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Improve crumble block removal patches #465

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68 changes: 46 additions & 22 deletions src/open_samus_returns_rando/specific_patches/game_patches.py
Original file line number Diff line number Diff line change
@@ -1,5 +1,7 @@
import typing

from construct import Container # type: ignore[import-untyped]
from mercury_engine_data_structures.formats import Bmsad, Bmsbk
from mercury_engine_data_structures.formats import Bmsad, Bmsbk, Bmssd

from open_samus_returns_rando.patcher_editor import PatcherEditor

Expand Down Expand Up @@ -95,29 +97,51 @@ def _remove_super_missile_weakness(editor: PatcherEditor) -> None:


def _patch_crumble_blocks(editor: PatcherEditor, configuration: dict) -> None:
# Crumble blocks after Scan Pulse
if configuration["patch_surface_crumbles"]:
surface = editor.get_file(
"maps/levels/c10_samus/s000_surface/s000_surface.bmsbk", Bmsbk
)
post_scan_pulse_crumbles = surface.raw["block_groups"][37]
post_scan_pulse_crumbles["types"][0]["block_type"] = "power_beam"
post_scan_pulse_crumbles["types"][0]["blocks"][0]["respawn_time"] = 0.0
post_scan_pulse_crumbles["types"][0]["blocks"][1]["respawn_time"] = 0.0
post_scan_pulse_crumbles["types"][0]["blocks"][2]["respawn_time"] = 0.0
scenario_block_sg: dict[str, list[dict[str, typing.Any]]] = {
# Crumble blocks after Scan Pulse
"s000_surface": [
{
"block_group": 5,
"cc_idx": 7,
"entry_idx": 1,
"sg_idx": 42,
"vignette_models": [2950175714, 3474952711, 3638504308],
},
],
# Crumble blocks leaving Area 1
"s010_area1": [
{
"block_group": 6,
"cc_idx": 21,
"entry_idx": 1,
"sg_idx": 0,
"vignette_models": [963224018, 1315868996, 2366773761, 2690707560, 3613901054],
},
],
}

# Crumble blocks leaving Area 1
if configuration["patch_surface_crumbles"]:
object_group = scenario_block_sg.get("s000_surface")
scenario_name = "s000_surface"
_update_blocks(editor, object_group, scenario_name)
if configuration["patch_area1_crumbles"]:
area1 = editor.get_file(
"maps/levels/c10_samus/s010_area1/s010_area1.bmsbk", Bmsbk
)
area1_chozo_seal_crumbles = area1.raw["block_groups"][19]
area1_chozo_seal_crumbles["types"][0]["block_type"] = "power_beam"
area1_chozo_seal_crumbles["types"][0]["blocks"][0]["respawn_time"] = 0.0
area1_chozo_seal_crumbles["types"][0]["blocks"][1]["respawn_time"] = 0.0
area1_chozo_seal_crumbles["types"][0]["blocks"][2]["respawn_time"] = 0.0
area1_chozo_seal_crumbles["types"][0]["blocks"][3]["respawn_time"] = 0.0
area1_chozo_seal_crumbles["types"][0]["blocks"][4]["respawn_time"] = 0.0
object_group = scenario_block_sg.get("s010_area1")
scenario_name = "s010_area1"
_update_blocks(editor, object_group, scenario_name)


def _update_blocks(editor: PatcherEditor, object_group: typing.Any, scenario_name: str) -> None:
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_remove_blocks maybe?
I always think that patch, update etc. is changing something instead of completly removing something.
Well, but I guess that remove is also kind of an update.

bmsbk = editor.get_file(f"maps/levels/c10_samus/{scenario_name}/{scenario_name}.bmsbk", Bmsbk)
bmssd = editor.get_file(f"maps/levels/c10_samus/{scenario_name}/{scenario_name}.bmssd", Bmssd)
for objects in object_group:
# Disable the blocks
bmsbk.raw["collision_cameras"][objects["cc_idx"]]["entries"].pop(objects["entry_idx"])
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I don't know all these files by heart but pop looks like it is removing something instead of disable them?

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Yeah removing them from the "master list" makes them not exist.

# Remove the model to prevent it from loading
models = bmssd.raw["scene_groups"][objects["sg_idx"]]["model_groups"][0]["models"]
for vignette_model in objects["vignette_models"]:
for idx, model in enumerate(models):
if model["model_id"] == vignette_model:
models.pop(idx)


def _patch_reverse_area8(editor: PatcherEditor, configuration: dict) -> None:
Expand Down