forked from mirror/Archipelago
* first commit (not including OoT data files yet) * added some basic options * rule parser works now at least * make sure to commit everything this time * temporary change to BaseClasses for oot * overworld location graph builds mostly correctly * adding oot data files * commenting out world options until later since they only existed to make the RuleParser work * conversion functions between AP ids and OOT ids * world graph outputs * set scrub prices * itempool generates, entrances connected, way too many options added * fixed set_rules and set_shop_rules * temp baseclasses changes * Reaches the fill step now, old event-based system retained in case the new way breaks * Song placements and misc fixes everywhere * temporary changes to make oot work * changed root exits for AP fill framework * prevent infinite recursion due to OoT sharing usage of the address field * age reachability works hopefully, songs are broken again * working spoiler log generation on beatable-only * Logic tricks implemented * need this for logic tricks * fixed map/compass being placed on Serenade location * kill unreachable events before filling the world * add a bunch of utility functions to prepare for rom patching * move OptionList into generic options * fixed some silly bugs with OptionList * properly seed all random behavior (so far) * ROM generation working * fix hints trying to get alttp dungeon hint texts * continue fixing hints * add oot to network data package * change item and location IDs to 66000 and 67000 range respectively * push removed items to precollected items * fixed various issues with cross-contamination with multiple world generation * reenable glitched logic (hopefully) * glitched world files age-check fix * cleaned up some get_locations calls * added token shuffle and scrub shuffle, modified some options slightly to make the parsing work * reenable MQ dungeons * fix forest mq exception * made targeting style an option for now, will be cosmetic later * reminder to move targeting to cosmetics * some oot option maintenance * enabled starting time of day * fixed issue breaking shop slots in multiworld generation * added "off" option for text shuffle and hints * shopsanity functionality restored * change patch file extension * remove unnecessary utility functions + imports * update MIT license * change option to "patch_uncompressed_rom" instead of "compress_rom" * compliance with new AutoWorld systems * Kill only internal events, remove non-internal big poe event in code * re-add the big poe event and handle it correctly * remove extra method in Range option * fix typo * Starting items, starting with consumables option * do not remove nonexistent item * move set_shop_rules to after shop items are placed * some cleanup * add retries for song placement * flagged Skull Mask and Mask of Truth as advancement items * update OoT to use LogicMixin * Fixed trying to assign starting items from the wrong players * fixed song retry step * improved option handling, comments, and starting item replacements * DefaultOnToggle writes Yes or No to spoiler * enable compression of output if Compress executable is present * clean up compression * check whether (de)compressor exists before running the process * allow specification of rom path in host.yaml * check if decompressed file already exists before decompressing again * fix triforce hunt generation * rename all the oot state functions with prefix * OoT: mark triforce pieces as completion goal for triforce hunt * added overworld and any-dungeon shuffle for dungeon items * Hide most unshuffled locations and events from the list of locations in spoiler * build oot option ranges with a generic function instead of defining each separately * move oot output-type control to host.yaml instead of individual yamls * implement dungeon song shuffle * minor improvements to overworld dungeon item shuffle * remove random ice trap names in shops, mostly to avoid maintaining a massive censor list * always output patch file to folder, remove option to generate ROM in preparation for removal * re-add the fix for infinite recursion due to not being light or dark world * change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently * oot: remove item_names and location_names * oot: minor fixes * oot: comment out ROM patching * oot: only add CollectionState objects on creation if actually needed * main entrance shuffle method and entrances-based rules * fix entrances based rules * disable master quest and big poe count options for client compatibility * use get_player_name instead of get_player_names * fix OptionList * fix oot options for new option system * new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES * fill AP player name in oot rom with 0 instead of 0xDF * encode player name with ASCII for fixed-width * revert oot player name array to 8 bytes per name * remove Pierre location if fast scarecrow is on * check player name length * "free_scarecrow" not "fast_scarecrow" * OoT locations now properly store the AP ID instead of the oot internal ID * oot __version__ updates in lockstep with AP version * pull in unmodified oot cosmetic files * also grab JSONDump since it's needed apparently * gather extra needed methods, modify imports * delete cosmetics log, replace all instances of SettingsList with OOTWorld * cosmetic options working, except for sound effects (due to ear-safe issues) * SFX, Music, and Fanfare randomization reenabled * move OoT data files into the worlds folder * move Compress and Decompress into oot data folder * Replace get_all_state with custom method to avoid the cache * OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues * set data_version to 0 * make Kokiri Sword shuffle off by default * reenable "Random Choice" for various cosmetic options * kill Ruto's Letter turnin if open fountain also fix for shopsanity * place Buy Goron/Zora Tunic first in shop shuffle * make ice traps appear as other items instead of breaking generation * managed to break ice traps on non-major-only * only handle ice traps if they are on * fix shopsanity for non-oot games, and write player name instead of player number * light arrows hint uses player name instead of player number * Reenable "skip child zelda" option * fix entrances_based_rules * fix ganondorf hint if starting with light arrows * fix dungeonitem shuffle and shopsanity interaction * remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group * force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any * keep bosses and bombchu bowling chus out of data package * revert workaround for infinite recursion and fix it properly * fix shared shop id caches during patching process * fix shop text box overflows, as much as possible * add default oot host.yaml option * add .apz5, .n64, .z64 to gitignore * Properly document and name all (functioning) OOT options * clean up some imports * remove unnecessary files from oot's data * fix typo in gitignore * readd the Compress and Decompress utilities, since they are needed for generation * cleanup of imports and some minor optimizations * increase shop offset for item IDs to 0xCB * remove shop item AP ids entirely * prevent triforce pieces for other players from being received by yourself * add "excluded" property to Location * Hint system adapted and reenabled; hints still unseeded * make hints deterministic with lists instead of sets * do not allow hints to point to Light Arrows on non-vanilla bridge * foreign locations hint as their full name in OoT rather than their region * checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated * consolidate versioning in Utils * ice traps appear as major items rather than any progression item * set prescription and claim check as defaults for adult trade item settings * add oot options to playerSettings * allow case-insensitive logic tricks in yaml * fix oot shopsanity option formatting * Write OoT override info even if local item, enabling local checks to show up immediately in the client * implement CollectionState.can_live_dmg for oot glitched logic * filter item names for invalid characters when patching shops * make ice traps appear according to the settings of the world they are shuffled into, rather than the original world * set hidden-spoiler items and locations with Shop items to events * make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start * Fix oot Glitched and No Logic generation * fix indenting * Greatly reduce displayed cosmetic options * Change oot data version to 1 * add apz5 distribution to webhost * print player name if an ALttP dungeon contains a good item for OoT world * delete unneeded commented code * remove OcarinaSongs import to satisfy lint
404 lines
18 KiB
Python
404 lines
18 KiB
Python
from collections import namedtuple
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import random
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import re
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Color = namedtuple('Color', ' R G B')
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tunic_colors = {
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"Kokiri Green": Color(0x1E, 0x69, 0x1B),
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"Goron Red": Color(0x64, 0x14, 0x00),
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"Zora Blue": Color(0x00, 0x3C, 0x64),
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"Black": Color(0x30, 0x30, 0x30),
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"White": Color(0xF0, 0xF0, 0xFF),
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"Azure Blue": Color(0x13, 0x9E, 0xD8),
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"Vivid Cyan": Color(0x13, 0xE9, 0xD8),
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"Light Red": Color(0xF8, 0x7C, 0x6D),
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"Fuchsia": Color(0xFF, 0x00, 0xFF),
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"Purple": Color(0x95, 0x30, 0x80),
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"Majora Purple": Color(0x40, 0x00, 0x40),
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"Twitch Purple": Color(0x64, 0x41, 0xA5),
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"Purple Heart": Color(0x8A, 0x2B, 0xE2),
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"Persian Rose": Color(0xFF, 0x14, 0x93),
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"Dirty Yellow": Color(0xE0, 0xD8, 0x60),
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"Blush Pink": Color(0xF8, 0x6C, 0xF8),
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"Hot Pink": Color(0xFF, 0x69, 0xB4),
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"Rose Pink": Color(0xFF, 0x90, 0xB3),
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"Orange": Color(0xE0, 0x79, 0x40),
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"Gray": Color(0xA0, 0xA0, 0xB0),
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"Gold": Color(0xD8, 0xB0, 0x60),
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"Silver": Color(0xD0, 0xF0, 0xFF),
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"Beige": Color(0xC0, 0xA0, 0xA0),
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"Teal": Color(0x30, 0xD0, 0xB0),
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"Blood Red": Color(0x83, 0x03, 0x03),
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"Blood Orange": Color(0xFE, 0x4B, 0x03),
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"Royal Blue": Color(0x40, 0x00, 0x90),
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"Sonic Blue": Color(0x50, 0x90, 0xE0),
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"NES Green": Color(0x00, 0xD0, 0x00),
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"Dark Green": Color(0x00, 0x25, 0x18),
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"Lumen": Color(0x50, 0x8C, 0xF0),
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}
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NaviColors = { # Inner Core Color Outer Glow Color
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"Rainbow": (Color(0x00, 0x00, 0x00), Color(0x00, 0x00, 0x00)),
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"Gold": (Color(0xFE, 0xCC, 0x3C), Color(0xFE, 0xC0, 0x07)),
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"White": (Color(0xFF, 0xFF, 0xFF), Color(0x00, 0x00, 0xFF)),
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"Green": (Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00)),
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"Light Blue": (Color(0x96, 0x96, 0xFF), Color(0x96, 0x96, 0xFF)),
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"Yellow": (Color(0xFF, 0xFF, 0x00), Color(0xC8, 0x9B, 0x00)),
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"Red": (Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00)),
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"Magenta": (Color(0xFF, 0x00, 0xFF), Color(0xC8, 0x00, 0x9B)),
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"Black": (Color(0x00, 0x00, 0x00), Color(0x00, 0x00, 0x00)),
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"Tatl": (Color(0xFF, 0xFF, 0xFF), Color(0xC8, 0x98, 0x00)),
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"Tael": (Color(0x49, 0x14, 0x6C), Color(0xFF, 0x00, 0x00)),
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"Fi": (Color(0x2C, 0x9E, 0xC4), Color(0x2C, 0x19, 0x83)),
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"Ciela": (Color(0xE6, 0xDE, 0x83), Color(0xC6, 0xBE, 0x5B)),
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"Epona": (Color(0xD1, 0x49, 0x02), Color(0x55, 0x1F, 0x08)),
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"Ezlo": (Color(0x62, 0x9C, 0x5F), Color(0x3F, 0x5D, 0x37)),
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"King of Red Lions": (Color(0xA8, 0x33, 0x17), Color(0xDE, 0xD7, 0xC5)),
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"Linebeck": (Color(0x03, 0x26, 0x60), Color(0xEF, 0xFF, 0xFF)),
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"Loftwing": (Color(0xD6, 0x2E, 0x31), Color(0xFD, 0xE6, 0xCC)),
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"Midna": (Color(0x19, 0x24, 0x26), Color(0xD2, 0x83, 0x30)),
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"Phantom Zelda": (Color(0x97, 0x7A, 0x6C), Color(0x6F, 0x46, 0x67)),
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}
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sword_trail_colors = {
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"Rainbow": Color(0x00, 0x00, 0x00),
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"White": Color(0xFF, 0xFF, 0xFF),
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"Red": Color(0xFF, 0x00, 0x00),
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"Green": Color(0x00, 0xFF, 0x00),
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"Blue": Color(0x00, 0x00, 0xFF),
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"Cyan": Color(0x00, 0xFF, 0xFF),
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"Magenta": Color(0xFF, 0x00, 0xFF),
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"Orange": Color(0xFF, 0xA5, 0x00),
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"Gold": Color(0xFF, 0xD7, 0x00),
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"Purple": Color(0x80, 0x00, 0x80),
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"Pink": Color(0xFF, 0x69, 0xB4),
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}
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bombchu_trail_colors = {
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"Rainbow": Color(0x00, 0x00, 0x00),
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"Red": Color(0xFA, 0x00, 0x00),
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"Green": Color(0x00, 0xFF, 0x00),
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"Blue": Color(0x00, 0x00, 0xFF),
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"Cyan": Color(0x00, 0xFF, 0xFF),
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"Magenta": Color(0xFF, 0x00, 0xFF),
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"Orange": Color(0xFF, 0xA5, 0x00),
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"Gold": Color(0xFF, 0xD7, 0x00),
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"Purple": Color(0x80, 0x00, 0x80),
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"Pink": Color(0xFF, 0x69, 0xB4),
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}
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boomerang_trail_colors = {
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"Rainbow": Color(0x00, 0x00, 0x00),
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"Yellow": Color(0xFF, 0xFF, 0x64),
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"Red": Color(0xFF, 0x00, 0x00),
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"Green": Color(0x00, 0xFF, 0x00),
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"Blue": Color(0x00, 0x00, 0xFF),
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"Cyan": Color(0x00, 0xFF, 0xFF),
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"Magenta": Color(0xFF, 0x00, 0xFF),
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"Orange": Color(0xFF, 0xA5, 0x00),
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"Gold": Color(0xFF, 0xD7, 0x00),
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"Purple": Color(0x80, 0x00, 0x80),
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"Pink": Color(0xFF, 0x69, 0xB4),
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}
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gauntlet_colors = {
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"Silver": Color(0xFF, 0xFF, 0xFF),
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"Gold": Color(0xFE, 0xCF, 0x0F),
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"Black": Color(0x00, 0x00, 0x06),
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"Green": Color(0x02, 0x59, 0x18),
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"Blue": Color(0x06, 0x02, 0x5A),
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"Bronze": Color(0x60, 0x06, 0x02),
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"Red": Color(0xFF, 0x00, 0x00),
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"Sky Blue": Color(0x02, 0x5D, 0xB0),
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"Pink": Color(0xFA, 0x6A, 0x90),
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"Magenta": Color(0xFF, 0x00, 0xFF),
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"Orange": Color(0xDA, 0x38, 0x00),
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"Lime": Color(0x5B, 0xA8, 0x06),
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"Purple": Color(0x80, 0x00, 0x80),
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}
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shield_frame_colors = {
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"Red": Color(0xD7, 0x00, 0x00),
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"Green": Color(0x00, 0xFF, 0x00),
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"Blue": Color(0x00, 0x40, 0xD8),
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"Yellow": Color(0xFF, 0xFF, 0x64),
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"Cyan": Color(0x00, 0xFF, 0xFF),
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"Magenta": Color(0xFF, 0x00, 0xFF),
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"Orange": Color(0xFF, 0xA5, 0x00),
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"Gold": Color(0xFF, 0xD7, 0x00),
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"Purple": Color(0x80, 0x00, 0x80),
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"Pink": Color(0xFF, 0x69, 0xB4),
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}
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heart_colors = {
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"Red": Color(0xFF, 0x46, 0x32),
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"Green": Color(0x46, 0xC8, 0x32),
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"Blue": Color(0x32, 0x46, 0xFF),
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"Yellow": Color(0xFF, 0xE0, 0x00),
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}
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magic_colors = {
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"Green": Color(0x00, 0xC8, 0x00),
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"Red": Color(0xC8, 0x00, 0x00),
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"Blue": Color(0x00, 0x30, 0xFF),
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"Purple": Color(0xB0, 0x00, 0xFF),
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"Pink": Color(0xFF, 0x00, 0xC8),
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"Yellow": Color(0xFF, 0xFF, 0x00),
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"White": Color(0xFF, 0xFF, 0xFF),
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}
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# A Button Text Cursor Shop Cursor Save/Death Cursor
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# Pause Menu A Cursor Pause Menu A Icon A Note
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a_button_colors = {
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"N64 Blue": (Color(0x5A, 0x5A, 0xFF), Color(0x00, 0x50, 0xC8), Color(0x00, 0x50, 0xFF), Color(0x64, 0x64, 0xFF),
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Color(0x00, 0x32, 0xFF), Color(0x00, 0x64, 0xFF), Color(0x50, 0x96, 0xFF)),
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"N64 Green": (Color(0x00, 0x96, 0x00), Color(0x00, 0x96, 0x00), Color(0x00, 0x96, 0x00), Color(0x64, 0x96, 0x64),
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Color(0x00, 0x96, 0x00), Color(0x00, 0x96, 0x00), Color(0x00, 0x96, 0x00)),
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"N64 Red": (Color(0xC8, 0x00, 0x00), Color(0xC8, 0x00, 0x00), Color(0xC8, 0x00, 0x00), Color(0xC8, 0x64, 0x64),
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Color(0xC8, 0x00, 0x00), Color(0xC8, 0x00, 0x00), Color(0xC8, 0x00, 0x00)),
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"GameCube Green": (Color(0x00, 0xC8, 0x32), Color(0x00, 0xC8, 0x50), Color(0x00, 0xFF, 0x50), Color(0x64, 0xFF, 0x64),
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Color(0x00, 0xFF, 0x32), Color(0x00, 0xFF, 0x64), Color(0x50, 0xFF, 0x96)),
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"GameCube Red": (Color(0xFF, 0x1E, 0x1E), Color(0xC8, 0x00, 0x00), Color(0xFF, 0x00, 0x50), Color(0xFF, 0x64, 0x64),
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Color(0xFF, 0x1E, 0x1E), Color(0xFF, 0x1E, 0x1E), Color(0xFF, 0x1E, 0x1E)),
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"GameCube Grey": (Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78),
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Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78)),
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"Yellow": (Color(0xFF, 0xA0, 0x00), Color(0xFF, 0xA0, 0x00), Color(0xFF, 0xA0, 0x00), Color(0xFF, 0xA0, 0x00),
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Color(0xFF, 0xFF, 0x00), Color(0xFF, 0x96, 0x00), Color(0xFF, 0xFF, 0x32)),
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"Black": (Color(0x10, 0x10, 0x10), Color(0x00, 0x00, 0x00), Color(0x00, 0x00, 0x00), Color(0x10, 0x10, 0x10),
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Color(0x00, 0x00, 0x00), Color(0x18, 0x18, 0x18), Color(0x18, 0x18, 0x18)),
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"White": (Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF),
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Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF)),
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"Magenta": (Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF),
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Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF)),
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"Ruby": (Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00),
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Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00)),
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"Sapphire": (Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF),
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Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF)),
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"Lime": (Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00),
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Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00)),
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"Cyan": (Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF),
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Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF)),
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"Purple": (Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80),
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Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80)),
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"Orange": (Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00),
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Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00)),
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}
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# B Button
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b_button_colors = {
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"N64 Blue": Color(0x5A, 0x5A, 0xFF),
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"N64 Green": Color(0x00, 0x96, 0x00),
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"N64 Red": Color(0xC8, 0x00, 0x00),
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"GameCube Green": Color(0x00, 0xC8, 0x32),
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"GameCube Red": Color(0xFF, 0x1E, 0x1E),
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"GameCube Grey": Color(0x78, 0x78, 0x78),
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"Yellow": Color(0xFF, 0xA0, 0x00),
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"Black": Color(0x10, 0x10, 0x10),
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"White": Color(0xFF, 0xFF, 0xFF),
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"Magenta": Color(0xFF, 0x00, 0xFF),
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"Ruby": Color(0xFF, 0x00, 0x00),
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"Sapphire": Color(0x00, 0x00, 0xFF),
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"Lime": Color(0x00, 0xFF, 0x00),
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"Cyan": Color(0x00, 0xFF, 0xFF),
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"Purple": Color(0x80, 0x00, 0x80),
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"Orange": Color(0xFF, 0x80, 0x00),
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}
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# C Button Pause Menu C Cursor Pause Menu C Icon C Note
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c_button_colors = {
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"N64 Blue": (Color(0x5A, 0x5A, 0xFF), Color(0x00, 0x32, 0xFF), Color(0x00, 0x64, 0xFF), Color(0x50, 0x96, 0xFF)),
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"N64 Green": (Color(0x00, 0x96, 0x00), Color(0x00, 0x96, 0x00), Color(0x00, 0x96, 0x00), Color(0x00, 0x96, 0x00)),
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"N64 Red": (Color(0xC8, 0x00, 0x00), Color(0xC8, 0x00, 0x00), Color(0xC8, 0x00, 0x00), Color(0xC8, 0x00, 0x00)),
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|
"GameCube Green": (Color(0x00, 0xC8, 0x32), Color(0x00, 0xFF, 0x32), Color(0x00, 0xFF, 0x64), Color(0x50, 0xFF, 0x96)),
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|
"GameCube Red": (Color(0xFF, 0x1E, 0x1E), Color(0xFF, 0x1E, 0x1E), Color(0xFF, 0x1E, 0x1E), Color(0xFF, 0x1E, 0x1E)),
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|
"GameCube Grey": (Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78)),
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|
"Yellow": (Color(0xFF, 0xA0, 0x00), Color(0xFF, 0xFF, 0x00), Color(0xFF, 0x96, 0x00), Color(0xFF, 0xFF, 0x32)),
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|
"Black": (Color(0x10, 0x10, 0x10), Color(0x00, 0x00, 0x00), Color(0x18, 0x18, 0x18), Color(0x18, 0x18, 0x18)),
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|
"White": (Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF)),
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|
"Magenta": (Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF)),
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|
"Ruby": (Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00)),
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|
"Sapphire": (Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF)),
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|
"Lime": (Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00)),
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|
"Cyan": (Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF)),
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|
"Purple": (Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80)),
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|
"Orange": (Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00)),
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|
}
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|
|
|
# Start Button
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|
start_button_colors = {
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|
"N64 Blue": Color(0x5A, 0x5A, 0xFF),
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|
"N64 Green": Color(0x00, 0x96, 0x00),
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|
"N64 Red": Color(0xC8, 0x00, 0x00),
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|
"GameCube Green": Color(0x00, 0xC8, 0x32),
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|
"GameCube Red": Color(0xFF, 0x1E, 0x1E),
|
|
"GameCube Grey": Color(0x78, 0x78, 0x78),
|
|
"Yellow": Color(0xFF, 0xA0, 0x00),
|
|
"Black": Color(0x10, 0x10, 0x10),
|
|
"White": Color(0xFF, 0xFF, 0xFF),
|
|
"Magenta": Color(0xFF, 0x00, 0xFF),
|
|
"Ruby": Color(0xFF, 0x00, 0x00),
|
|
"Sapphire": Color(0x00, 0x00, 0xFF),
|
|
"Lime": Color(0x00, 0xFF, 0x00),
|
|
"Cyan": Color(0x00, 0xFF, 0xFF),
|
|
"Purple": Color(0x80, 0x00, 0x80),
|
|
"Orange": Color(0xFF, 0x80, 0x00),
|
|
}
|
|
|
|
meta_color_choices = ["Random Choice", "Completely Random"] #, "Custom Color"]
|
|
|
|
|
|
def get_tunic_colors():
|
|
return list(tunic_colors.keys())
|
|
|
|
|
|
def get_tunic_color_options():
|
|
return meta_color_choices + get_tunic_colors()
|
|
|
|
|
|
def get_navi_colors():
|
|
return list(NaviColors.keys())
|
|
|
|
|
|
def get_navi_color_options(outer=False):
|
|
if outer:
|
|
return ["[Same as Inner]"] + meta_color_choices + get_navi_colors()
|
|
else:
|
|
return meta_color_choices + get_navi_colors()
|
|
|
|
|
|
def get_sword_trail_colors():
|
|
return list(sword_trail_colors.keys())
|
|
|
|
|
|
def get_sword_trail_color_options(outer=False):
|
|
if outer:
|
|
return ["[Same as Inner]"] + meta_color_choices + get_sword_trail_colors()
|
|
else:
|
|
return meta_color_choices + get_sword_trail_colors()
|
|
|
|
|
|
def get_bombchu_trail_colors():
|
|
return list(bombchu_trail_colors.keys())
|
|
|
|
|
|
def get_bombchu_trail_color_options(outer=False):
|
|
if outer:
|
|
return ["[Same as Inner]"] + meta_color_choices + get_bombchu_trail_colors()
|
|
else:
|
|
return meta_color_choices + get_bombchu_trail_colors()
|
|
|
|
|
|
def get_boomerang_trail_colors():
|
|
return list(boomerang_trail_colors.keys())
|
|
|
|
|
|
def get_boomerang_trail_color_options(outer=False):
|
|
if outer:
|
|
return ["[Same as Inner]"] + meta_color_choices + get_boomerang_trail_colors()
|
|
else:
|
|
return meta_color_choices + get_boomerang_trail_colors()
|
|
|
|
|
|
def get_gauntlet_colors():
|
|
return list(gauntlet_colors.keys())
|
|
|
|
|
|
def get_gauntlet_color_options():
|
|
return meta_color_choices + get_gauntlet_colors()
|
|
|
|
|
|
def get_shield_frame_colors():
|
|
return list(shield_frame_colors.keys())
|
|
|
|
|
|
def get_shield_frame_color_options():
|
|
return meta_color_choices + get_shield_frame_colors()
|
|
|
|
|
|
def get_heart_colors():
|
|
return list(heart_colors.keys())
|
|
|
|
|
|
def get_heart_color_options():
|
|
return meta_color_choices + get_heart_colors()
|
|
|
|
|
|
def get_magic_colors():
|
|
return list(magic_colors.keys())
|
|
|
|
|
|
def get_magic_color_options():
|
|
return meta_color_choices + get_magic_colors()
|
|
|
|
|
|
def get_a_button_colors():
|
|
return list(a_button_colors.keys())
|
|
|
|
|
|
def get_a_button_color_options():
|
|
return meta_color_choices + get_a_button_colors()
|
|
|
|
|
|
def get_b_button_colors():
|
|
return list(b_button_colors.keys())
|
|
|
|
|
|
def get_b_button_color_options():
|
|
return meta_color_choices + get_b_button_colors()
|
|
|
|
|
|
def get_c_button_colors():
|
|
return list(c_button_colors.keys())
|
|
|
|
|
|
def get_c_button_color_options():
|
|
return meta_color_choices + get_c_button_colors()
|
|
|
|
|
|
def get_start_button_colors():
|
|
return list(start_button_colors.keys())
|
|
|
|
|
|
def get_start_button_color_options():
|
|
return meta_color_choices + get_start_button_colors()
|
|
|
|
|
|
def contrast_ratio(color1, color2):
|
|
# Based on accessibility standards (WCAG 2.0)
|
|
lum1 = relative_luminance(color1)
|
|
lum2 = relative_luminance(color2)
|
|
return (max(lum1, lum2) + 0.05) / (min(lum1, lum2) + 0.05)
|
|
|
|
|
|
def relative_luminance(color):
|
|
color_ratios = list(map(lum_color_ratio, color))
|
|
return color_ratios[0] * 0.299 + color_ratios[1] * 0.587 + color_ratios[2] * 0.114
|
|
|
|
|
|
def lum_color_ratio(val):
|
|
val /= 255
|
|
if val <= 0.03928:
|
|
return val / 12.92
|
|
else:
|
|
return pow((val + 0.055) / 1.055, 2.4)
|
|
|
|
|
|
def generate_random_color():
|
|
return [random.getrandbits(8), random.getrandbits(8), random.getrandbits(8)]
|
|
|
|
|
|
def hex_to_color(option):
|
|
# build color from hex code
|
|
option = option[1:] if option[0] == "#" else option
|
|
if not re.search(r'^(?:[0-9a-fA-F]{3}){1,2}$', option):
|
|
raise Exception(f"Invalid color value provided: {option}")
|
|
if len(option) > 3:
|
|
return list(int(option[i:i + 2], 16) for i in (0, 2, 4))
|
|
else:
|
|
return list(int(f'{option[i]}{option[i]}', 16) for i in (0, 1, 2))
|
|
|
|
|
|
def color_to_hex(color):
|
|
return '#' + ''.join(['{:02X}'.format(c) for c in color])
|