* pre-1.2

* 1.2.0

* v1.2.1

* Client fixes

* v1.3.0

* v1.4.0

* v1.4.1

* Merged Changes

* Experimental

* pre-v1.5.0

* Changes

* v1.5.0

* Update GauntletLegendsClient.py

* Death Update

* pre v1.5.1

* Obelisk rule changes

* pre-v1.5.1

* Update GauntletLegendsClient.py

* v1.5.1

* v1.5.1

* Update GauntletLegendsClient.py

* Small fix

* Update GauntletLegendsClient.py

* v1.5.2

* pre-v1.6.0

* pre-v1.6.0

* v1.6.0

* Update

* Update GauntletLegendsClient.py

* Test

* pre-v1.6.0

* Client Updtaes

* Update GauntletLegendsClient.py

* Update GauntletLegendsClient.py

* Update GauntletLegendsClient.py

* Update Rom.py

* Update GauntletLegendsClient.py

* Update Rom.py

* Added Logging on stage enter

* v1.6.2

* v1.6.2

* Update Rom.py

* Update GauntletLegendsClient.py

* v1.6.3

* Small Update

* Update GauntletLegendsClient.py

* Update GauntletLegendsClient.py

* Update GauntletLegendsClient.py

* Changes ready for review

* Update Rom.py

* Remove root client

* Update inno_setup.iss

* Update client

* Initial Review Refactor

* Update Arrays.py

* Review refactor

* Update __init__.py

* Small tweaks after test generations

* Update GauntletLegendsClient.py

* Implement new check_locations() function

* Add name for Skorn to level_names Dict

* Fix for #4671

* Update __init__.py

* Adjust item frequency + Place 50% of filler as local

* Oops I modified the itempool after create_items teehee

* Update __init__.py

* Check MD5 hash before patching ROM

* Update __init__.py

* Fix get_filler_item_name()

* Update MD5 check to built in method in FilePath

* Update Rom.py

* Update worlds/gl/Rom.py

Co-authored-by: qwint <qwint.42@gmail.com>

* WIP Generation fixes

* v1.7.1

* Update Archipelago Unittests.run.xml

* 0.7.2

* Update GauntletLegendsClient.py

* Review Edits

* Update World description

* Fuzz fixes

* Update GauntletLegendsClient.py

* Make static data immutable

* Update option comparisons since no longer a Choice

* Update worlds/gl/Rom.py

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

* Update __init__.py

* Initial Update commit

* Progress

* Remove un-used import + Add manifest

* Add missing docstring for client command

* Progress

* pre-v2.0.0-BETA

* Updates

* Progress

* Working Generations

* Working IN-Game

* v2.0.0-BETA

* Create archipelago.json

* v2.0.1

* v2.0.1 FINAL

* pre v2.0.2

* Delete report.json

* Cleanup

* pre v2.0.2

* v2.0.2

* PR Ready

* Update Items.py

* Delete fuzz.py

* Update Items.py

* Update GauntletLegendsClient.py

* Fix scouting disabled locations

* Client Updates

* v2.0.3

* Increment World Version

* Docstring + slot_data updates

* Option name update + Remove redundant option

* Code Cleanup

* Trenches is level 24

* Frequencies

* More cleanup and removal of stale code. MISSING BASEPATCH

* v2.1.0

* Minor enemy changes

* Small fix

* Update Rom.py

* v2.1.1

* Small fixes

* Update basepatch.bsdiff4

* Update GauntletLegendsClient.py

* Socket error clarity

* Delete settings.local.json

* Update GauntletLegendsClient.py

* v2.1.2 fixes

* Boss portal fix

* Small client fix + Item Frequencies

* Update archipelago.json

* Fix for games playing with max difficulty lower than 4 not sending locations

* Update archipelago.json

* v2.1.5

* Fix for Chimera's lair mirror shard

* Update archipelago.json

* Mod Re-Base + Queue limits + Item Receiving fixes

* Options cleanup and newlines for some files

* Include v2.x features in docs

* Make sure players has at least 1 item

* v2.1.6

* Update archipelago.json

* Review Edits + Client Tweaks

---------

Co-authored-by: qwint <qwint.42@gmail.com>
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2026-07-11 19:26:27 +02:00

614 lines
24 KiB
Python

import io
import json
import os
import pkgutil
import traceback
import typing
import zlib
from random import Random
import bsdiff4
import Utils
from BaseClasses import Location, ItemClassification
from worlds.Files import APPatchExtension, APProcedurePatch, APTokenMixin
from .Data import level_address, level_header, level_locations, level_size, boss_location_offsets, spawner_trap_ids
from .Items import ItemData, items_by_id
from .Locations import locationName_to_data, GLLocation
if typing.TYPE_CHECKING:
from . import GauntletLegendsWorld
TABLE_START_OFFSET = 0x12E0
EXPANDED_GAME_ROM_OFFSET = 0x1000000 # 16MB mark
def create_spawner_from_item(item_data: bytearray, spawner_rom_id: int, difficulty: int) -> bytearray:
spawner = bytearray(16)
spawner[0:6] = item_data[0:6]
spawner[6:8] = (0).to_bytes(2, "big")
spawner[8:12] = spawner_rom_id.to_bytes(4, "big")
spawner[12:14] = (0x0003).to_bytes(2, "big")
spawner[14] = difficulty
spawner[15] = 0x00
return spawner
def create_spawner_from_chest(chest_data: bytearray, spawner_rom_id: int, difficulty: int) -> bytearray:
spawner = bytearray(16)
spawner[0:6] = chest_data[0:6]
spawner[6:8] = chest_data[6:8]
spawner[8:12] = spawner_rom_id.to_bytes(4, "big")
spawner[12:14] = (0x0003).to_bytes(2, "big")
spawner[14] = difficulty
spawner[15] = 0x00
return spawner
def be32(b: bytes) -> int:
return int.from_bytes(b, "big")
def write_be32(buf: bytearray, off: int, val: int):
buf[off:off + 4] = (val & 0xFFFFFFFF).to_bytes(4, "big")
def ensure_len(buf: bytearray, size: int, fill: int = 0):
if len(buf) < size:
buf.extend(bytes([fill]) * (size - len(buf)))
def n64_crc(rom: bytes, cic: int = 6102) -> tuple[int, int]:
"""Calculate N64 CRC checksums."""
if cic in (6101, 6102):
seed = 0xF8CA4DDC
elif cic == 6103:
seed = 0xA3886759
elif cic == 6105:
seed = 0xDF26F436
elif cic == 6106:
seed = 0x1FEA617A
else:
raise ValueError("Unsupported CIC")
t1 = t2 = t3 = t4 = t5 = t6 = seed
for i in range(0x1000, 0x101000, 4):
d = int.from_bytes(rom[i:i + 4], "big")
if (t6 + d) & 0xFFFFFFFF < t6:
t4 = (t4 + 1) & 0xFFFFFFFF
t6 = (t6 + d) & 0xFFFFFFFF
t3 ^= d
r = ((d << (d & 31)) | (d >> (32 - (d & 31)))) & 0xFFFFFFFF
t5 = (t5 + r) & 0xFFFFFFFF
if t2 > d:
t2 ^= r
else:
t2 ^= t6 ^ d
if cic == 6105:
extra = int.from_bytes(rom[0x0750 + (i & 0xFF):0x0754 + (i & 0xFF)], "big")
t1 = (t1 + (extra ^ d)) & 0xFFFFFFFF
else:
t1 = (t1 + (t5 ^ d)) & 0xFFFFFFFF
if cic == 6103:
crc1 = (t6 ^ t4) & 0xFFFFFFFF
crc2 = (t5 ^ t3) & 0xFFFFFFFF
elif cic == 6106:
crc1 = ((t6 * t4) + t3) & 0xFFFFFFFF
crc2 = ((t5 * t2) + t1) & 0xFFFFFFFF
else:
crc1 = (t6 ^ t4 ^ t3) & 0xFFFFFFFF
crc2 = (t5 ^ t2 ^ t1) & 0xFFFFFFFF
return crc1, crc2
def get_base_rom_as_bytes() -> bytes:
"""
Read the base ROM file and verify its MD5 hash.
Raises an exception if the ROM doesn't match the expected hash.
"""
try:
from . import GauntletLegendsWorld
GauntletLegendsWorld.settings.rom_file.validate(GauntletLegendsWorld.settings.rom_file)
with open(GauntletLegendsWorld.settings.rom_file, "rb") as infile:
base_rom_bytes = bytes(infile.read())
except Exception:
traceback.print_exc()
raise Exception('Failed to read ROM file. Check file path and permissions.')
return base_rom_bytes
def get_base_rom_path(file_name: str = "") -> str:
if not os.path.exists(file_name):
file_name = Utils.user_path(file_name)
return file_name
# Contains header info and raw data for level item positions and rotations.
class LevelData:
stream: io.BytesIO
header: bytearray
item_addr: int
spawner_addr: int
obj_addr: int
chest_addr: int
end_addr: int
end_addr2: int
end_addr3: int
portal_addr: int
items: list[bytearray]
spawners: list[bytearray]
objects: list[bytearray]
chests: list[bytearray]
end: bytes
items_replaced_by_obelisks: int = 0
chests_replaced_by_obelisks: int = 0
chests_replaced_by_items: int = 0
obelisks_replaced_by_items: int = 0
obelisks_kept: int = 0
items_replaced_by_spawners: int = 0
chests_replaced_by_spawners: int = 0
def __init__(self):
self.items = []
self.spawners = []
self.objects = []
self.chests = []
self.end = b""
class GLPatchExtension(APPatchExtension):
game = "Gauntlet Legends"
# Patched ROM requires updated CRC values.
@staticmethod
def finalize_crc(caller: APProcedurePatch, rom: bytes) -> bytes:
options = json.loads(caller.get_file("options.json").decode("utf-8"))
rom = bytearray(rom)
SEED_ROM_OFFSET = 0xFFFFF0
SEED_LEN = 16
seed = options["seed_name"].encode("utf-8")[:SEED_LEN]
rom[SEED_ROM_OFFSET:SEED_ROM_OFFSET + SEED_LEN] = seed.ljust(SEED_LEN, b"\x00")
rom = bytearray(rom)
crc1, crc2 = n64_crc(rom, cic=6102)
rom[0x10:0x14] = crc1.to_bytes(4, "big")
rom[0x14:0x18] = crc2.to_bytes(4, "big")
return bytes(rom)
@staticmethod
def apply_bsdiff4(caller: APProcedurePatch, rom: bytes, patch: str) -> bytes:
return bsdiff4.patch(rom, pkgutil.get_data(__name__, f"data/basepatch.bsdiff4"))
# Decompress all levels, place all items in the levels.
@staticmethod
def patch_items(caller: APProcedurePatch, rom: bytes):
stream = io.BytesIO(rom)
options = json.loads(caller.get_file("options.json").decode("UTF-8"))
local_random = Random(options["seed"])
player = options["player"]
for i in range(len(level_locations)):
level: dict[str, tuple] = json.loads(caller.get_file(f"level_{i}.json").decode("utf-8"))
level_address_ = level_address[i]
if level_address_ == 0:
continue
stream.seek(level_address_, 0)
stream, data = get_level_data(stream, level_size[i], i)
items_seen = 0
items_deleted = 0
chests_deleted = 0
chests_seen = 0
for location_name, item in level.items():
is_chest = chest_barrel(location_name)
if is_chest:
chest_index = chests_seen - chests_deleted
chests_seen += 1
else:
item_index = items_seen - items_deleted
items_seen += 1
if item[0] == 0:
continue
if "Mirror" in location_name:
continue
item_data = items_by_id.get(item[0], ItemData())
rom_id = item_data.rom_id
if rom_id == 0x0302:
rom_id = local_random.choices(
[0x0300, 0x0301, 0x0302, 0x0303, 0x0304],
weights=[10, 20, 40, 20, 10]
)[0]
# Handle obelisk locations
if "Obelisk" in location_name:
if "Obelisk" not in item_data.item_name:
# Non-obelisk item at obelisk location - convert obelisk to item
try:
index = next(idx for idx in range(len(data.objects)) if data.objects[idx][8] == 0x26)
data.items.append(
bytearray(data.objects[index][0:6])
+ (rom_id.to_bytes(2) if item[1] == player else bytes([0x27, 0x1C]))
+ bytes([0x0, 0x0, 0x0, 0x0])
)
del data.objects[index]
data.obelisks_replaced_by_items += 1
except (StopIteration, Exception):
pass
else:
# Obelisk item at obelisk location
try:
index = next(idx for idx in range(len(data.objects)) if data.objects[idx][8] == 0x26)
if item[1] == player:
data.objects[index][15] = item[0] - 77780054
data.obelisks_kept += 1
else:
data.items.append(
bytearray(data.objects[index][0:6])
+ bytes([0x27, 0x1C, 0x0, 0x0, 0x0, 0x0])
)
del data.objects[index]
data.obelisks_replaced_by_items += 1
except (StopIteration, Exception):
pass
continue
# Handle spawner trap items (local player only)
if item[1] == player and item[0] in spawner_trap_ids:
difficulty = locationName_to_data[location_name].difficulty
spawner_rom_id = items_by_id[item[0]].rom_id
if is_chest:
data.spawners.append(create_spawner_from_chest(data.chests[chest_index], spawner_rom_id, difficulty))
del data.chests[chest_index]
chests_deleted += 1
data.chests_replaced_by_spawners += 1
else:
data.spawners.append(create_spawner_from_item(data.items[item_index], spawner_rom_id, difficulty))
del data.items[item_index]
items_deleted += 1
data.items_replaced_by_spawners += 1
continue
# Handle non-local player items
if item[1] != player:
if is_chest:
data.chests[chest_index][12:14] = [0x27, 0x1C]
if "Chest" in location_name:
data.chests[chest_index][9] = 0x1
else:
data.items[item_index][6:8] = [0x27, 0x1C]
continue
# Handle local player items
if "Obelisk" in items_by_id[item[0]].item_name:
# Convert item/chest to obelisk
if is_chest:
slice_ = bytearray(data.chests[chest_index][0:6])
del data.chests[chest_index]
chests_deleted += 1
data.chests_replaced_by_obelisks += 1
else:
slice_ = bytearray(data.items[item_index][0:6])
del data.items[item_index]
items_deleted += 1
data.items_replaced_by_obelisks += 1
data.objects.append(
slice_ + bytearray([
0x0, 0x0, 0x26, 0x1, 0x0,
locationName_to_data[location_name].difficulty,
0x0, 0x0, 0x0, item[0] - 77780054,
0x3F, 0x80, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0,
])
)
elif item_data.progression in (ItemClassification.useful, ItemClassification.progression) and is_chest:
# Convert chest to item for useful/progression items
chest = data.chests[chest_index]
data.items.append(
bytearray(chest[0:6])
+ rom_id.to_bytes(2)
+ bytes([chest[11], 0x0, 0x0, 0x0])
)
del data.chests[chest_index]
chests_deleted += 1
data.chests_replaced_by_items += 1
else:
# Regular item placement
if is_chest:
data.chests[chest_index][12:14] = rom_id.to_bytes(2)
if "Chest" in location_name:
data.chests[chest_index][9] = 0x2
else:
data.items[item_index][6:8] = item_data.rom_id.to_bytes(2)
# Write level data
uncompressed = level_data_reformat(data)
compressed = zenc(uncompressed)
stream.seek(level_header[i] + 4, 0)
stream.write(len(compressed).to_bytes(4, byteorder="big"))
stream.write(len(uncompressed).to_bytes(4, byteorder="big"))
write_pos = 0xFA1000 + (0x1500 * i)
stream.write((write_pos - 0x636E0).to_bytes(4, byteorder="big"))
stream.seek(write_pos, 0)
stream.write(compressed)
return stream.getvalue()
@staticmethod
def patch_bins(caller: APProcedurePatch, rom: bytes) -> bytes:
boss_items_data = json.loads(caller.get_file("boss_items.json").decode("UTF-8"))
options = json.loads(caller.get_file("options.json").decode("UTF-8"))
local_random = Random(options["seed"])
boss_entry_offset = TABLE_START_OFFSET + (2 * 0x30)
rom = bytearray(rom)
boss_rom_offset = be32(rom[boss_entry_offset + 0x10:boss_entry_offset + 0x14])
boss_comp_size = be32(rom[boss_entry_offset + 0x14:boss_entry_offset + 0x18])
boss_compressed = bytes(rom[boss_rom_offset:boss_rom_offset + boss_comp_size])
boss_decompressed = bytearray(zdec(boss_compressed))
FILLER_ROM_ID = 0x271C
for location_name, item_data in boss_items_data.items():
if location_name not in boss_location_offsets:
continue
item_code, item_player = item_data
if not item_code:
continue
if item_player != options["player"]:
rom_id = FILLER_ROM_ID
else:
rom_id = items_by_id[item_code].rom_id
if rom_id == 0x0302:
rom_id = local_random.choices([0x0300, 0x0301, 0x0302, 0x0303, 0x0304], weights=[10, 20, 40, 20, 10])[0]
hi_byte = (rom_id >> 8) & 0xFF
lo_byte = rom_id & 0xFF
offset = boss_location_offsets[location_name]
boss_decompressed[offset:offset + 2] = hi_byte.to_bytes(2, "big")
boss_decompressed[offset + 2:offset + 4] = lo_byte.to_bytes(2, "big")
boss_recompressed = zenc(boss_decompressed)
new_boss_comp_size = len(boss_recompressed)
if new_boss_comp_size > boss_comp_size:
new_boss_rom_offset = EXPANDED_GAME_ROM_OFFSET + 0x100000
new_boss_end = new_boss_rom_offset + new_boss_comp_size
ensure_len(rom, new_boss_end, fill=0xFF)
rom[new_boss_rom_offset:new_boss_end] = boss_recompressed
write_be32(rom, boss_entry_offset + 0x10, new_boss_rom_offset)
write_be32(rom, boss_entry_offset + 0x14, new_boss_comp_size)
else:
rom[boss_rom_offset:boss_rom_offset + new_boss_comp_size] = boss_recompressed
write_be32(rom, boss_entry_offset + 0x14, new_boss_comp_size)
if new_boss_comp_size < boss_comp_size:
leftover_start = boss_rom_offset + new_boss_comp_size
leftover_end = boss_rom_offset + boss_comp_size
rom[leftover_start:leftover_end] = bytes(leftover_end - leftover_start)
# Write portals option
rom[0xFFFFE0] = options["portals"]
rom[0xFFFFE1] = options["instant_max"]
rom[0xFFFFE2] = options["max"]
rom[0xFFFFE4] = options["keys"]
rom[0xFFFFE5] = options["speed"]
rom[0xFFFFE8:0xFFFFEC] = options["characters"]
return bytes(rom)
class GLProcedurePatch(APProcedurePatch, APTokenMixin):
game = "Gauntlet Legends"
hash = "9cb963e8b71f18568f78ec1af120362e"
patch_file_ending = ".apgl"
result_file_ending = ".z64"
procedure = [
("apply_bsdiff4", ["basepatch.bsdiff4"]),
("patch_bins", []),
("patch_items", []),
("finalize_crc", [])
]
@classmethod
def get_source_data(cls) -> bytes:
return get_base_rom_as_bytes()
# Write data on all placed items into json files.
# Also save options
def write_files(world: "GauntletLegendsWorld", patch: GLProcedurePatch) -> None:
options_dict = {
"seed": world.multiworld.seed,
"seed_name": world.multiworld.seed_name,
"player": world.player,
"portals": world.options.portals.value,
"instant_max": world.options.instant_max.value,
"max": world.options.max_difficulty.value,
"keys": world.options.infinite_keys.value,
"speed": world.options.permanent_speed.value,
"characters": [world.options.unlock_character_one.value, world.options.unlock_character_two.value,
world.options.unlock_character_three.value, world.options.unlock_character_four.value]
}
patch.write_file("options.json", json.dumps(options_dict).encode("UTF-8"))
# Write level files
for i, level in enumerate(level_locations.values()):
locations: list[Location] = []
for location in level:
if location.name in world.disabled_locations:
locations += [GLLocation(world.player, location.name, location.id)]
else:
locations += [world.get_location(location.name)]
patch.write_file(f"level_{i}.json", json.dumps(locations_to_dict(locations)).encode("UTF-8"))
# Write boss items file
boss_location_names = [
"Dragon's Lair - Dragon Mirror Shard",
"Yeti's Cavern - Yeti Mirror Shard",
"Chimera's Keep - Chimera Mirror Shard",
"Vat of the Plague Fiend - Plague Fiend Mirror Shard",
"Altar of Skorne - Skorne's Mask",
"Altar of Skorne - Skorne's Horns",
"Altar of Skorne - Skorne's Left Gauntlet",
"Altar of Skorne - Skorne's Right Gauntlet"
]
boss_locations: list[Location] = []
for location_name in boss_location_names:
if location_name in world.disabled_locations:
# Get location ID from locationName_to_data
location_data = locationName_to_data.get(location_name)
if location_data:
boss_locations += [GLLocation(world.player, location_name, location_data.id)]
else:
boss_locations += [world.get_location(location_name)]
patch.write_file("boss_items.json", json.dumps(locations_to_dict(boss_locations)).encode("UTF-8"))
def locations_to_dict(locations: list[Location]) -> dict[str, tuple]:
return {location.name: (location.item.code, location.item.player) if location.item is not None else (0, 0) for
location in locations}
def patch_docks(data: LevelData) -> LevelData:
data.stream.seek(0x19AC, 0)
data.stream.write(bytes([0x3, 0x20, 0x0, 0x18, 0x1, 0x7C]))
data.stream.seek(0x74, 0)
data.stream.write(bytes([0x3, 0x0, 0x0, 0x1A, 0x1, 0x8]))
return data
def patch_camp(data: LevelData) -> LevelData:
data.stream.seek(0x1B74, 0)
data.stream.write(bytes([0xFE, 0xE9, 0x0, 0x3B, 0xFF, 0xDC, 0x0, 0x10]))
data.stream.seek(0x1B64, 0)
data.stream.write(bytes([0xFE, 0x84, 0x0, 0x3D, 0xFF, 0xE0, 0xFF, 0xF0]))
return data
def patch_trenches(data: LevelData) -> LevelData:
data.stream.seek(0xD4, 0)
data.stream.write(bytes([0xFB, 0x68, 0x0, 0x82]))
return data
# Zlib decompression with wbits set to -15
def zdec(data):
decomp = zlib.decompressobj(-zlib.MAX_WBITS)
output = bytearray()
for i in range(0, len(data), 256):
output.extend(decomp.decompress(data[i: i + 256]))
output.extend(decomp.flush())
return output
# Zlib compression with compression set to max and wbits set to -15
def zenc(data):
compress = zlib.compressobj(zlib.Z_BEST_COMPRESSION, zlib.DEFLATED, -zlib.MAX_WBITS)
output = bytearray()
for i in range(0, len(data), 256):
output.extend(compress.compress(data[i: i + 256]))
output.extend(compress.flush())
return output
# Create a LevelData object from raw decompressed bytes of a level
def get_level_data(stream: io.BytesIO, size: int, level: int = 0) -> tuple[io.BytesIO, LevelData]:
data = LevelData()
data.stream = io.BytesIO(zdec(stream.read(size)))
if level == 17:
data = patch_docks(data)
if level == 18:
data = patch_camp(data)
if level == 24:
data = patch_trenches(data)
data.header = bytearray(data.stream.read(0x5C))
data.stream.seek(0)
data.item_addr = int.from_bytes(data.stream.read(4), "big")
data.spawner_addr = int.from_bytes(data.stream.read(4), "big")
data.stream.seek(4, 1)
data.obj_addr = int.from_bytes(data.stream.read(4), "big")
data.end_addr = int.from_bytes(data.stream.read(4), "big")
data.portal_addr = int.from_bytes(data.stream.read(4), "big")
data.chest_addr = int.from_bytes(data.stream.read(4), "big")
data.end_addr2 = int.from_bytes(data.stream.read(4), "big")
data.end_addr3 = int.from_bytes(data.stream.read(4), "big")
data.stream.seek(data.item_addr)
for i in range(data.stream.tell(), data.spawner_addr, 12):
data.stream.seek(i)
data.items += [bytearray(data.stream.read(12))]
for i in range(data.stream.tell(), data.obj_addr, 16):
data.stream.seek(i)
data.spawners += [bytearray(data.stream.read(16))]
for i in range(data.stream.tell(), data.chest_addr, 24):
data.stream.seek(i)
data.objects += [bytearray(data.stream.read(24))]
for i in range(data.stream.tell(), data.end_addr, 16):
data.stream.seek(i)
data.chests += [bytearray(data.stream.read(16))]
data.end = data.stream.read()
return stream, data
# Format a LevelData object back into a bytes object
# Format is header, items, spawners, objects, barrels/chests, then traps.
def level_data_reformat(data: LevelData) -> bytes:
stream = io.BytesIO()
obelisk_offset = 24 * (
data.items_replaced_by_obelisks + data.chests_replaced_by_obelisks - data.obelisks_replaced_by_items)
item_offset = 12 * (
data.chests_replaced_by_items + data.obelisks_replaced_by_items - data.items_replaced_by_obelisks - data.items_replaced_by_spawners)
chest_offset = 16 * (
data.chests_replaced_by_obelisks + data.chests_replaced_by_items + data.chests_replaced_by_spawners)
spawner_offset = 16 * (data.items_replaced_by_spawners + data.chests_replaced_by_spawners)
stream.write(int.to_bytes(0x5C, 4, "big"))
stream.write(int.to_bytes(data.spawner_addr + item_offset, 4, "big"))
stream.write(int.to_bytes(data.spawner_addr + item_offset, 4, "big"))
stream.write(int.to_bytes(data.obj_addr + item_offset + spawner_offset, 4, "big"))
stream.write(int.to_bytes(data.end_addr + item_offset + spawner_offset + obelisk_offset - chest_offset, 4, "big"))
stream.write(
int.to_bytes(data.portal_addr + item_offset + spawner_offset + obelisk_offset - chest_offset, 4, "big"))
stream.write(int.to_bytes(data.chest_addr + item_offset + spawner_offset + obelisk_offset, 4, "big"))
stream.write(int.to_bytes(data.end_addr2 + item_offset + spawner_offset + obelisk_offset - chest_offset, 4, "big"))
stream.write(int.to_bytes(data.end_addr3 + item_offset + spawner_offset + obelisk_offset - chest_offset, 4, "big"))
# Counts are 2 bytes each, big-endian
stream.write(len(data.items).to_bytes(2, "big"))
stream.write(bytes([0x0, 0x0]))
stream.write(len(data.spawners).to_bytes(2, "big"))
stream.write(len(data.objects).to_bytes(2, "big"))
data.stream.seek(stream.tell())
temp = bytearray(data.stream.read(48))
temp[7] = len(data.chests)
stream.write(temp)
for item in data.items + data.spawners + data.objects + data.chests:
stream.write(bytes(item))
stream.write(data.end)
return stream.getvalue()
def chest_barrel(name: str):
return "Chest" in name or ("Barrel" in name and "Barrel of Gold" not in name)