Decode LAINIT terrain definitions
This commit is contained in:
@@ -660,10 +660,17 @@ MAP_STAGE_MIN_Y = 0xECCAD
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MAP_STAGE_MAX_Y = 0xED095
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TERRAIN_NAME_BASE = 0x26B5
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TERRAIN_EFFECT_DESCRIPTION_BASE = 0x26D3
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TERRAIN_TEXTURE_SLOT_BASE = 0xE6AA4
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TERRAIN_AREA_FILL_BASE = 0xE6AC2
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TERRAIN_LAYOUT_CLASS_BASE = 0xE6AE0
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TERRAIN_COMBAT_STAT_BASE = 0xE6AFE
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TERRAIN_COMBAT_STAT_STRIDE = 10
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TERRAIN_REQUIRED_SKILL_BASE = 0xE6C2A
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MAP_TEXTURE_DEFAULT_ASSET_BASE = 0xE6C48
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MAP_TEXTURE_SLOT_COUNT = 20
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TERRAIN_DEFINITION_SPAN = 30
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TERRAIN_SHIPPED_ID_MAX = 19
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def resolve(name: str) -> Path:
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@@ -3312,32 +3319,95 @@ def extract_footer(scr):
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return records, {}
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def _terrain_definitions(max_terrain_id: int) -> list[dict]:
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"""Decode the LAINIT fields consumed by MPINIT's terrain ids."""
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terrain_scr = sys4load.load(resolve("LAINIT"))
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def extract_terrain_definitions(scr):
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"""Extract LAINIT's terrain definitions and shared texture-slot assets."""
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names: dict[int, str] = {}
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arrays = {
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effect_descriptions: dict[int, str] = {}
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parallel_arrays = {
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"texture_slot_index": (TERRAIN_TEXTURE_SLOT_BASE, {}),
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"area_fill_flag": (TERRAIN_AREA_FILL_BASE, {}),
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"layout_class": (TERRAIN_LAYOUT_CLASS_BASE, {}),
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"required_skill_id": (TERRAIN_REQUIRED_SKILL_BASE, {}),
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}
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for ins in terrain_scr.instructions:
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combat_stat_cells: dict[tuple[int, int], int] = {}
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texture_default_assets: dict[int, int] = {}
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classified_offsets = set()
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string_write_count = 0
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static_write_count = 0
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for ins in scr.instructions:
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if (
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ins.opcode == SET_STRING
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and len(ins.args) >= 2
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and ins.args[0][0] == T_GLOBAL_STRING
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):
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terrain_id = ins.args[0][1] - TERRAIN_NAME_BASE
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destination = ins.args[0][1]
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value = scr.strings[ins.args[1][1]][0]
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terrain_id = destination - TERRAIN_NAME_BASE
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if 0 <= terrain_id < TERRAIN_DEFINITION_SPAN:
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names[terrain_id] = terrain_scr.strings[ins.args[1][1]][0]
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_store_unique(names, terrain_id, value, terrain_id)
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else:
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terrain_id = destination - TERRAIN_EFFECT_DESCRIPTION_BASE
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if not 0 <= terrain_id < TERRAIN_DEFINITION_SPAN:
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raise ValueError(
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f"{scr.path.name}: unclassified terrain string write "
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f"0x{destination:x} at 0x{ins.offset:x}"
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)
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_store_unique(
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effect_descriptions, terrain_id, value, terrain_id
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)
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classified_offsets.add(ins.offset)
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string_write_count += 1
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continue
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write = _static_global_write(ins)
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if write is None:
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continue
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static_write_count += 1
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destination, value = write
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for _, (base, cells) in arrays.items():
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if not isinstance(value, int):
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raise ValueError(
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f"{scr.path.name}: non-static terrain value "
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f"at 0x{ins.offset:x}"
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)
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classified = False
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for _, (base, cells) in parallel_arrays.items():
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terrain_id = destination - base
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if 0 <= terrain_id < TERRAIN_DEFINITION_SPAN:
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cells[terrain_id] = value
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_store_unique(cells, terrain_id, value, terrain_id)
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classified = True
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break
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if not classified:
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index = destination - TERRAIN_COMBAT_STAT_BASE
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if 0 <= index < (
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TERRAIN_DEFINITION_SPAN * TERRAIN_COMBAT_STAT_STRIDE
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):
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terrain_id, column = divmod(
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index, TERRAIN_COMBAT_STAT_STRIDE
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)
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_store_unique(
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combat_stat_cells,
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(terrain_id, column),
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value,
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terrain_id,
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)
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classified = True
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if not classified:
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texture_slot = destination - MAP_TEXTURE_DEFAULT_ASSET_BASE
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if 0 <= texture_slot < MAP_TEXTURE_SLOT_COUNT:
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_store_unique(
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texture_default_assets,
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texture_slot,
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value,
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texture_slot,
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)
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classified = True
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if not classified:
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raise ValueError(
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f"{scr.path.name}: unclassified terrain write "
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f"0x{destination:x} at 0x{ins.offset:x}"
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)
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classified_offsets.add(ins.offset)
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layout_class_names = {
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0: "blocked_or_boundary",
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@@ -3345,22 +3415,219 @@ def _terrain_definitions(max_terrain_id: int) -> list[dict]:
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2: "passage",
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3: "hidden",
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}
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stat_columns = (
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"accuracy",
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"evasion",
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"physical_attack",
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"physical_defense",
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"magic_attack",
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"magic_defense",
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"speed",
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"luck",
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"critical_chance",
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"capture_power",
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)
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skill_records, _ = extract_name(sys4load.load(resolve("SKINIT")))
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skill_names = {record["id"]: record["name"] for record in skill_records}
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asset_names = callscript_names()
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name_key = f"0x{TERRAIN_NAME_BASE:x}"
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effect_key = f"0x{TERRAIN_EFFECT_DESCRIPTION_BASE:x}"
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texture_key = f"0x{TERRAIN_TEXTURE_SLOT_BASE:x}"
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fill_key = f"0x{TERRAIN_AREA_FILL_BASE:x}"
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layout_key = f"0x{TERRAIN_LAYOUT_CLASS_BASE:x}"
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stat_key = f"0x{TERRAIN_COMBAT_STAT_BASE:x}"
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skill_key = f"0x{TERRAIN_REQUIRED_SKILL_BASE:x}"
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definitions = []
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for terrain_id in range(max_terrain_id + 1):
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texture_slot = arrays["texture_slot_index"][1].get(terrain_id, 0)
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area_fill = arrays["area_fill_flag"][1].get(terrain_id, 0)
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layout_class = arrays["layout_class"][1].get(terrain_id, 0)
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definitions.append({
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for terrain_id in range(TERRAIN_SHIPPED_ID_MAX + 1):
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texture_slot = parallel_arrays[
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"texture_slot_index"
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][1].get(terrain_id, 0)
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area_fill = parallel_arrays["area_fill_flag"][1].get(terrain_id, 0)
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layout_class = parallel_arrays["layout_class"][1].get(terrain_id, 0)
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required_skill_id = parallel_arrays[
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"required_skill_id"
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][1].get(terrain_id, 0)
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record = {
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"id": terrain_id,
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"name": names.get(terrain_id),
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"effect_description": effect_descriptions.get(terrain_id),
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"texture_slot_index": texture_slot,
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"area_fill_flag": area_fill,
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"layout_class": layout_class,
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"layout_class_name": layout_class_names.get(
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layout_class, "unknown"
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),
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"required_skill_id": required_skill_id,
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"required_skill_name": skill_names.get(required_skill_id),
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"fields": {},
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"string_fields": {},
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"record_fields": {},
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}
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if terrain_id in names:
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record["string_fields"][name_key] = names[terrain_id]
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if terrain_id in effect_descriptions:
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record["string_fields"][effect_key] = (
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effect_descriptions[terrain_id]
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)
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for field_name, key in (
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("texture_slot_index", texture_key),
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("area_fill_flag", fill_key),
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("layout_class", layout_key),
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("required_skill_id", skill_key),
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):
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cells = parallel_arrays[field_name][1]
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if terrain_id in cells:
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record["fields"][key] = cells[terrain_id]
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combat_stat_deltas = {}
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for column, column_name in enumerate(stat_columns):
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cell = (terrain_id, column)
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if cell not in combat_stat_cells:
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continue
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value = combat_stat_cells[cell]
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combat_stat_deltas[column_name] = value
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record["record_fields"][
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f"{stat_key}/{TERRAIN_COMBAT_STAT_STRIDE}/{column}"
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] = value
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record["combat_stat_deltas"] = combat_stat_deltas
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if texture_slot in texture_default_assets:
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default_asset_id = texture_default_assets[texture_slot]
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record["default_texture_asset_id"] = default_asset_id
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record["default_texture_asset_name"] = asset_names.get(
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default_asset_id, ""
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)
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definitions.append(record)
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texture_slots = []
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default_asset_key = f"0x{MAP_TEXTURE_DEFAULT_ASSET_BASE:x}"
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for texture_slot in range(MAP_TEXTURE_SLOT_COUNT):
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asset_id = texture_default_assets.get(texture_slot, 0)
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texture_slots.append({
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"id": texture_slot,
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"default_asset_id": asset_id,
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"default_asset_name": asset_names.get(asset_id, ""),
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"authored": texture_slot in texture_default_assets,
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"raw_field": (
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{default_asset_key: asset_id}
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if texture_slot in texture_default_assets else {}
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),
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})
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return definitions
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exit_offsets = {
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ins.offset
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for ins in scr.instructions
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if sys4load.display_label(ins.opcode) == "exit"
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}
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classified_offsets.update(exit_offsets)
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unclassified = [
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f"0x{ins.offset:x}"
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for ins in scr.instructions
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if ins.offset not in classified_offsets
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]
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if unclassified:
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raise ValueError(
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f"{scr.path.name}: unclassified instructions "
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+ ", ".join(unclassified)
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)
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if len(exit_offsets) != 1:
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raise ValueError(
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f"{scr.path.name}: expected one exit, found {len(exit_offsets)}"
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)
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authored_terrain_ids = sorted(
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set(names)
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| set(effect_descriptions)
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| {
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terrain_id
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for _, cells in parallel_arrays.values()
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for terrain_id in cells
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}
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| {terrain_id for terrain_id, _ in combat_stat_cells}
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)
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return definitions, {
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"schema": "terrain-definitions",
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"reserved_record_span": TERRAIN_DEFINITION_SPAN,
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"shipped_terrain_id_range": [
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0,
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TERRAIN_SHIPPED_ID_MAX,
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],
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"authored_terrain_ids": authored_terrain_ids,
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"implicit_default_terrain_ids": sorted(
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set(range(TERRAIN_SHIPPED_ID_MAX + 1))
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- set(authored_terrain_ids)
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),
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"name_array_base": name_key,
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"effect_description_array_base": effect_key,
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"texture_slot_array_base": texture_key,
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"area_fill_array_base": fill_key,
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"layout_class_array_base": layout_key,
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"combat_stat_table_base": stat_key,
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"required_skill_array_base": skill_key,
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"map_texture_default_asset_array_base": default_asset_key,
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"map_texture_slot_count": MAP_TEXTURE_SLOT_COUNT,
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"texture_slots": texture_slots,
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"array_layouts": {
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stat_key: {"stride": TERRAIN_COMBAT_STAT_STRIDE},
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},
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"schema_field_semantics": {
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name_key: "terrain_type_names",
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effect_key: "terrain_effect_descriptions",
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texture_key: "terrain_texture_slot_indices",
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fill_key: "terrain_area_fill_flags",
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layout_key: "terrain_layout_classes",
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stat_key: "terrain_combat_stat_deltas",
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skill_key: "terrain_required_skill_ids",
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},
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"string_write_count": string_write_count,
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"static_write_count": static_write_count,
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"classified_static_write_count": len(classified_offsets - exit_offsets)
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- string_write_count,
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"combat_stat_cell_count": len(combat_stat_cells),
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"required_skill_count": len(
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parallel_arrays["required_skill_id"][1]
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),
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"default_texture_asset_count": len(texture_default_assets),
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"default_texture_asset_join_count": sum(
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bool(asset_names.get(asset_id))
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for asset_id in texture_default_assets.values()
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),
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"classified_instruction_count": len(classified_offsets),
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"consumer_contract": {
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"DRAWMAP.BIN": (
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"map each terrain id to a texture slot and render it with the "
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"current stage override or the shared per-slot fallback asset"
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),
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"CALCBTPARAM.BIN": (
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"add the selected battle tile's ten-column terrain delta row "
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"to accuracy, evasion, attack, defense, speed, luck, critical, "
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"and capture parameters"
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),
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"MVSEEK.BIN": (
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"reject non-hidden terrain with a required skill unless the "
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"moving unit owns that skill; hidden terrain uses the same "
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"exploration requirement through its dedicated reveal path"
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),
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"FIELD.BIN": (
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"show the terrain name, effect description, and required-skill "
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"name in tile information and enforce the same traversal gates"
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),
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"INFOAF.BIN": (
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"display all terrain combat-stat rows and resolve each "
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"required skill id through SKINIT's skill-name table"
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),
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},
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}
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def _terrain_definitions(max_terrain_id: int) -> list[dict]:
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"""Decode LAINIT terrain rows consumed by MPINIT's terrain ids."""
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terrain_scr = sys4load.load(resolve("LAINIT"))
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definitions, _ = extract_terrain_definitions(terrain_scr)
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return [
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definition
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for definition in definitions
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if definition["id"] <= max_terrain_id
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]
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def _map_stage_definitions() -> list[dict]:
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@@ -3969,6 +4236,11 @@ def write_data_index(data_dir: Path) -> None:
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"clips, twelve slot-to-unit joins, and the matching unit-to-suppression-setting",
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"inverse map used by story, history, field, and battle voice filters.",
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"",
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"LAINIT's dedicated terrain-definition schema exposes all twenty shipped terrain",
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"ids inside the reserved thirty-row table. It preserves the sparse names and",
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"effect descriptions, four parallel topology/rendering arrays, the ten-column",
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"combat-stat matrix, SKINIT traversal-skill joins, and shared texture fallbacks.",
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"",
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"MPINIT's dedicated terrain-atlas schema exposes 1,472 authored rows of a sparse",
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"53-column half-tile grid. It joins STINIT2's doubled tile-bound rectangles to 66",
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"stage definitions, preserves implicit-zero rows and raw footer provenance, and",
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@@ -4059,6 +4331,8 @@ def main() -> int:
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extractor = extract_alchemy_recipes
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elif mode == "numeric" and name == "CVINIT":
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extractor = extract_voice_configuration
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elif mode == "name" and name == "LAINIT":
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extractor = extract_terrain_definitions
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elif mode == "footer" and name == "MPINIT":
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extractor = extract_map_terrain_atlas
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recs, meta = extractor(scr)
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Reference in New Issue
Block a user