从LoZ甲骨文游戏创建秘密系统

2024-05-18 22:28:58 发布

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最近我在重播塞尔达传说中的季节神谕和时代神谕游戏,其中的密码引起了我的注意。我现在想用Python或Java重新创建它,看看它是如何工作的。你知道吗

问题是,我找不到办法。你会怎样做一个编码系统

  1. 依赖于你输入的第一个“链接”代码(游戏中称之为labrynna或holodrum的秘密),所以你不能从别人那里窃取代码
  2. 检测拼写错误。如果您键入fobaz而不是foobar,它会检测到代码错误
  3. 可以储存大量的信息。而且它也在5-20个字符之间,就像在游戏中一样(这不是必须的,但会很好)

注意:我不是要为Oracle游戏创建一个生成器,只是一些生成和读取类似于Oracle游戏的秘密的代码

这个问题的编程范围是如何使用模仿甲骨文游戏中的密码的系统对信息进行编码和解码。你知道吗


Tags: 代码信息游戏密码编码链接系统java
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1楼 · 发布于 2024-05-18 22:28:58

我想这是序列化+编码的一种形式。你知道吗

基本上,您需要生成一个包含各种秘密值的字节数组(这就是大多数binary protocols的写入方式),然后将每个字节编码成一个(或多个)相应的字符,以便输出“string”是可读的。下面是如何在Python中将数据序列化为字节数组的示例:

玩家信息

player_name = "Robert"

player_stats = {
    "health": 200,
    "mana": 150,
    "has_sword": True,
    "has_arrows": False,
    "has_shovel": True,
    "dungeon1_complete": True
}

设置序列化信息

# If these can be greater than 255, they must be stored across multiple bytes - extra work
byte_attribs = ["health", "mana"]

bit_attribs = ["has_sword", "has_arrows", "has_shovel", "dungeon1_complete"]

player_name_max_length = 7
byte_attrib_offset = player_name_max_length
bit_attrib_offset = byte_attrib_offset + len(byte_attribs)

secret_storage = bytearray(bit_attrib_offset + len(bit_attribs))

assert(len(player_name) <= player_name_max_length)

执行序列化

# Serialize Player Name
secret_storage[:player_name_max_length] = player_name.rjust(player_name_max_length)

# Serialize attributes:
for idx, attrib in enumerate(byte_attribs):
    secret_storage[byte_attrib_offset + idx] = player_stats[attrib]

for idx, attrib in enumerate(bit_attribs):
    byte_offset = idx // 8  # attribs 0-7 go in byte 0, etc.
    bit_offset = idx % 8

    # Bit manipulation examples: http://wiki.python.org/moin/BitManipulation
    current_byte = bit_attrib_offset + byte_offset
    if player_stats[attrib]:
        mask = 1 << bit_offset
        secret_storage[current_byte] = secret_storage[current_byte] | mask
    else:
        mask = ~(1 << bit_offset)
        secret_storage[current_byte] = secret_storage[current_byte] & mask

检索单个值

print "Storage array encoded as ascii:", secret_storage

# Access name:
print "Name:", secret_storage[:player_name_max_length].lstrip()
# >>> Name: Robert

# Access byte values:
attrib_idx = byte_attribs.index("mana")
print "Mana level:", secret_storage[byte_attrib_offset + attrib_idx]
# >>> Mana level: 150

# Access bit flags:
attrib_idx = bit_attribs.index("dungeon1_complete")
print "Completed Dungeon 1:", bool(secret_storage[bit_attrib_offset + (attrib_idx // 8)] & (1 << attrib_idx % 8))
# >>> Completed Dungeon 1: True

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