123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837 |
- # Metroid (NES) Random Password Generator
- # Author: Noëlle Anthony
- # License: MIT
- # Date: October 2019
- # This uses http://games.technoplaza.net/mpg/password.txt as a basis for its password algorithm
-
- import random, sys
-
- class MetroidState:
- """ Stores the game state
- """
- def __init__(self):
- # Alphabet is 64 characters - 6 bits per character
- self.alphabet = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz?-"
- # The password has different flags for "item available for pickup" and
- # "Samus has the item". I'm keeping them separate, but when the generator
- # selects an item as "picked up", that means Samus has it and it's not available.
- self.itemsCollected = {
- "Maru Mari": False,
- "Bombs": False,
- "Long Beam": False,
- "Ice Beam": False,
- "Wave Beam": False,
- "High Jump Boots": False,
- "Varia": False,
- "Screw Attack": False
- }
- self.samusHas = {
- "Maru Mari": False,
- "Bombs": False,
- "Long Beam": False,
- "Ice Beam": False,
- "Wave Beam": False,
- "High Jump Boots": False,
- "Varia": False,
- "Screw Attack": False
- }
- # Missile tanks are listed in the order in which they appear in the password,
- # NOT in zone order or in any reasonable collection order.
- self.missileTanks = {
- 1: False,
- 2: False,
- 3: False,
- 4: False,
- 5: False,
- 6: False,
- 7: False,
- 8: False,
- 9: False,
- 10: False,
- 11: False,
- 12: False,
- 13: False,
- 14: False,
- 15: False,
- 16: False,
- 17: False,
- 18: False,
- 19: False,
- 20: False,
- 21: False
- }
- # Likewise energy tanks are listed in password order.
- self.energyTanks = {
- 1: False,
- 2: False,
- 3: False,
- 4: False,
- 5: False,
- 6: False,
- 7: False,
- 8: False
- }
- # This may be left-to-right (Samus approaches from the right). I haven't checked.
- self.zebetitesDestroyed = {
- 1: False,
- 2: False,
- 3: False,
- 4: False,
- 5: False
- }
- # I'm not sure why I decided to segregate these by zone, except that that's how
- # truepeacein.space does it.
- self.doors = {
- "Brinstar": {
- 1: False,
- 2: False,
- 3: False,
- 4: False,
- 5: False
- }, "Norfair": {
- 1: False,
- 2: False,
- 3: False,
- 4: False
- }, "Kraid": {
- 1: False,
- 2: False,
- 3: False,
- 4: False,
- 5: False
- }, "Ridley": {
- 1: False,
- 2: False
- }, "Tourian": {
- 1: False,
- 2: False,
- 3: False
- }
- }
- # The next three are self-explanatory.
- self.kraidKilled = False
- self.ridleyKilled = False
- self.motherBrainKilled = False
- # The Kraid and Ridley statues rise when Kraid and Ridley are killed, but
- # their states are stored separately in the password. It's possible to
- # raise them without killing the bosses, granting early access to Tourian.
- self.kraidStatue = False
- self.ridleyStatue = False
- # Is Samus wearing her armor (False) or her swimsuit (True)?
- self.swimsuit = False
- # 0-255. You can have more missiles than 5*collected tanks (in fact, you
- # can only collect 21 tanks - thus 105 missiles - but can have up to 255
- # missiles in your inventory).
- self.missileCount = 0
- # How advanced is the game clock? After 3 hours you don't get the good ending.
- self.gameAge = 0
- # There are five possible start locations: Brinstar, where you start, and
- # at the bottom of the elevator where you enter each subsequent zone.
- self.locations = ["Brinstar", "Norfair", "Kraid's Lair", "Ridley's Lair", "Tourian"]
- self.startLocation = 0
- # Arrays to store the 144 bits that compose the password
- self.bitfield = []
- self.initializeBitfield()
- self.fullbitfield = []
-
- def initializeBitfield(self):
- """ Set the first 128 bits of the bitfield to 0.
- The remaining 16 bits will be set later.
- """
- self.bitfield = []
- for _ in range(128):
- self.bitfield.append(0)
-
- def toggleItem(self, itm):
- """ Mark an item as collected or uncollected.
- """
- if itm in self.itemsCollected.keys():
- self.itemsCollected[itm] = not self.itemsCollected[itm]
- self.samusHas[itm] = not self.samusHas[itm]
- else:
- print("Couldn't find item: {}".format(str(itm)))
-
- def toggleMissileTank(self, num):
- """ Mark a missile tank as collected or uncollected.
- """
- try:
- num = int(num)
- except:
- print("{} is not a number".format(num))
- return
- if num in self.missileTanks.keys():
- self.missileTanks[num] = not self.missileTanks[num]
- else:
- print("Couldn't find missile tank: {}".format(num))
-
- def toggleEnergyTank(self, num):
- """ Mark an energy tank as collected or uncollected.
- """
- try:
- num = int(num)
- except:
- print("{} is not a number".format(num))
- return
- if num in self.energyTanks.keys():
- self.energyTanks[num] = not self.energyTanks[num]
- else:
- print("Couldn't find energy tank: {}".format(num))
-
- def toggleZebetite(self, num):
- """ Mark a Zebetite stem as destroyed or intact.
- """
- try:
- num = int(num)
- except:
- print("{} is not a number".format(num))
- return
- if num in self.zebetitesDestroyed.keys():
- self.zebetitesDestroyed[num] = not self.zebetitesDestroyed[num]
- else:
- print("Couldn't find Zebetite: {}".format(num))
-
- def toggleKraid(self):
- """ Mark Kraid as killed or alive.
- """
- self.kraidKilled = not self.kraidKilled
- self.kraidStatue = self.kraidKilled
-
- def toggleKraidStatue(self):
- """ Mark Kraid's statue as raised or lowered.
- If Kraid is killed but his statue isn't raised, you can't complete the game.
- """
- self.kraidStatue = not self.kraidStatue
- if self.kraidKilled and not self.kraidStatue:
- print("WARNING: Kraid has been killed but his statue has not been raised.")
-
- def toggleRidley(self):
- """ Mark Ridley as killed or alive.
- """
- self.ridleyKilled = not self.ridleyKilled
- self.ridleyStatue = self.ridleyKilled
-
- def toggleRidleyStatue(self):
- """ Mark Ridley's statue as raised or lowered.
- If Ridley is killed but his statue isn't raised, you can't complete the game.
- """
- self.ridleyStatue = not self.ridleyStatue
- if self.ridleyKilled and not self.ridleyStatue:
- print("WARNING: Ridley has been killed but his statue has not been raised.")
-
- def toggleMotherBrain(self):
- """ Mark Mother Brain as killed or alive.
- If Mother Brain is marked as killed, the self-destruct timer won't go off
- when you reach her room.
- """
- self.motherBrainKilled = not self.motherBrainKilled
-
- def toggleDoor(self, area, door):
- """ Mark a given red/yellow door as opened or locked.
- """
- try:
- area = str(area)
- door = int(door)
- except:
- print("Area must be string, door must be a positive integer")
- return
- if area in self.doors.keys() and int(door) in self.doors[area].keys():
- self.doors[area][door] = not self.doors[area][door]
- else:
- print("Couldn't find door {} in area {}".format(door, area))
-
- def toggleSwimsuit(self):
- """ Determine whether or not Samus is wearing her armor.
- """
- self.swimsuit = not self.swimsuit
-
- def newLocation(self, loc):
- """ Set a new starting location (0-4).
- """
- try:
- loc = str(loc)
- except:
- print("Location must be a string")
- return
- if loc in self.locations:
- self.startLocation = self.locations.index(loc)
- else:
- print("Couldn't find location: {}".format(loc))
-
- def collectedItems(self):
- """ List which items have been collected.
- Under this generator's rules, if Samus doesn't have an item,
- it's available to be picked up.
- """
- o = []
- for k,v in self.itemsCollected.items():
- if v == True:
- o.append(k)
- if len(o) == 0:
- return "None"
- else:
- return ", ".join(o)
-
- def collectedMissiles(self):
- """ List which missile tanks have been collected.
- """
- o = []
- for k, v in self.missileTanks.items():
- if v == True:
- o.append(k)
- if len(o) == 0:
- return "None"
- else:
- return ", ".join([str(b) for b in o])
-
- def collectedEtanks(self):
- """ List which energy tanks have been collected.
- """
- o = []
- for k, v in self.energyTanks.items():
- if v == True:
- o.append(k)
- if len(o) == 0:
- return "None"
- else:
- return ", ".join([str(b) for b in o])
-
- def killedZebetites(self):
- """ List which Zebetite stems have been destroyed.
- """
- o = []
- for k, v in self.zebetitesDestroyed.items():
- if v == True:
- o.append(k)
- if len(o) == 0:
- return "None"
- else:
- return ", ".join([str(b) for b in o])
-
- def killedBosses(self):
- """ List which bosses have been killed.
- """
- o = []
- if self.kraidKilled:
- o.append("Kraid")
- if self.ridleyKilled:
- o.append("Ridley")
- if self.motherBrainKilled:
- o.append("Mother Brain")
- if len(o) == 0:
- return "None"
- else:
- return ", ".join(o)
-
- def raisedStatues(self):
- """ List which statues have been raised.
- """
- o = []
- if self.kraidStatue:
- o.append("Kraid")
- if self.ridleyStatue:
- o.append("Ridley")
- if len(o) == 0:
- return "None"
- else:
- return ", ".join(o)
-
- def inBailey(self):
- """ Show whether Samus is in her swimsuit or not.
- 'inBailey' refers to an old (false) explanation of the JUSTIN BAILEY
- password, in which a 'bailey' was English slang for a bathing suit,
- so with that password, Samus was "Just In Bailey" - i.e. in her swimsuit.
- """
- if self.swimsuit:
- return "Yes"
- else:
- return "No"
-
- def openedDoors(self):
- """ List which red/yellow doors have been unlocked.
- """
- d = {"Brinstar": 0, "Norfair": 0, "Kraid": 0, "Ridley": 0, "Tourian": 0}
- o = []
- for k,v in self.doors["Brinstar"].items():
- if v == True:
- d["Brinstar"] = d["Brinstar"] + 1
- for k,v in self.doors["Norfair"].items():
- if v == True:
- d["Norfair"] = d["Norfair"] + 1
- for k,v in self.doors["Kraid"].items():
- if v == True:
- d["Kraid"] = d["Kraid"] + 1
- for k,v in self.doors["Ridley"].items():
- if v == True:
- d["Ridley"] = d["Ridley"] + 1
- for k,v in self.doors["Tourian"].items():
- if v == True:
- d["Tourian"] = d["Tourian"] + 1
- for k, v in d.items():
- o.append("{} {}".format(k, v))
- return ", ".join(o)
-
- def getBits(self):
- """ Return the bitfield in an easily-readable format.
- """
- o = []
- word = []
- for i in range(128):
- word.append(str(self.bitfield[i]))
- if len(word) == 8:
- o.append("".join(word))
- word = []
- o1 = " ".join(o[:8])
- o2 = " ".join(o[8:])
- return o1 + "\n" + o2
-
- def toString(self):
- """ Output the game state as a newline-delimited string.
- """
- ic = "Items Collected: {}".format(self.collectedItems())
- mt = "Missile Tanks Collected: {}".format(self.collectedMissiles())
- et = "Energy Tanks Collected: {}".format(self.collectedEtanks())
- zb = "Zebetites Killed: {}".format(self.killedZebetites())
- kb = "Bosses Killed: {}".format(self.killedBosses())
- rs = "Statues Raised: {}".format(self.raisedStatues())
- sw = "Swimsuit?: {}".format(self.inBailey())
- sl = "Start Location: {}".format(self.locations[self.startLocation])
- dr = "Unlocked Doors: {}".format(self.openedDoors())
- ms = "Missiles: {}".format(self.missileCount)
- pw = "Password: {}".format(self.password)
- return "\n".join([ic, mt, et, zb, kb, rs, sw, sl, dr, ms, pw])
-
- def randomize(self):
- """ The randomizer!
- """
- # Items
- if random.randint(0,1) == 1:
- self.toggleItem("Maru Mari")
- if random.randint(0,1) == 1:
- self.toggleItem("Bombs")
- if random.randint(0,1) == 1:
- self.toggleItem("Varia")
- if random.randint(0,1) == 1:
- self.toggleItem("High Jump Boots")
- if random.randint(0,1) == 1:
- self.toggleItem("Screw Attack")
- if random.randint(0,1) == 1:
- self.toggleItem("Long Beam")
- beam = random.randint(0,2)
- if beam == 1:
- self.toggleItem("Ice Beam")
- elif beam == 2:
- self.toggleItem("Wave Beam")
- # Missile Tanks
- for i in range(21):
- if random.randint(0,1) == 1:
- self.toggleMissileTank(i+1)
- # Energy Tanks
- for i in range(8):
- if random.randint(0,1) == 1:
- self.toggleEnergyTank(i+1)
- # Zebetites
- for i in range(5):
- if random.randint(0,1) == 1:
- self.toggleZebetite(i+1)
- # Bosses killed
- if random.randint(0,1) == 1:
- self.toggleKraid()
- if random.randint(0,1) == 1:
- self.toggleRidley()
- if random.randint(0,1) == 1:
- self.toggleMotherBrain()
- # Statues raised
- if not self.kraidKilled and random.randint(0,1) == 1:
- self.toggleKraidStatue()
- if not self.ridleyKilled and random.randint(0,1) == 1:
- self.toggleRidleyStatue()
- # Doors
- # Brinstar 5, Norfair 4, Kraid 5, Ridley 2, Tourian 3
- for i in range(5):
- if random.randint(0,1) == 1:
- self.doors["Brinstar"][i+1] = True
- for i in range(4):
- if random.randint(0,1) == 1:
- self.doors["Norfair"][i+1] = True
- for i in range(5):
- if random.randint(0,1) == 1:
- self.doors["Kraid"][i+1] = True
- for i in range(2):
- if random.randint(0,1) == 1:
- self.doors["Ridley"][i+1] = True
- for i in range(3):
- if random.randint(0,1) == 1:
- self.doors["Tourian"][i+1] = True
- # Swimsuit
- # Samus has a 1/3 chance of spawning in her swimsuit.
- # There's no technical reason for this, just a personal choice.
- if random.randint(0,2) == 2:
- self.toggleSwimsuit()
- # Start Location
- self.startLocation = random.randint(0,4)
- self.missileCount = random.randint(0,255)
-
- def createBitfield(self):
- """ Create the 144-bit field from the game state
- that will generate the password.
- """
- self.initializeBitfield()
- # Doing this in order, which is dumb and tedious but accurate.
- if self.itemsCollected["Maru Mari"]:
- self.bitfield[0] = 1
- if self.missileTanks[1]:
- self.bitfield[1] = 1
- if self.doors["Brinstar"][1]:
- self.bitfield[2] = 1
- if self.doors["Brinstar"][2]:
- self.bitfield[3] = 1
- if self.energyTanks[1]:
- self.bitfield[4] = 1
- if self.doors["Brinstar"][3]:
- self.bitfield[5] = 1
- if self.itemsCollected["Bombs"]:
- self.bitfield[6] = 1
- if self.doors["Brinstar"][4]:
- self.bitfield[7] = 1
- if self.missileTanks[2]:
- self.bitfield[8] = 1
- if self.energyTanks[2]:
- self.bitfield[9] = 1
- if self.doors["Brinstar"][5]:
- self.bitfield[10] = 1
- if self.itemsCollected["Varia"]:
- self.bitfield[11] = 1
- if self.energyTanks[3]:
- self.bitfield[12] = 1
- if self.missileTanks[3]:
- self.bitfield[13] = 1
- if self.missileTanks[4]:
- self.bitfield[14] = 1
- if self.doors["Norfair"][1]:
- self.bitfield[15] = 1
- if self.missileTanks[5]:
- self.bitfield[16] = 1
- if self.missileTanks[6]:
- self.bitfield[17] = 1
- if self.missileTanks[7]:
- self.bitfield[18] = 1
- if self.missileTanks[8]:
- self.bitfield[19] = 1
- if self.missileTanks[9]:
- self.bitfield[20] = 1
- if self.missileTanks[10]:
- self.bitfield[21] = 1
- if self.missileTanks[11]:
- self.bitfield[22] = 1
- if self.doors["Norfair"][2]:
- self.bitfield[23] = 1
- if self.itemsCollected["High Jump Boots"]:
- self.bitfield[24] = 1
- if self.doors["Norfair"][3]:
- self.bitfield[25] = 1
- if self.itemsCollected["Screw Attack"]:
- self.bitfield[26] = 1
- if self.missileTanks[12]:
- self.bitfield[27] = 1
- if self.missileTanks[13]:
- self.bitfield[28] = 1
- if self.doors["Norfair"][4]:
- self.bitfield[29] = 1
- if self.energyTanks[4]:
- self.bitfield[30] = 1
- if self.missileTanks[14]:
- self.bitfield[31] = 1
- if self.doors["Kraid"][1]:
- self.bitfield[32] = 1
- if self.missileTanks[15]:
- self.bitfield[33] = 1
- if self.missileTanks[16]:
- self.bitfield[34] = 1
- if self.doors["Kraid"][2]:
- self.bitfield[35] = 1
- if self.energyTanks[5]:
- self.bitfield[36] = 1
- if self.doors["Kraid"][3]:
- self.bitfield[37] = 1
- if self.doors["Kraid"][4]:
- self.bitfield[38] = 1
- if self.missileTanks[17]:
- self.bitfield[39] = 1
- if self.missileTanks[18]:
- self.bitfield[40] = 1
- if self.doors["Kraid"][5]:
- self.bitfield[41] = 1
- if self.energyTanks[6]:
- self.bitfield[42] = 1
- if self.missileTanks[19]:
- self.bitfield[43] = 1
- if self.doors["Ridley"][1]:
- self.bitfield[44] = 1
- if self.energyTanks[7]:
- self.bitfield[45] = 1
- if self.missileTanks[20]:
- self.bitfield[46] = 1
- if self.doors["Ridley"][2]:
- self.bitfield[47] = 1
- if self.energyTanks[8]:
- self.bitfield[48] = 1
- if self.missileTanks[21]:
- self.bitfield[49] = 1
- if self.doors["Tourian"][1]:
- self.bitfield[50] = 1
- if self.doors["Tourian"][2]:
- self.bitfield[51] = 1
- if self.doors["Tourian"][3]:
- self.bitfield[52] = 1
- if self.zebetitesDestroyed[1]:
- self.bitfield[53] = 1
- if self.zebetitesDestroyed[2]:
- self.bitfield[54] = 1
- if self.zebetitesDestroyed[3]:
- self.bitfield[55] = 1
- if self.zebetitesDestroyed[4]:
- self.bitfield[56] = 1
- if self.zebetitesDestroyed[5]:
- self.bitfield[57] = 1
- if self.motherBrainKilled:
- self.bitfield[58] = 1
-
- # 59-63 unknown
-
- # not 64, 65, or 66 = Brinstar
- # 64 = Norfair
- # 65 and not 66 = Kraid's Lair
- # 66 and not 65 = Ridley's Lair
- # 65 and 66 = Tourian
- if self.startLocation == 1:
- self.bitfield[64] = 1
- if self.startLocation == 2 or self.startLocation == 4:
- self.bitfield[65] = 1
- if self.startLocation == 3 or self.startLocation == 4:
- self.bitfield[66] = 1
-
- # 67 is the reset bit, I want all passwords to be valid
- # if self.:
- # self.bitfield[67] = 1
-
- # 68-70 are unknown
-
- if self.swimsuit:
- self.bitfield[71] = 1
- if self.samusHas["Bombs"]:
- self.bitfield[72] = 1
- if self.samusHas["High Jump Boots"]:
- self.bitfield[73] = 1
- if self.samusHas["Long Beam"]:
- self.bitfield[74] = 1
- if self.samusHas["Screw Attack"]:
- self.bitfield[75] = 1
- if self.samusHas["Maru Mari"]:
- self.bitfield[76] = 1
- if self.samusHas["Varia"]:
- self.bitfield[77] = 1
- if self.samusHas["Wave Beam"]:
- self.bitfield[78] = 1
- if self.samusHas["Ice Beam"]:
- self.bitfield[79] = 1
-
- # Missile count
- # +2^n from 0 to 7
- binMissiles = bin(self.missileCount).replace('0b','')[::-1]
- while len(binMissiles) < 8:
- binMissiles += "0"
- if int(binMissiles[0]) == 1:
- self.bitfield[80] = 1
- if int(binMissiles[1]) == 1:
- self.bitfield[81] = 1
- if int(binMissiles[2]) == 1:
- self.bitfield[82] = 1
- if int(binMissiles[3]) == 1:
- self.bitfield[83] = 1
- if int(binMissiles[4]) == 1:
- self.bitfield[84] = 1
- if int(binMissiles[5]) == 1:
- self.bitfield[85] = 1
- if int(binMissiles[6]) == 1:
- self.bitfield[86] = 1
- if int(binMissiles[7]) == 1:
- self.bitfield[87] = 1
- # 88-119 are game age, let's randomize
- if random.randint(0,1) == 1:
- self.bitfield[88] = 1
- if random.randint(0,1) == 1:
- self.bitfield[89] = 1
- if random.randint(0,1) == 1:
- self.bitfield[90] = 1
- if random.randint(0,1) == 1:
- self.bitfield[91] = 1
- if random.randint(0,1) == 1:
- self.bitfield[92] = 1
- if random.randint(0,1) == 1:
- self.bitfield[93] = 1
- if random.randint(0,1) == 1:
- self.bitfield[94] = 1
- if random.randint(0,1) == 1:
- self.bitfield[95] = 1
- if random.randint(0,1) == 1:
- self.bitfield[96] = 1
- if random.randint(0,1) == 1:
- self.bitfield[97] = 1
- if random.randint(0,1) == 1:
- self.bitfield[98] = 1
- if random.randint(0,1) == 1:
- self.bitfield[99] = 1
- if random.randint(0,1) == 1:
- self.bitfield[100] = 1
- if random.randint(0,1) == 1:
- self.bitfield[101] = 1
- if random.randint(0,1) == 1:
- self.bitfield[102] = 1
- if random.randint(0,1) == 1:
- self.bitfield[103] = 1
- if random.randint(0,1) == 1:
- self.bitfield[104] = 1
- if random.randint(0,1) == 1:
- self.bitfield[105] = 1
- if random.randint(0,1) == 1:
- self.bitfield[106] = 1
- if random.randint(0,1) == 1:
- self.bitfield[107] = 1
- if random.randint(0,1) == 1:
- self.bitfield[108] = 1
- if random.randint(0,1) == 1:
- self.bitfield[109] = 1
- if random.randint(0,1) == 1:
- self.bitfield[110] = 1
- if random.randint(0,1) == 1:
- self.bitfield[111] = 1
- if random.randint(0,1) == 1:
- self.bitfield[112] = 1
- if random.randint(0,1) == 1:
- self.bitfield[113] = 1
- if random.randint(0,1) == 1:
- self.bitfield[114] = 1
- if random.randint(0,1) == 1:
- self.bitfield[115] = 1
- if random.randint(0,1) == 1:
- self.bitfield[116] = 1
- if random.randint(0,1) == 1:
- self.bitfield[117] = 1
- if random.randint(0,1) == 1:
- self.bitfield[118] = 1
- if random.randint(0,1) == 1:
- self.bitfield[119] = 1
-
- # 120-123 are unknown
-
- # I have no idea why these are at the end. I wonder if Kraid and
- # Ridley were relatively late additions to the game? (Or maybe
- # they were just implemented late in the game's development.)
- if self.ridleyKilled:
- self.bitfield[124] = 1
- if self.ridleyStatue:
- self.bitfield[125] = 1
- if self.kraidKilled:
- self.bitfield[126] = 1
- if self.kraidStatue:
- self.bitfield[127] = 1
-
- def generatePassword(self):
- """ Generate the password from the bitfield.
- This is a five-step process.
- 1) Reverse the order of each 8-bit byte to make it little-endian.
- 2) Cycle the entire bitfield 0-7 bits to the right.
- Append the number of shifts in binary to the end - again, little-endian.
- 3) Create the checksum by turning each byte into a decimal number,
- summing them, converting the sum *back* to binary, and taking the lowest
- 8 bits of that binary sum and adding it - BIG-ENDIAN - to the end.
- 4) Separate the bitstream into ***6-bit*** chunks and create a decimal
- number from each chunk (0-63).
- 5) Associate each decimal number with a letter from the Metroid Alphabet
- (listed at the top of __init__()).
-
- I'm not doing step 2 yet, which is equivalent to shifting 0 places
- and making the shift byte 00000000.
- """
- # not gonna do the bit-shifting yet
- bitfield = self.bitfield
- bitfield = bitfield + [0,0,0,0,0,0,0,0] # add the zero shift byte
- self.fullbitfield = "".join([str(x) for x in bitfield])
- newBitfield = []
- for i in range(17):
- j = i * 8
- k = j + 8
- word = self.fullbitfield[j:k][::-1] # I thought [j:k:-1] should work but it doesn't
- newBitfield.append(word)
- decChecksum = sum([int(x, 2) for x in newBitfield])
- bitfield = "".join(newBitfield)
- binChecksum = bin(decChecksum).replace('0b','')
- checksum = binChecksum[-8:]
- while len(checksum) < 8:
- checksum = "0" + checksum
- for bit in checksum:
- bitfield += bit
-
- letters = []
- letter = []
- for bit in bitfield:
- letter.append(bit)
- if len(letter) == 6:
- letters.append(self.alphabet[int("".join(letter),2)])
- letter = []
- words = []
- word = []
- for lt in letters:
- word.append(lt)
- if len(word) == 6:
- words.append("".join(word))
- word = []
- words.append("".join(word))
- self.password = " ".join(words)
- return self.password
-
- def decodePassword(self, pwd):
- """ Sanity checking! This function decodes an input password back into a bitfield,
- so that you can check that it was properly encoded.
- Q: Why doesn't this display the game state?
- A: I trust that https://www.truepeacein.space properly encodes the game state.
- So when I create a game state with the randomizer, I can recreate that
- game state at TPIS and use the password generates as its input, to check
- against my randomized game password. In other words, this is a testing
- function, and in the intended use case I'll know what the input bitfield is
- and be able to check against it.
- """
- densePwd = pwd.replace(" ","")
- numPwd = []
- for chr in densePwd:
- numPwd.append(self.alphabet.index(chr))
- bitPwd = [bin(x).replace("0b","") for x in numPwd]
- longBitPwd = []
- for word in bitPwd:
- longword = word
- while len(longword) < 6:
- longword = "0" + longword
- longBitPwd.append(longword)
- newBitfield = "".join(longBitPwd)
- csm = sum([int(x) for x in newBitfield[:136]])
- print(csm)
- for i in range(len(newBitfield)):
- print(newBitfield[i], end="")
- if i%8 == 7:
- print(" ", end="")
- if i%64 == 63:
- print()
-
- def main():
- gs = MetroidState()
- gs.randomize()
- gs.createBitfield()
- gs.generatePassword()
- print(gs.toString())
-
- if __name__ == "__main__":
- if len(sys.argv) == 2:
- gs = MetroidState()
- gs.decodePassword(sys.argv[1])
- else:
- main()
|