Example #1
0
    public new MSBS.Part.Enemy Serialize(GameObject parent)
    {
        var part = new MSBS.Part.Enemy();

        _Serialize(part, parent);
        part.Unk5         = Unk5.Serialize();
        part.ThinkParamID = ThinkParamID;
        part.NPCParamID   = NPCParamID;
        part.TalkParamID  = TalkParamID;
        part.ChrManipulatorAllocationParameter = ChrManipulatorAllocationParameter;
        part.CharaInitID           = CharaInitID;
        part.CollisionPartName     = CollisionPartName;
        part.UnkT20                = UnkT20;
        part.UnkT22                = UnkT22;
        part.UnkT24                = UnkT24;
        part.BackupEventAnimID     = BackupEventAnimID;
        part.EventFlagID           = EventFlagID;
        part.EventFlagCompareState = EventFlagCompareState;
        part.UnkT48                = UnkT48;
        part.UnkT4C                = UnkT4C;
        part.UnkT50                = UnkT50;
        part.UnkT78                = UnkT78;
        part.UnkT84                = UnkT84;
        part.Unk1 = Unk1.Serialize();
        return(part);
    }
Example #2
0
 public EnemyWrapper(EnemyWrapper clone)
 {
     if (clone._ds3Enemy != null)
     {
         _ds3Enemy = new MSB3.Part.Enemy(clone._ds3Enemy);
     }
     else if (clone._sekiroEnemy != null)
     {
         _sekiroEnemy = new MSBS.Part.Enemy(clone._sekiroEnemy);
     }
 }
Example #3
0
 public void SetPart(MSBS.Part.Enemy part)
 {
     base.SetPart(part);
     Unk1 = gameObject.AddComponent <MSBSUnkStruct1Part>();
     Unk1.setStruct(part.Unk1);
 }
Example #4
0
 public EnemyWrapper(MSBS.Part.Enemy enemy)
 {
     _sekiroEnemy = enemy;
 }
        public void WriteList(GameData game, Dictionary <int, EnemyInfo> fullInfos)
        {
            // Generate things
            HashSet <int> allBonfires = new HashSet <int>
            {
                1001950,  // Dragonspring - Hirata Estate
                1001951,  // Estate Path
                1001952,  // Bamboo Thicket Slope
                1001953,  // Hirata Estate - Main Hall
                1001955,  // Hirata Audience Chamber
                1001954,  // Hirata Estate - Hidden Temple
                1101950,  // Dilapidated Temple
                1101956,  // Ashina Outskirts
                1101951,  // Outskirts Wall - Gate Path
                1101952,  // Outskirts Wall - Stairway
                1101953,  // Underbridge Valley
                1101954,  // Ashina Castle Gate Fortress
                1101955,  // Ashina Castle Gate
                1101957,  // Flames of Hatred
                1111950,  // Ashina Castle
                1111951,  // Upper Tower - Antechamber
                1111957,  // Upper Tower - Ashina Dojo
                1111952,  // Castle Tower Lookout
                1111953,  // Upper Tower - Kuro's Room
                1111956,  // Old Grave
                1111954,  // Great Serpent Shrine
                1111955,  // Abandoned Dungeon Entrance
                1121951,  // Ashina Reservoir
                1121950,  // Near Secret Passage
                1301950,  // Underground Waterway
                1301951,  // Bottomless Hole
                1701955,  // Ashina Depths
                1701954,  // Poison Pool
                1701956,  // Guardian Ape's Burrow
                1501950,  // Hidden Forest
                1501951,  // Mibu Village
                1501952,  // Water Mill
                1501953,  // Wedding Cave Door
                1701957,  // Under-Shrine Valley
                1701950,  // Sunken Valley
                1701951,  // Gun Fort
                1701952,  // Riven Cave
                1701958,  // Bodhisattva Valley
                1701953,  // Guardian Ape's Watering Hole
                2001950,  // Senpou Temple,  Mt. Kongo
                2001951,  // Shugendo
                2001952,  // Temple Grounds
                2001953,  // Main Hall
                2001954,  // Inner Sanctum
                2001955,  // Sunken Valley Cavern
                2001956,  // Bell Demon's Temple
                2501950,  // Fountainhead Palace
                2501951,  // Vermilion Bridge
                2501956,  // Mibu Manor
                2501952,  // Flower Viewing Stage
                2501953,  // Great Sakura
                2501954,  // Palace Grounds
                2501957,  // Feeding Grounds
                2501958,  // Near Pot Noble
                2501955,  // Sanctuary
            };

            // Probably shouldn't use tuples, but too late now
            List <(int, List <string>, List <int>, List <int>)> paths = new List <(int, List <string>, List <int>, List <int>)>
            {
                // Tutorial
                (1, new List <string> {
                    "ashinareservoir", "ashinacastle"
                },
                 new List <int> {
                    8306, 0
                }, new List <int>
                {
                    1121951,  // Ashina Reservoir
                    1121950,  // Near Secret Passage
                }),
                // First stretch of Ashina Outskirts
                (1, new List <string> {
                    "ashinaoutskirts"
                },
                 new List <int> {
                    8302, 1, 8302, -1, 1100330, 1
                }, new List <int>
                {
                    1101956,  // Ashina Outskirts
                    1101951,  // Outskirts Wall - Gate Path
                    1101952,  // Outskirts Wall - Stairway
                }),
                // Ashina Outskirts up to Blazing Bull
                (1, new List <string> {
                    "ashinaoutskirts", "ashinacastle"
                },
                 new List <int> {
                    8302, 1, 8302, -1, 8301, 1, 8301, -1, 1100330, 1
                }, new List <int>
                {
                    1101952,  // Outskirts Wall - Stairway
                    1101953,  // Underbridge Valley
                    1101954,  // Ashina Castle Gate Fortress
                    1101955,  // Ashina Castle Gate
                    // 1111950,  // Ashina Castle
                }),
                // Hirata 1
                (1, new List <string> {
                    "hirata"
                },
                 new List <int> {
                    1000353, 1, 1005601, 1, 1000301, 1, 1000900, 1
                }, new List <int>
                {
                    1001950,  // Dragonspring - Hirata Estate
                    1001951,  // Estate Path
                    1001952,  // Bamboo Thicket Slope
                    1001953,  // Hirata Estate - Main Hall
                    1001955,  // Hirata Audience Chamber
                    1001954,  // Hirata Estate - Hidden Temple
                }),
                // Ashina Castle to Genichiro
                (2, new List <string> {
                    "ashinacastle"
                },
                 new List <int> {
                    8301, 1, 8302, 1, 8302, -1
                }, new List <int>
                {
                    1111950,  // Ashina Castle
                    1111951,  // Upper Tower - Antechamber
                    1111957,  // Upper Tower - Ashina Dojo
                    1111952,  // Castle Tower Lookout
                }),
                // Ashina Castle to Reservoir to Dungeon
                (2, new List <string> {
                    "ashinareservoir"
                },
                 new List <int> {
                    8302, 1, 1120300, 0
                }, new List <int>
                {
                    1111950,  // Ashina Castle
                    1121951,  // Ashina Reservoir
                    1301951,  // Bottomless Hole
                }),
                // Dungeon
                (2, new List <string> {
                    "dungeon"
                },
                 new List <int> {
                }, new List <int>
                {
                    1111955,  // Abandoned Dungeon Entrance
                    1301950,  // Underground Waterway
                    1301951,  // Bottomless Hole
                }),
                // Senpou temple
                (2, new List <string> {
                    "senpou"
                },
                 new List <int> {
                }, new List <int>
                {
                    2001950,  // Senpou Temple,  Mt. Kongo
                    2001951,  // Shugendo
                    2001952,  // Temple Grounds
                    2001953,  // Main Hall
                }),
                // Hidden Forest to Water Mill
                (3, new List <string> {
                    "mibuvillage"
                },
                 new List <int> {
                    1700850, 1, 1700520, 1
                }, new List <int>
                {
                    1501950,  // Hidden Forest
                    1501951,  // Mibu Village
                    1501952,  // Water Mill
                }),
                // End of Ashina Depths
                (3, new List <string> {
                    "mibuvillage"
                },
                 new List <int> {
                }, new List <int>
                {
                    1501952,  // Water Mill
                    1501953,  // Wedding Cave Door
                }),
                // Most of Sunken Valley
                (3, new List <string> {
                    "ashinacastle", "sunkenvalley"
                },
                 new List <int> {
                    8301, 1, 8301, -1, 8302, 1, 8302, -1
                }, new List <int>
                {
                    1111952,  // Castle Tower Lookout
                    1111956,  // Old Grave
                    1111954,  // Great Serpent Shrine
                    1701957,  // Under-Shrine Valley
                    1701950,  // Sunken Valley
                    1701951,  // Gun Fort
                    1701952,  // Riven Cave
                    1701958,  // Bodhisattva Valley
                    1701953,  // Guardian Ape's Watering Hole
                }),
                // Sunken Valley to Poison Pool path
                (3, new List <string> {
                    "sunkenvalley"
                },
                 new List <int> {
                    1700850, 0, 1700520, 0
                }, new List <int>
                {
                    1701958,  // Bodhisattva Valley
                    1701954,  // Poison Pool
                    1701956,  // Guardian Ape's Burrow
                }),
                // Ashina Castle Revisited, also down to Masanaga
                (4, new List <string> {
                    "ashinacastle"
                },
                 new List <int> {
                    8301, 0, 8302, 1, 8302, -1
                }, new List <int>
                {
                    1111955,  // Abandoned Dungeon Entrance
                    1111950,  // Ashina Castle
                    1111951,  // Upper Tower - Antechamber
                    1111957,  // Upper Tower - Ashina Dojo
                    1111952,  // Castle Tower Lookout
                    1111956,  // Old Grave
                    1111954,  // Great Serpent Shrine
                }),
                // Fountainhead
                (5, new List <string> {
                    "fountainhead"
                },
                 new List <int> {
                }, new List <int>
                {
                    2501950,  // Fountainhead Palace
                    2501951,  // Vermilion Bridge
                    2501956,  // Mibu Manor
                    2501952,  // Flower Viewing Stage
                    2501958,  // Near Pot Noble
                    2501953,  // Great Sakura
                    2501954,  // Palace Grounds
                    2501955,  // Sanctuary
                }),
                // Hirata Revisited
                (5, new List <string> {
                    "hirata"
                },
                 new List <int> {
                    1000353, 0, 1005601, 0, 1000301, 0, 1000900, 0
                }, new List <int>
                {
                    1001952,  // Bamboo Thicket Slope
                    1001953,  // Hirata Estate - Main Hall
                    1001955,  // Hirata Audience Chamber
                    1001954,  // Hirata Estate - Hidden Temple
                }),
                // Ashina Castle End to Outskirts
                (5, new List <string> {
                    "ashinacastle", "ashinaoutskirts"
                },
                 new List <int> {
                    8302, 0
                }, new List <int>
                {
                    1111953,  // Upper Tower - Kuro's Room
                    1111956,  // Old Grave
                    1101952,  // Outskirts Wall - Stairway
                    1101951,  // Outskirts Wall - Gate Path
                }),
                // Ashina Castle End to Reservoir
                (5, new List <string> {
                    "ashinacastle", "ashinareservoir"
                },
                 new List <int> {
                    8302, 0
                }, new List <int>
                {
                    1111953,  // Upper Tower - Kuro's Room
                    1111957,  // Upper Tower - Ashina Dojo
                    1111951,  // Upper Tower - Antechamber
                    1111950,  // Ashina Castle
                    1121951,  // Ashina Reservoir
                    1121950,  // Near Secret Passage
                }),
            };
            FMG bonfires = new GameEditor(GameSpec.FromGame.SDT).LoadBnd(@"C:\Program Files (x86)\Steam\steamapps\common\Sekiro\msg\engus\menu.msgbnd.dcx", (p, n) => FMG.Read(p))["NTC_\u30e1\u30cb\u30e5\u30fc\u30c6\u30ad\u30b9\u30c8"];
            Dictionary <int, string> names = new Dictionary <int, string>();

            foreach (PARAM.Row r in game.Params["BonfireWarpParam"].Rows)
            {
                // break;
                int    entity  = (int)r["WarpEventId"].Value;
                string bonfire = bonfires[(int)r["BonfireNameId"].Value];
                if (bonfire != null && entity > 0)
                {
                    names[entity] = bonfire;
                    // Console.WriteLine($"{entity},  // {bonfire}");
                }
            }
            Dictionary <int, Vector3> points = new Dictionary <int, Vector3>();

            // Find location of all bonfires
            foreach (KeyValuePair <string, MSBS> entry in game.Smaps)
            {
                if (!game.Locations.ContainsKey(entry.Key))
                {
                    continue;
                }
                string map = game.Locations[entry.Key];
                MSBS   msb = entry.Value;
                foreach (MSBS.Part.Object e in msb.Parts.Objects)
                {
                    if (allBonfires.Contains(e.EntityID))
                    {
                        points[e.EntityID] = e.Position;
                    }
                }
            }
            string pathText(int p)
            {
                int first = paths[p].Item4.First();
                int last  = paths[p].Item4.Last();

                return($"#{paths[p].Item1} {names[first]}->{names[last]}");
            }

            bool investigateScaling = false;
            List <List <EnemyClass> > typeGroups = new List <List <EnemyClass> >
            {
                new List <EnemyClass> {
                    EnemyClass.Boss, EnemyClass.TutorialBoss
                },
                new List <EnemyClass> {
                    EnemyClass.Miniboss
                },
                new List <EnemyClass> {
                    EnemyClass.Basic, EnemyClass.FoldingMonkey, EnemyClass.OldDragon
                }
            };
            List <EnemyClass>           types = typeGroups.SelectMany(c => c).ToList();
            Dictionary <int, EnemyInfo> infos = fullInfos.Values.Where(e => types.Contains(e.Class)).ToDictionary(e => e.ID, e => e);

            if (!investigateScaling)
            {
                infos.Remove(1110920);
                infos.Remove(1110900);
                infos.Remove(1120800);
            }
            Dictionary <int, List <int> > possiblePaths = new Dictionary <int, List <int> >();
            bool explainCat = false;

            for (int i = 0; i < paths.Count; i++)
            {
                if (explainCat)
                {
                    Console.WriteLine($"--- Processing {pathText(i)}");
                }
                (int section, List <string> maps, List <int> cond, List <int> order) = paths[i];
                Dictionary <int, List <int> > eventFlags = new Dictionary <int, List <int> >();
                HashSet <int> excludeEntity = new HashSet <int>();
                HashSet <int> expectEntity  = new HashSet <int>();
                HashSet <int> getEntity     = new HashSet <int>();
                for (int j = 0; j < cond.Count; j += 2)
                {
                    int check = cond[j];
                    int val   = cond[j + 1];
                    if (check >= 1000000)
                    {
                        if (val == 0)
                        {
                            expectEntity.Add(check);
                        }
                        else
                        {
                            excludeEntity.Add(check);
                        }
                    }
                    else
                    {
                        AddMulti(eventFlags, check, val);
                    }
                }
                foreach (KeyValuePair <string, MSBS> entry in game.Smaps)
                {
                    if (!game.Locations.ContainsKey(entry.Key))
                    {
                        continue;
                    }
                    string map = game.Locations[entry.Key];
                    MSBS   msb = entry.Value;

                    if (!maps.Contains(map))
                    {
                        continue;
                    }
                    foreach (MSBS.Part.Enemy e in msb.Parts.Enemies)
                    {
                        if (!infos.ContainsKey(e.EntityID))
                        {
                            continue;
                        }
                        points[e.EntityID] = e.Position;
                        names[e.EntityID]  = game.ModelName(e.ModelName);
                        List <int> ids = new List <int> {
                            e.EntityID
                        };
                        ids.AddRange(e.EntityGroupIDs.Where(id => id > 0));
                        if (excludeEntity.Overlaps(ids))
                        {
                            if (explainCat)
                            {
                                Console.WriteLine($"excluded: {string.Join(",", ids)} from {string.Join(",", excludeEntity)}");
                            }
                            continue;
                        }
                        else if (expectEntity.Overlaps(ids))
                        {
                            getEntity.UnionWith(ids);
                        }
                        else if (eventFlags.Count > 0)
                        {
                            // If not explicitly expected, do a check for game progression
                            Dictionary <int, int> flags = new Dictionary <int, int>();
                            if (e.EventFlagID != -1)
                            {
                                flags[e.EventFlagID] = e.EventFlagCompareState;
                            }
                            if (e.UnkT48 != -1)
                            {
                                flags[e.UnkT48] = e.UnkT4C;
                            }
                            if (e.UnkT50 != -1)
                            {
                                flags[e.UnkT50] = 1;
                            }
                            bool mismatch = false;
                            foreach (KeyValuePair <int, List <int> > flagPair in eventFlags)
                            {
                                int        flag = flagPair.Key;
                                List <int> cmps = flagPair.Value;
                                int        cmp  = flags.TryGetValue(flag, out int tmp) ? tmp : -1;
                                if (explainCat && e.EntityID == 9999999)
                                {
                                    Console.WriteLine($"for {e.EntityID} expected {flag} = {string.Join(",", cmps)}, found result {cmp}");
                                }
                                if (!cmps.Contains(cmp))
                                {
                                    if (explainCat)
                                    {
                                        Console.WriteLine($"excluded: {string.Join(",", ids)} with {flag} = {cmp} (not {string.Join(",", cmps)})");
                                    }
                                    mismatch = true;
                                }
                            }
                            if (mismatch)
                            {
                                continue;
                            }
                        }
                        if (explainCat)
                        {
                            Console.WriteLine($"added: {string.Join(",", ids)}");
                        }
                        AddMulti(possiblePaths, e.EntityID, i);
                    }
                }
                List <int> missing = expectEntity.Except(getEntity).ToList();
                if (missing.Count > 0)
                {
                    throw new Exception($"Missing {string.Join(",", missing)} in {string.Join(",", maps)}");
                }
            }
            // Hardcode headless into Senpou, because it is out of the way and sort of a singleton
            possiblePaths[1100330] = new List <int> {
                7
            };

            Console.WriteLine("Categories");
            Dictionary <int, (int, float)> chosenPath = new Dictionary <int, (int, float)>();

            foreach (EnemyInfo info in infos.Values)
            {
                if (!possiblePaths.TryGetValue(info.ID, out List <int> pathList))
                {
                    throw new Exception($"{info.ID} has no categorization: {info.DebugText}");
                }
                if (paths[pathList[0]].Item2.Contains("hirata"))
                {
                    // If Hirata, greedily choose pre-revisited Hirata
                    pathList = new List <int> {
                        pathList[0]
                    };
                }
                float   score = float.PositiveInfinity;
                Vector3 pos   = points[info.ID];
                foreach (int path in pathList)
                {
                    (int section, List <string> maps, List <int> cond, List <int> order) = paths[path];
                    for (int i = 0; i < order.Count - 1; i++)
                    {
                        Vector3 p1    = points[order[i]];
                        Vector3 p2    = points[order[i + 1]];
                        float   dist1 = Vector3.Distance(p1, pos);
                        float   dist2 = Vector3.Distance(p2, pos);
                        float   dist  = dist1 + dist2;
                        if (info.ID == 9999999)
                        {
                            Console.WriteLine($"Found dist {dist1} to {names[order[i]]}, and {dist2} to {names[order[i + 1]]}. TOTAL {dist}");
                        }
                        if (dist < score)
                        {
                            score = dist;
                            chosenPath[info.ID] = (path, i + Vector3.Distance(p1, pos) / dist);
                        }
                    }
                }
                if (float.IsInfinity(score))
                {
                    throw new Exception($"{info.ID} with paths {string.Join(",", pathList.Select(pathText))} had nothing checked for it");
                }
            }

            // Put bosses in phase order
            foreach (int id in chosenPath.Keys.ToList())
            {
                EnemyInfo info = infos[id];
                if (info.Class == EnemyClass.Boss && info.OwnedBy != 0)
                {
                    chosenPath[id] = chosenPath[info.OwnedBy];
                }
            }

            if (investigateScaling)
            {
                Dictionary <int, MSBS.Part.Enemy> enemies = new Dictionary <int, MSBS.Part.Enemy>();
                foreach (KeyValuePair <string, MSBS> entry in game.Smaps)
                {
                    if (!game.Locations.ContainsKey(entry.Key))
                    {
                        continue;
                    }
                    string map = game.Locations[entry.Key];
                    MSBS   msb = entry.Value;
                    foreach (MSBS.Part.Enemy e in msb.Parts.Enemies)
                    {
                        enemies[e.EntityID] = e;
                    }
                }

                // Exclude these from scaling considerations, since they are not really part of the area (meant for when visiting later)
                HashSet <int> phantomGroups = new HashSet <int>
                {
                    // Ashina phantoms
                    1505201, 1505211, 1705200, 1705201, 2005200, 2005201,
                    // Sunken Valley phantoms
                    1505202, 1505212, 2005210, 2005211,
                    // Mibu Village phantoms
                    1705220, 1705221, 2005220, 2005221,
                };

                // haveSoulRate Unk85: NG+ only
                // EventFlagId: used for scaling speffect
                // There are these overall groups: vitality, damage, experience, cash. (is there haveSoulRate for cash/xp? maybe it's Unk85)
                List <string> scaleSp   = "maxHpRate maxStaminaCutRate physAtkPowerRate magicAtkPowerRate fireAtkPowerRate thunderAtkPowerRate staminaAttackRate darkAttackPowerRate NewGameBonusUnk".Split(' ').ToList();
                List <string> scaleNpc  = "Hp getSoul stamina staminaRecoverBaseVal Experience".Split(' ').ToList();
                List <string> allFields = scaleSp.Concat(scaleNpc).ToList();
                // Disp: ModelDispMask0 -> ModelDispMask31
                // Npc param has GameClearSpEffectID
                Dictionary <(string, int, int), List <float> > allScales = new Dictionary <(string, int, int), List <float> >();
                Dictionary <int, int> allSections = new Dictionary <int, int>();
                foreach (List <EnemyClass> typeGroup in typeGroups)
                {
                    // Consider two enemies the same if they have the same think id, or same disp mask
                    // Or for minibosses, if they are just the same model, that's probably fine
                    Dictionary <string, List <int> > thinks = new Dictionary <string, List <int> >();
                    Dictionary <string, List <int> > masks  = new Dictionary <string, List <int> >();
                    Dictionary <string, List <int> > bosses = new Dictionary <string, List <int> >();
                    List <string>         order             = new List <string>();
                    Dictionary <int, int> sections          = new Dictionary <int, int>();
                    foreach (KeyValuePair <int, (int, float)> entry in chosenPath.OrderBy(e => (e.Value, e.Key)))
                    {
                        int       id   = entry.Key;
                        EnemyInfo info = infos[id];
                        if (!typeGroup.Contains(info.Class))
                        {
                            continue;
                        }
                        MSBS.Part.Enemy e       = enemies[id];
                        int             path    = entry.Value.Item1;
                        int             section = paths[path].Item1;
                        sections[id]    = section;
                        allSections[id] = section;
                        if (e.EntityGroupIDs.Any(g => phantomGroups.Contains(g)))
                        {
                            continue;
                        }
                        string model = game.ModelName(e.ModelName);
                        if (typeGroup.Contains(EnemyClass.Miniboss) || typeGroup.Contains(EnemyClass.Boss))
                        {
                            AddMulti(bosses, model, id);
                            continue;
                        }
                        string think = $"{model} {e.ThinkParamID}";
                        AddMulti(thinks, think, id);
                        PARAM.Row npc = game.Params["NpcParam"][e.NPCParamID];
                        if (e.NPCParamID > 0 && npc != null)
                        {
                            uint mask = 0;
                            for (int i = 0; i < 32; i++)
                            {
                                if ((byte)npc[$"ModelDispMask{i}"].Value == 1)
                                {
                                    mask |= ((uint)1 << i);
                                }
                            }
                            string dispMask = $"{model} 0x{mask:X8}";
                            AddMulti(masks, dispMask, id);
                        }
                    }
                    foreach (KeyValuePair <string, List <int> > entry in thinks.Concat(masks.Concat(bosses)))
                    {
                        if (entry.Value.Count == 1)
                        {
                            continue;
                        }
                        List <int> secs = entry.Value.Select(i => sections[i]).Distinct().ToList();
                        if (secs.Count == 1)
                        {
                            continue;
                        }

                        Console.WriteLine($"{entry.Key}: {string.Join(",", entry.Value.Select(i => $"{i}[{sections[i]}]"))}");
                        SortedDictionary <string, List <(int, float)> > fieldValues = new SortedDictionary <string, List <(int, float)> >();
                        foreach (int id in entry.Value)
                        {
                            MSBS.Part.Enemy e   = enemies[id];
                            PARAM.Row       npc = game.Params["NpcParam"][e.NPCParamID];
                            if (e.NPCParamID == 0 || npc == null)
                            {
                                continue;
                            }
                            Dictionary <string, float> values = new Dictionary <string, float>();
                            foreach (string f in scaleNpc)
                            {
                                values[f] = float.Parse(npc[f].Value.ToString());
                            }
                            int       spVal = (int)npc["EventFlagId"].Value; // GameClearSpEffectID is for NG+ only, or time-of-day only, or something like that
                            PARAM.Row sp    = game.Params["SpEffectParam"][spVal];
                            if (spVal > 0 && sp != null)
                            {
                                foreach (string f in scaleSp)
                                {
                                    values[f] = float.Parse(sp[f].Value.ToString());
                                }
                            }
                            foreach (KeyValuePair <string, float> val in values)
                            {
                                AddMulti(fieldValues, val.Key, (sections[id], val.Value));
                            }
                        }
                        foreach (KeyValuePair <string, List <(int, float)> > val in fieldValues)
                        {
                            // Console.WriteLine($"  {val.Key}: {string.Join(", ", val.Value.OrderBy(v => v).Select(v => $"[{v.Item1}]{v.Item2}"))}");
                            Dictionary <int, float> bySection = val.Value.GroupBy(v => v.Item1).ToDictionary(g => g.Key, g => g.Select(v => v.Item2).Average());
                            List <string>           sorts     = new List <string>();
                            foreach (int i in bySection.Keys)
                            {
                                foreach (int j in bySection.Keys)
                                {
                                    if (i >= j)
                                    {
                                        continue;
                                    }
                                    float ratio = bySection[j] / bySection[i];
                                    if (float.IsNaN(ratio) || float.IsInfinity(ratio) || ratio == 1 || ratio == 0)
                                    {
                                        continue;
                                    }
                                    sorts.Add($"{i}{j}: {ratio:f3}x");
                                    AddMulti(allScales, (val.Key, i, j), ratio);
                                    // Can be used for complete table, but easier to leave out for lower diagonal
                                    // AddMulti(allScales, (val.Key, j, i), 1 / ratio);
                                }
                            }
                            if (sorts.Count > 0)
                            {
                                Console.WriteLine($"  {val.Key}: {string.Join(", ", sorts)}");
                            }
                        }
                    }
                }
                foreach (string field in allFields)
                {
                    Console.WriteLine($"-- {field} ({allScales.Where(k => k.Key.Item1 == field).Sum(e => e.Value.Count)})");
                    for (int i = 1; i <= 5; i++)
                    {
                        // row: the target class. column: the source class. value: how much to multiply to place the source in the target.
                        Console.WriteLine("  " + string.Join(" ", Enumerable.Range(1, 5).Select(j => allScales.TryGetValue((field, j, i), out List <float> floats) ? $"{floats.Average():f5}," : "        ")));
                    }
                }
                foreach (EnemyInfo info in fullInfos.Values)
                {
                    if (!allSections.ContainsKey(info.ID) && info.Class == EnemyClass.Helper && allSections.TryGetValue(info.OwnedBy, out int section))
                    {
                        allSections[info.ID] = section;
                    }
                }
                foreach (KeyValuePair <int, int> entry in allSections.OrderBy(e => (e.Value, e.Key)))
                {
                    Console.WriteLine($"  {entry.Key}: {entry.Value}");
                }
            }

            bool debugOutput = false;

            foreach (List <EnemyClass> typeGroup in typeGroups)
            {
                List <string> order = new List <string>();
                foreach (KeyValuePair <int, (int, float)> entry in chosenPath.OrderBy(e => (e.Value, e.Key)))
                {
                    int       id   = entry.Key;
                    EnemyInfo info = infos[id];
                    if (!typeGroup.Contains(info.Class))
                    {
                        continue;
                    }
                    if (debugOutput)
                    {
                        Console.WriteLine($"{info.DebugText}\n- {pathText(entry.Value.Item1)}, progress {entry.Value.Item2}\n");
                    }
                    order.Add($"{info.ExtraName ?? names[id]} {id}");
                }
                for (int i = 0; i < order.Count; i++)
                {
                    if (!debugOutput)
                    {
                        Console.WriteLine($"  {order[i]}: {order[order.Count - 1 - i]}");
                    }
                }
            }
        }