class RandTileGenerator Types = [:none, :horz, :vert, :both] Specials = [nil, :vdouble_top, :vdouble_bottom] def initialize @sections = {} end def section(*namelist) raise "what" unless namelist.all?{|x| x.is_a?(String)} @current_section = (@sections[namelist] ||= {entries: []}) yield end def random(range, type=:both, numbers=nil) case range when Range # Regular handling numbers = range if numbers.nil? @current_section[:entries] << {range: range, type: type, numbers: numbers.to_a} when Numeric # One number random(range..range, type, numbers) when Enumerable # An array or something else similar numbers = range if numbers.nil? range.each { |r| random(r, type, numbers) } end end def pack # first, work out an offset for every section and entry # also, collect the data for each individual entry into an Array current_offset = 8 + (@sections.count * 4) all_entry_data = [] @sections.each_pair do |name, section| section[:offset] = current_offset current_offset += 8 section[:entries].each do |entry| entry[:offset] = current_offset all_entry_data << entry[:numbers] current_offset += 8 end end # assign an offset to each section name list namelist_offsets = {} @sections.each_key do |namelist| namelist_offsets[namelist] = current_offset current_offset += 4 + (4 * namelist.size) end # assign an offset to each piece of entry data data_offsets = {} all_entry_data.uniq! all_entry_data.each do |data| data_offsets[data] = current_offset current_offset += data.size end # assign an offset to each section name name_offsets = {} @sections.each_key do |namelist| namelist.each do |name| name_offsets[name] = current_offset current_offset += name.size + 1 end end # now pack it all together header = ['NwRT', @sections.count].pack('a4 N') offsets = @sections.each_value.map{|s| s[:offset]}.pack('N*') section_data = @sections.each_pair.map do |namelist, section| namelist_offset = namelist_offsets[namelist] - section[:offset] entry_count = section[:entries].count entry_data = section[:entries].map do |entry| lower_bound = entry[:range].min upper_bound = entry[:range].max count = entry[:numbers].count type_sym, special_sym = entry[:type].to_s.split('_', 2).map(&:to_sym) type_id = Types.index(type_sym) special_id = Specials.index(special_sym) type = type_id | (special_id << 2) num_offset = data_offsets[entry[:numbers]] - entry[:offset] [lower_bound, upper_bound, count, type, num_offset].pack('CCCC N') end [namelist_offset, entry_count].pack('NN') + entry_data.join end namelist_data = @sections.each_key.map do |namelist| puts "Writing list: #{namelist.inspect}" count = namelist.size c_offsets = namelist.map{|n| name_offsets[n] - namelist_offsets[namelist]} puts "Offsets: #{c_offsets.inspect}" [count].pack('N') + c_offsets.pack('N*') end output = [header, offsets] output += section_data output += namelist_data output += all_entry_data.map{|data| data.pack('C*')} output << @sections.keys.flatten.join("\0") output << "\0" output.join end def regular_terrain # Left Side random([0x10, 0x20, 0x30, 0x40], :vert) # Right Side random([0x11, 0x21, 0x31, 0x41], :vert) # Top Side random(2..7, :horz) # Bottom Side random(0x22..0x27, :horz) # Middle random(0x12..0x17) end def sub_terrain # Left Side random([0x18, 0x28, 0x38, 0x48], :vert) # Right Side random([0x19, 0x29, 0x39, 0x49], :vert) # Top Side random(0xA..0xF, :horz) # Bottom Side random(0x2A..0x2F, :horz) # Middle random(0x1A..0x1F) end end g = RandTileGenerator.new g.section('TestTileset') do g.random(1..20) g.random(21..24, :none) g.random(250..255, :vert, 0..5) end regular_ts1 = %w(chika setsugen shiro suichu daishizen sabaku_chika) regular_ts1 += %w(nohara2 kurayami_chika shiro_yogan koopa_out shiro_koopa gake_yougan) regular_ts2 = %w(doukutu doukutu2 doukutu3 doukutu4 doukutu5 doukutu6 doukutu8) newer = %w(ghostrocks Pa1_daishizenkuri Pa1_darkmtmush Pa1_e3setsugen Pa2_darkcave) newer += %w(Pa3_autumnbg Pa2_volcanobg Pa1_mushcastle Pa1_pumpkin) regular_ts1.map!{ |x| "Pa1_#{x}" } regular_ts2.map!{ |x| "Pa2_#{x}" } g.section(*regular_ts1, *regular_ts2, *newer) do g.regular_terrain end nohara_clones = %w(nohara cracks springwater space chika2) g.section(*nohara_clones.map{ |x| "Pa1_#{x}"}) do g.regular_terrain g.sub_terrain end g.section('Pa1_gake', 'Pa1_gake_nocoll', 'Pa1_Mountains') do g.regular_terrain g.sub_terrain g.random([0xAA, 0xBA, 0xCA, 0xDA], :vert) g.random([0xAB, 0xBB, 0xCB, 0xDB], :vert) g.random([0x8E, 0x9E, 0xAE, 0xBE], :vert) g.random([0x8F, 0x9F, 0xAF, 0xBF], :vert) g.random(0xC4..0xC9, :horz) g.random(0xD4..0xD9, :horz) g.random(0xE4..0xE9, :horz) end g.section('Pa1_kaigan', 'Pa1_kaiganplus') do g.regular_terrain g.random(0x18..0x1B) g.random(0x28..0x2A) g.random(0x3A..0x3D) end g.section('Pa1_obake_soto') do g.random(0xA..0xF, :horz) g.random(0x1A..0x1F) g.random(0x2A..0x2F, :horz) g.random([0x4E, 0x5E, 0x6E, 0x7E], :vert) g.random([0x4F, 0x5F, 0x6F, 0x7F], :vert) end g.section('Pa1_korichika') do g.regular_terrain g.random(0x6A..0x6F, :horz) g.random(0x7A..0x7F) g.random(0x8A..0x8F, :horz) g.random([0x1E, 0x2E, 0x3E, 0x4E], :vert) g.random([0x1F, 0x2F, 0x3F, 0x4F], :vert) g.random(0x6A..0x6F, :horz) g.random(0x7A..0x7F) g.random(0x8A..0x8F, :horz) g.random([0xB8, 0xC8, 0xD8, 0xE8], :vert) g.random([0xB9, 0xC9, 0xD9, 0xE9], :vert) end g.section('Pa1_shiro_boss1') do g.regular_terrain g.random(0x60..0x65, :horz) end g.section('Pa2_kori', 'Pa2_e3kori') do g.regular_terrain g.random(0xA0..0xA5, :horz) g.random(0xB0..0xB5, :horz) end g.section('Cloudscape', 'pa2_clouds') do g.random(0x20..0x23, :horz) g.random(0x30..0x33) g.random(0x24..0x27, :horz) g.random([0x8, 0x18, 0x28, 0x38], :vert) g.random([0x9, 0x19, 0x29, 0x39], :vert) end g.section('Pa1_autumncastle', 'Pa3_autumncastle', 'Pa1_snowfort', 'Pa2_ghostcastle', 'Pa2_crystalcastle') do g.random([0xB0, 0xC0, 0xD0, 0xE0], :vert) g.random([0xB1, 0xC1, 0xD1, 0xE1], :vert) g.random(0xB2..0xB7, :horz) g.random(0xC2..0xC7) g.random(0xD2..0xD7, :horz) end g.section('CrackedMega') do g.random([0x20, 0x30, 0x40], :vert) g.random([0x21, 0x31, 0x41], :vert) g.random(0x22..0x27, :horz) g.random(0x2A..0x2F, :horz) g.random([0x5E, 0x6E, 0x7E], :vert) g.random([0x5F, 0x6F, 0x7F], :vert) g.random(0xB0..0xDF) g.random(0x2..0x7, :horz_vdouble_top) g.random(0x12..0x17, :horz_vdouble_bottom) g.random(0xA..0xF, :horz_vdouble_top) g.random(0x1A..0x1F, :horz_vdouble_bottom) end g.section('Pa1_dessert') do g.regular_terrain g.random(0xC..0xE, :horz) g.random(0x1C..0x1E, :horz) end g.section('Pa1_freezeflame') do g.random(0x1A..0x1F, :horz) g.random(0x2A..0x2F, :horz) g.random([0x10, 0x20, 0x30, 0x40], :vert) g.random([0x11, 0x21, 0x31, 0x41], :vert) g.random([0x18, 0x28, 0x38, 0x48], :vert) g.random([0x19, 0x29, 0x39, 0x49], :vert) g.random(0x2..0x7, :horz) g.random(0x12..0x17) g.random(0x22..0x27, :horz) g.random(0x6A..0x6F) g.random(0x52..0x57, :horz) g.random([0x96, 0xA6, 0xB6, 0xC6], :vert) g.random([0x97, 0xA7, 0xB7, 0xC7], :vert) g.random([0xBE, 0xCE, 0xDE, 0xEE], :vert) g.random([0xBF, 0xCF, 0xDF, 0xEF], :vert) g.random(0xB8..0xBD, :horz) g.random(0xC8..0xCD) g.random(0xD8..0xDD, :horz) g.random(0xE8..0xED) g.random(0xF8..0xFD, :horz) end g.section(*%w(Pa1_magicsnow Pa2_magicsnow Pa3_magicsnow)) do g.random(0xB4..0xB9, :horz) end g.section('Pa1_graveyard', 'Pa3_graveyars', 'Pa3_graveyard') do g.regular_terrain g.random(0x19..0x1E, :horz) end g.section('Pa3_ghostship') do g.random(0xA..0xF, :horz) g.random(0x1A..0x1F) g.random(0x2A..0x2F, :horz) g.random([0x4E, 0x5E, 0x6E, 0x7E], :vert) g.random([0x4F, 0x5F, 0x6F, 0x7F], :vert) g.random(0xA0..0xA3, :horz) end g.section('Pa1_lavaglow') do g.random([0x20, 0x30, 0x40, 0x50], :vert) g.random([0x21, 0x31, 0x41, 0x51], :vert) g.random(0x2..0x7, :horz_vdouble_top) g.random(0x12..0x17, :horz_vdouble_bottom) g.random(0x22..0x27) g.random(0x32..0x37, :horz) g.random(0x28..0x2D, :horz) end g.section('Pa1_StarRoad') do g.random(0x11, :both, [0x11, 0x4C, 0x4D, 0x4E, 0x4F, 0x5C, 0x5D, 0x5E, 0x5F]) end g.section('Pa2_forestobake') do g.random(0..5, :horz) g.random(0x10..0x15) g.random(0x20..0x25, :horz) g.random([0x40, 0x50, 0x60, 0x70], :vert) g.random([0x41, 0x51, 0x61, 0x71], :vert) end g.section('Pa1_newnohara') do g.sub_terrain g.random(2..7, :horz) g.random(0x22..0x27, :horz) g.random([0x10, 0x20, 0x30, 0x40], :vert) g.random([0x11, 0x21, 0x31, 0x41], :vert) random_set = (0xAA..0xAF).to_a + (0xBA..0xBF).to_a + (0xCA..0xCF).to_a random_set += (0xDA..0xDF).to_a + (0xEA..0xEF).to_a + (0xFA..0xFF).to_a g.random(0x12..0x17, :both, random_set) g.random(0xAA..0xAF, :both, random_set) g.random(0xBA..0xBF, :both, random_set) g.random(0xCA..0xCF, :both, random_set) g.random(0xDA..0xDF, :both, random_set) g.random(0xEA..0xEF, :both, random_set) g.random(0xFA..0xFF, :both, random_set) end g.section('Pa1_mtmush') do g.sub_terrain g.random(2..7, :horz) g.random(0x22..0x27, :horz) g.random([0x10, 0x20, 0x30, 0x40], :vert) g.random([0x11, 0x21, 0x31, 0x41], :vert) random_set = (0xDA..0xDF).to_a + (0xEA..0xEF).to_a + (0xFA..0xFF).to_a g.random(0x12..0x17, :both, random_set) g.random(0xDA..0xDF, :both, random_set) g.random(0xEA..0xEF, :both, random_set) g.random(0xFA..0xFF, :both, random_set) end g.section('Pa1_darkmtmush') do g.sub_terrain g.random(2..7, :horz) g.random(0x22..0x27, :horz) g.random([0x10, 0x20, 0x30, 0x40], :vert) g.random([0x11, 0x21, 0x31, 0x41], :vert) random_set = (0xCC..0xCF).to_a + (0xDC..0xDF).to_a + (0xEC..0xEF).to_a + (0xFC..0xFF).to_a g.random(0x12..0x17, :both, random_set) g.random(0xCC..0xCF, :both, random_set) g.random(0xDC..0xDF, :both, random_set) g.random(0xEC..0xEF, :both, random_set) g.random(0xFC..0xFF, :both, random_set) end g.section('Pa1_risingsun') do g.random([0x19, 0x1A, 0x29, 0x2A, 0xA3, 0xA6], :both) end File.open('/home/me/Games/Newer/DolphinPatch/NewerRes/RandTiles.bin', 'wb') do |f| f.write g.pack end