Merge branch 'main' into breaking_changes

# Conflicts:
#	Adjuster.py
#	AdjusterMain.py
#	BaseClasses.py
#	MultiClient.py
#	MultiServer.py
#	Mystery.py
#	Utils.py
#	WebHostLib/downloads.py
#	WebHostLib/generate.py
#	dumpSprites.py
#	test/TestBase.py
#	worlds/alttp/EntranceRandomizer.py
#	worlds/alttp/Main.py
#	worlds/alttp/Rom.py
This commit is contained in:
Fabian Dill
2021-01-03 13:13:59 +01:00
558 changed files with 13839 additions and 3095 deletions

View File

@@ -6,14 +6,10 @@ from Fill import FillError
def BossFactory(boss: str, player: int) -> Optional[Boss]:
if boss is None:
return None
if boss in boss_table:
enemizer_name, defeat_rule = boss_table[boss]
return Boss(boss, enemizer_name, defeat_rule, player)
logging.error('Unknown Boss: %s', boss)
return None
raise Exception('Unknown Boss: %s', boss)
def ArmosKnightsDefeatRule(state, player: int):
@@ -122,16 +118,15 @@ def GanonDefeatRule(state, player: int):
state.has_fire_source(player) and \
state.has('Silver Bow', player) and \
state.can_shoot_arrows(player)
easy_hammer = state.world.difficulty_adjustments[player] == "easy" and state.has("Hammer", player) and \
state.has('Silver Bow', player) and state.can_shoot_arrows(player)
can_hurt = state.has_beam_sword(player) or easy_hammer
can_hurt = state.has_beam_sword(player)
common = can_hurt and state.has_fire_source(player)
# silverless ganon may be needed in minor glitches
if state.world.logic[player] in {"owglitches", "minorglitches", "none"}:
# need to light torch a sufficient amount of times
return common and (state.has('Tempered Sword', player) or state.has('Golden Sword', player) or (
state.has('Silver Bow', player) and state.can_shoot_arrows(player)) or
state.has('Lamp', player) or state.can_extend_magic(player, 12))
state.has('Lamp', player) or state.can_extend_magic(player, 12))
else:
return common and state.has('Silver Bow', player) and state.can_shoot_arrows(player)
@@ -153,27 +148,33 @@ boss_table = {
}
def can_place_boss(world, player: int, boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
if dungeon_name in ['Ganons Tower', 'Inverted Ganons Tower'] and level == 'top':
if boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]:
def can_place_boss(boss: str, dungeon_name: str, level: Optional[str] = None) -> bool:
# blacklist approach
if boss in {"Agahnim", "Agahnim2", "Ganon"}:
return False
if dungeon_name == 'Ganons Tower':
if level == 'top':
if boss in {"Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"}:
return False
elif level == 'middle':
if boss == "Blind":
return False
elif dungeon_name == 'Tower of Hera':
if boss in {"Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"}:
return False
if dungeon_name in ['Ganons Tower', 'Inverted Ganons Tower'] and level == 'middle':
if boss in ["Blind"]:
elif dungeon_name == 'Skull Woods':
if boss == "Trinexx":
return False
if dungeon_name == 'Tower of Hera' and boss in ["Armos Knights", "Arrghus", "Blind", "Trinexx", "Lanmolas"]:
return False
if dungeon_name == 'Skull Woods' and boss in ["Trinexx"]:
return False
if boss in ["Agahnim", "Agahnim2", "Ganon"]:
return False
return True
def place_boss(world, player: int, boss: str, location: str, level: Optional[str]):
if location == 'Ganons Tower' and world.mode[player] == 'inverted':
location = 'Inverted Ganons Tower'
logging.debug('Placing boss %s at %s', boss, location + (' (' + level + ')' if level else ''))
world.get_dungeon(location, player).bosses[level] = BossFactory(boss, player)
@@ -182,85 +183,112 @@ def place_bosses(world, player: int):
if world.boss_shuffle[player] == 'none':
return
# Most to least restrictive order
if world.mode[player] != 'inverted':
boss_locations = [
['Ganons Tower', 'top'],
['Tower of Hera', None],
['Skull Woods', None],
['Ganons Tower', 'middle'],
['Eastern Palace', None],
['Desert Palace', None],
['Palace of Darkness', None],
['Swamp Palace', None],
['Thieves Town', None],
['Ice Palace', None],
['Misery Mire', None],
['Turtle Rock', None],
['Ganons Tower', 'bottom'],
]
else:
boss_locations = [
['Inverted Ganons Tower', 'top'],
['Tower of Hera', None],
['Skull Woods', None],
['Inverted Ganons Tower', 'middle'],
['Eastern Palace', None],
['Desert Palace', None],
['Palace of Darkness', None],
['Swamp Palace', None],
['Thieves Town', None],
['Ice Palace', None],
['Misery Mire', None],
['Turtle Rock', None],
['Inverted Ganons Tower', 'bottom'],
]
boss_locations = [
['Ganons Tower', 'top'],
['Tower of Hera', None],
['Skull Woods', None],
['Ganons Tower', 'middle'],
['Eastern Palace', None],
['Desert Palace', None],
['Palace of Darkness', None],
['Swamp Palace', None],
['Thieves Town', None],
['Ice Palace', None],
['Misery Mire', None],
['Turtle Rock', None],
['Ganons Tower', 'bottom'],
]
all_bosses = sorted(boss_table.keys()) # sorted to be deterministic on older pythons
placeable_bosses = [boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon']]
anywhere_bosses = [boss for boss in placeable_bosses if all(
can_place_boss(world, player, boss, loc, level) for loc, level in boss_locations)]
if world.boss_shuffle[player] in ["basic", "normal"]:
shuffle_mode = world.boss_shuffle[player]
already_placed_bosses = []
if ";" in shuffle_mode:
bosses = shuffle_mode.split(";")
shuffle_mode = bosses.pop()
for boss in bosses:
if "-" in boss:
loc, boss = boss.split("-")
boss = boss.title()
level = None
if loc.split(" ")[-1] in {"top", "middle", "bottom"}:
# split off level
loc = loc.split(" ")
level = loc[-1]
loc = " ".join(loc[:-1])
loc = loc.title()
if can_place_boss(boss, loc, level) and [loc, level] in boss_locations:
place_boss(world, player, boss, loc, level)
already_placed_bosses.append(boss)
boss_locations.remove([loc, level])
else:
Exception("Cannot place", boss, "at", loc, level, "for player", player)
else:
boss = boss.title()
boss_locations, already_placed_bosses = place_where_possible(world, player, boss, boss_locations)
if shuffle_mode == "none":
return # vanilla bosses come pre-placed
if shuffle_mode in ["basic", "normal"]:
if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled
bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
else: # all bosses present, the three duplicates chosen at random
bosses = all_bosses + [world.random.choice(placeable_bosses) for _ in range(3)]
# there is probably a better way to do this
while already_placed_bosses:
# remove already manually placed bosses, to prevent for example triple Lanmolas
boss = already_placed_bosses.pop()
if boss in bosses:
bosses.remove(boss)
# there may be more bosses than locations at this point, depending on manual placement
logging.debug('Bosses chosen %s', bosses)
world.random.shuffle(bosses)
for [loc, level] in boss_locations:
boss = next((b for b in bosses if can_place_boss(world, player, b, loc, level)), None)
for loc, level in boss_locations:
boss = next((b for b in bosses if can_place_boss(b, loc, level)), None)
if not boss:
loc_text = loc + (' (' + level + ')' if level else '')
raise FillError('Could not place boss for location %s' % loc_text)
bosses.remove(boss)
place_boss(world, player, boss, loc, level)
elif world.boss_shuffle[player] == "chaos": # all bosses chosen at random
for [loc, level] in boss_locations:
elif shuffle_mode == "chaos": # all bosses chosen at random
for loc, level in boss_locations:
try:
boss = world.random.choice(
[b for b in placeable_bosses if can_place_boss(world, player, b, loc, level)])
[b for b in placeable_bosses if can_place_boss(b, loc, level)])
except IndexError:
loc_text = loc + (' (' + level + ')' if level else '')
raise FillError('Could not place boss for location %s' % loc_text)
else:
place_boss(world, player, boss, loc, level)
elif world.boss_shuffle[player] == "singularity":
elif shuffle_mode == "singularity":
primary_boss = world.random.choice(placeable_bosses)
remaining_boss_locations = []
for loc, level in boss_locations:
# place that boss where it can go
if can_place_boss(world, player, primary_boss, loc, level):
place_boss(world, player, primary_boss, loc, level)
else:
remaining_boss_locations.append((loc, level))
remaining_boss_locations, _ = place_where_possible(world, player, primary_boss, boss_locations)
if remaining_boss_locations:
# pick a boss to go into the remaining locations
remaining_boss = world.random.choice([boss for boss in placeable_bosses if all(
can_place_boss(world, player, boss, loc, level) for loc, level in remaining_boss_locations)])
for loc, level in remaining_boss_locations:
place_boss(world, player, remaining_boss, loc, level)
can_place_boss(boss, loc, level) for loc, level in remaining_boss_locations)])
remaining_boss_locations, _ = place_where_possible(world, player, remaining_boss, remaining_boss_locations)
if remaining_boss_locations:
raise Exception("Unfilled boss locations!")
else:
raise FillError(f"Could not find boss shuffle mode {world.boss_shuffle[player]}")
raise FillError(f"Could not find boss shuffle mode {shuffle_mode}")
def place_where_possible(world, player: int, boss: str, boss_locations):
remainder = []
placed_bosses = []
for loc, level in boss_locations:
# place that boss where it can go
if can_place_boss(boss, loc, level):
place_boss(world, player, boss, loc, level)
placed_bosses.append(boss)
else:
remainder.append((loc, level))
return remainder, placed_bosses