Files
dockipelago/worlds/oot/Colors.py
espeon65536 51c38fc628 Ocarina of Time (#64)
* 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
2021-09-02 14:35:05 +02:00

404 lines
18 KiB
Python

from collections import namedtuple
import random
import re
Color = namedtuple('Color', ' R G B')
tunic_colors = {
"Kokiri Green": Color(0x1E, 0x69, 0x1B),
"Goron Red": Color(0x64, 0x14, 0x00),
"Zora Blue": Color(0x00, 0x3C, 0x64),
"Black": Color(0x30, 0x30, 0x30),
"White": Color(0xF0, 0xF0, 0xFF),
"Azure Blue": Color(0x13, 0x9E, 0xD8),
"Vivid Cyan": Color(0x13, 0xE9, 0xD8),
"Light Red": Color(0xF8, 0x7C, 0x6D),
"Fuchsia": Color(0xFF, 0x00, 0xFF),
"Purple": Color(0x95, 0x30, 0x80),
"Majora Purple": Color(0x40, 0x00, 0x40),
"Twitch Purple": Color(0x64, 0x41, 0xA5),
"Purple Heart": Color(0x8A, 0x2B, 0xE2),
"Persian Rose": Color(0xFF, 0x14, 0x93),
"Dirty Yellow": Color(0xE0, 0xD8, 0x60),
"Blush Pink": Color(0xF8, 0x6C, 0xF8),
"Hot Pink": Color(0xFF, 0x69, 0xB4),
"Rose Pink": Color(0xFF, 0x90, 0xB3),
"Orange": Color(0xE0, 0x79, 0x40),
"Gray": Color(0xA0, 0xA0, 0xB0),
"Gold": Color(0xD8, 0xB0, 0x60),
"Silver": Color(0xD0, 0xF0, 0xFF),
"Beige": Color(0xC0, 0xA0, 0xA0),
"Teal": Color(0x30, 0xD0, 0xB0),
"Blood Red": Color(0x83, 0x03, 0x03),
"Blood Orange": Color(0xFE, 0x4B, 0x03),
"Royal Blue": Color(0x40, 0x00, 0x90),
"Sonic Blue": Color(0x50, 0x90, 0xE0),
"NES Green": Color(0x00, 0xD0, 0x00),
"Dark Green": Color(0x00, 0x25, 0x18),
"Lumen": Color(0x50, 0x8C, 0xF0),
}
NaviColors = { # Inner Core Color Outer Glow Color
"Rainbow": (Color(0x00, 0x00, 0x00), Color(0x00, 0x00, 0x00)),
"Gold": (Color(0xFE, 0xCC, 0x3C), Color(0xFE, 0xC0, 0x07)),
"White": (Color(0xFF, 0xFF, 0xFF), Color(0x00, 0x00, 0xFF)),
"Green": (Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00)),
"Light Blue": (Color(0x96, 0x96, 0xFF), Color(0x96, 0x96, 0xFF)),
"Yellow": (Color(0xFF, 0xFF, 0x00), Color(0xC8, 0x9B, 0x00)),
"Red": (Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00)),
"Magenta": (Color(0xFF, 0x00, 0xFF), Color(0xC8, 0x00, 0x9B)),
"Black": (Color(0x00, 0x00, 0x00), Color(0x00, 0x00, 0x00)),
"Tatl": (Color(0xFF, 0xFF, 0xFF), Color(0xC8, 0x98, 0x00)),
"Tael": (Color(0x49, 0x14, 0x6C), Color(0xFF, 0x00, 0x00)),
"Fi": (Color(0x2C, 0x9E, 0xC4), Color(0x2C, 0x19, 0x83)),
"Ciela": (Color(0xE6, 0xDE, 0x83), Color(0xC6, 0xBE, 0x5B)),
"Epona": (Color(0xD1, 0x49, 0x02), Color(0x55, 0x1F, 0x08)),
"Ezlo": (Color(0x62, 0x9C, 0x5F), Color(0x3F, 0x5D, 0x37)),
"King of Red Lions": (Color(0xA8, 0x33, 0x17), Color(0xDE, 0xD7, 0xC5)),
"Linebeck": (Color(0x03, 0x26, 0x60), Color(0xEF, 0xFF, 0xFF)),
"Loftwing": (Color(0xD6, 0x2E, 0x31), Color(0xFD, 0xE6, 0xCC)),
"Midna": (Color(0x19, 0x24, 0x26), Color(0xD2, 0x83, 0x30)),
"Phantom Zelda": (Color(0x97, 0x7A, 0x6C), Color(0x6F, 0x46, 0x67)),
}
sword_trail_colors = {
"Rainbow": Color(0x00, 0x00, 0x00),
"White": Color(0xFF, 0xFF, 0xFF),
"Red": Color(0xFF, 0x00, 0x00),
"Green": Color(0x00, 0xFF, 0x00),
"Blue": Color(0x00, 0x00, 0xFF),
"Cyan": Color(0x00, 0xFF, 0xFF),
"Magenta": Color(0xFF, 0x00, 0xFF),
"Orange": Color(0xFF, 0xA5, 0x00),
"Gold": Color(0xFF, 0xD7, 0x00),
"Purple": Color(0x80, 0x00, 0x80),
"Pink": Color(0xFF, 0x69, 0xB4),
}
bombchu_trail_colors = {
"Rainbow": Color(0x00, 0x00, 0x00),
"Red": Color(0xFA, 0x00, 0x00),
"Green": Color(0x00, 0xFF, 0x00),
"Blue": Color(0x00, 0x00, 0xFF),
"Cyan": Color(0x00, 0xFF, 0xFF),
"Magenta": Color(0xFF, 0x00, 0xFF),
"Orange": Color(0xFF, 0xA5, 0x00),
"Gold": Color(0xFF, 0xD7, 0x00),
"Purple": Color(0x80, 0x00, 0x80),
"Pink": Color(0xFF, 0x69, 0xB4),
}
boomerang_trail_colors = {
"Rainbow": Color(0x00, 0x00, 0x00),
"Yellow": Color(0xFF, 0xFF, 0x64),
"Red": Color(0xFF, 0x00, 0x00),
"Green": Color(0x00, 0xFF, 0x00),
"Blue": Color(0x00, 0x00, 0xFF),
"Cyan": Color(0x00, 0xFF, 0xFF),
"Magenta": Color(0xFF, 0x00, 0xFF),
"Orange": Color(0xFF, 0xA5, 0x00),
"Gold": Color(0xFF, 0xD7, 0x00),
"Purple": Color(0x80, 0x00, 0x80),
"Pink": Color(0xFF, 0x69, 0xB4),
}
gauntlet_colors = {
"Silver": Color(0xFF, 0xFF, 0xFF),
"Gold": Color(0xFE, 0xCF, 0x0F),
"Black": Color(0x00, 0x00, 0x06),
"Green": Color(0x02, 0x59, 0x18),
"Blue": Color(0x06, 0x02, 0x5A),
"Bronze": Color(0x60, 0x06, 0x02),
"Red": Color(0xFF, 0x00, 0x00),
"Sky Blue": Color(0x02, 0x5D, 0xB0),
"Pink": Color(0xFA, 0x6A, 0x90),
"Magenta": Color(0xFF, 0x00, 0xFF),
"Orange": Color(0xDA, 0x38, 0x00),
"Lime": Color(0x5B, 0xA8, 0x06),
"Purple": Color(0x80, 0x00, 0x80),
}
shield_frame_colors = {
"Red": Color(0xD7, 0x00, 0x00),
"Green": Color(0x00, 0xFF, 0x00),
"Blue": Color(0x00, 0x40, 0xD8),
"Yellow": Color(0xFF, 0xFF, 0x64),
"Cyan": Color(0x00, 0xFF, 0xFF),
"Magenta": Color(0xFF, 0x00, 0xFF),
"Orange": Color(0xFF, 0xA5, 0x00),
"Gold": Color(0xFF, 0xD7, 0x00),
"Purple": Color(0x80, 0x00, 0x80),
"Pink": Color(0xFF, 0x69, 0xB4),
}
heart_colors = {
"Red": Color(0xFF, 0x46, 0x32),
"Green": Color(0x46, 0xC8, 0x32),
"Blue": Color(0x32, 0x46, 0xFF),
"Yellow": Color(0xFF, 0xE0, 0x00),
}
magic_colors = {
"Green": Color(0x00, 0xC8, 0x00),
"Red": Color(0xC8, 0x00, 0x00),
"Blue": Color(0x00, 0x30, 0xFF),
"Purple": Color(0xB0, 0x00, 0xFF),
"Pink": Color(0xFF, 0x00, 0xC8),
"Yellow": Color(0xFF, 0xFF, 0x00),
"White": Color(0xFF, 0xFF, 0xFF),
}
# A Button Text Cursor Shop Cursor Save/Death Cursor
# Pause Menu A Cursor Pause Menu A Icon A Note
a_button_colors = {
"N64 Blue": (Color(0x5A, 0x5A, 0xFF), Color(0x00, 0x50, 0xC8), Color(0x00, 0x50, 0xFF), Color(0x64, 0x64, 0xFF),
Color(0x00, 0x32, 0xFF), Color(0x00, 0x64, 0xFF), Color(0x50, 0x96, 0xFF)),
"N64 Green": (Color(0x00, 0x96, 0x00), Color(0x00, 0x96, 0x00), Color(0x00, 0x96, 0x00), Color(0x64, 0x96, 0x64),
Color(0x00, 0x96, 0x00), Color(0x00, 0x96, 0x00), Color(0x00, 0x96, 0x00)),
"N64 Red": (Color(0xC8, 0x00, 0x00), Color(0xC8, 0x00, 0x00), Color(0xC8, 0x00, 0x00), Color(0xC8, 0x64, 0x64),
Color(0xC8, 0x00, 0x00), Color(0xC8, 0x00, 0x00), Color(0xC8, 0x00, 0x00)),
"GameCube Green": (Color(0x00, 0xC8, 0x32), Color(0x00, 0xC8, 0x50), Color(0x00, 0xFF, 0x50), Color(0x64, 0xFF, 0x64),
Color(0x00, 0xFF, 0x32), Color(0x00, 0xFF, 0x64), Color(0x50, 0xFF, 0x96)),
"GameCube Red": (Color(0xFF, 0x1E, 0x1E), Color(0xC8, 0x00, 0x00), Color(0xFF, 0x00, 0x50), Color(0xFF, 0x64, 0x64),
Color(0xFF, 0x1E, 0x1E), Color(0xFF, 0x1E, 0x1E), Color(0xFF, 0x1E, 0x1E)),
"GameCube Grey": (Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78),
Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78)),
"Yellow": (Color(0xFF, 0xA0, 0x00), Color(0xFF, 0xA0, 0x00), Color(0xFF, 0xA0, 0x00), Color(0xFF, 0xA0, 0x00),
Color(0xFF, 0xFF, 0x00), Color(0xFF, 0x96, 0x00), Color(0xFF, 0xFF, 0x32)),
"Black": (Color(0x10, 0x10, 0x10), Color(0x00, 0x00, 0x00), Color(0x00, 0x00, 0x00), Color(0x10, 0x10, 0x10),
Color(0x00, 0x00, 0x00), Color(0x18, 0x18, 0x18), Color(0x18, 0x18, 0x18)),
"White": (Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF),
Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF)),
"Magenta": (Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF),
Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF)),
"Ruby": (Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00),
Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00)),
"Sapphire": (Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF),
Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF)),
"Lime": (Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00),
Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00)),
"Cyan": (Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF),
Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF)),
"Purple": (Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80),
Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80)),
"Orange": (Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00),
Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00)),
}
# B Button
b_button_colors = {
"N64 Blue": Color(0x5A, 0x5A, 0xFF),
"N64 Green": Color(0x00, 0x96, 0x00),
"N64 Red": Color(0xC8, 0x00, 0x00),
"GameCube Green": Color(0x00, 0xC8, 0x32),
"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),
}
# C Button Pause Menu C Cursor Pause Menu C Icon C Note
c_button_colors = {
"N64 Blue": (Color(0x5A, 0x5A, 0xFF), Color(0x00, 0x32, 0xFF), Color(0x00, 0x64, 0xFF), Color(0x50, 0x96, 0xFF)),
"N64 Green": (Color(0x00, 0x96, 0x00), Color(0x00, 0x96, 0x00), Color(0x00, 0x96, 0x00), Color(0x00, 0x96, 0x00)),
"N64 Red": (Color(0xC8, 0x00, 0x00), Color(0xC8, 0x00, 0x00), Color(0xC8, 0x00, 0x00), Color(0xC8, 0x00, 0x00)),
"GameCube Green": (Color(0x00, 0xC8, 0x32), Color(0x00, 0xFF, 0x32), Color(0x00, 0xFF, 0x64), Color(0x50, 0xFF, 0x96)),
"GameCube Red": (Color(0xFF, 0x1E, 0x1E), Color(0xFF, 0x1E, 0x1E), Color(0xFF, 0x1E, 0x1E), Color(0xFF, 0x1E, 0x1E)),
"GameCube Grey": (Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78), Color(0x78, 0x78, 0x78)),
"Yellow": (Color(0xFF, 0xA0, 0x00), Color(0xFF, 0xFF, 0x00), Color(0xFF, 0x96, 0x00), Color(0xFF, 0xFF, 0x32)),
"Black": (Color(0x10, 0x10, 0x10), Color(0x00, 0x00, 0x00), Color(0x18, 0x18, 0x18), Color(0x18, 0x18, 0x18)),
"White": (Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF), Color(0xFF, 0xFF, 0xFF)),
"Magenta": (Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF), Color(0xFF, 0x00, 0xFF)),
"Ruby": (Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00), Color(0xFF, 0x00, 0x00)),
"Sapphire": (Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF), Color(0x00, 0x00, 0xFF)),
"Lime": (Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00), Color(0x00, 0xFF, 0x00)),
"Cyan": (Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF), Color(0x00, 0xFF, 0xFF)),
"Purple": (Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80), Color(0x80, 0x00, 0x80)),
"Orange": (Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00), Color(0xFF, 0x80, 0x00)),
}
# Start Button
start_button_colors = {
"N64 Blue": Color(0x5A, 0x5A, 0xFF),
"N64 Green": Color(0x00, 0x96, 0x00),
"N64 Red": Color(0xC8, 0x00, 0x00),
"GameCube Green": Color(0x00, 0xC8, 0x32),
"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])