Multiworld core implementation By Bonta0

Does not include the server/client code or the rom writes
specific to it. Indeed it cannot write multiworld roms at
all right now, pending addition future updates to support
the official ALTTPR Multiworld client.

Includes some GUI changes by Alaszun

Co-authored-by: Alaszun <koelze@google.com>
This commit is contained in:
Bonta-kun
2019-04-18 11:23:24 +02:00
committed by Kevin Cathcart
parent d44d194de7
commit 1a62b1da28
16 changed files with 1821 additions and 1611 deletions

View File

@@ -7,7 +7,8 @@ from Utils import int16_as_bytes
class World(object):
def __init__(self, shuffle, logic, mode, difficulty, timer, progressive, goal, algorithm, place_dungeon_items, check_beatable_only, shuffle_ganon, quickswap, fastmenu, disable_music, keysanity, retro, custom, customitemarray, boss_shuffle, hints):
def __init__(self, players, shuffle, logic, mode, difficulty, timer, progressive, goal, algorithm, place_dungeon_items, check_beatable_only, shuffle_ganon, quickswap, fastmenu, disable_music, keysanity, retro, custom, customitemarray, boss_shuffle, hints):
self.players = players
self.shuffle = shuffle
self.logic = logic
self.mode = mode
@@ -22,7 +23,7 @@ class World(object):
self.itempool = []
self.seed = None
self.state = CollectionState(self)
self.required_medallions = ['Ether', 'Quake']
self.required_medallions = dict([(player, ['Ether', 'Quake']) for player in range(1, players + 1)])
self._cached_entrances = None
self._cached_locations = None
self._entrance_cache = {}
@@ -32,10 +33,10 @@ class World(object):
self.required_locations = []
self.place_dungeon_items = place_dungeon_items # configurable in future
self.shuffle_bonk_prizes = False
self.swamp_patch_required = False
self.powder_patch_required = False
self.ganon_at_pyramid = True
self.ganonstower_vanilla = True
self.swamp_patch_required = {player: False for player in range(1, players + 1)}
self.powder_patch_required = {player: False for player in range(1, players + 1)}
self.ganon_at_pyramid = {player: True for player in range(1, players + 1)}
self.ganonstower_vanilla = {player: True for player in range(1, players + 1)}
self.sewer_light_cone = mode == 'standard'
self.light_world_light_cone = False
self.dark_world_light_cone = False
@@ -78,52 +79,52 @@ class World(object):
for region in self.regions:
region.world = self
def get_region(self, regionname):
def get_region(self, regionname, player):
if isinstance(regionname, Region):
return regionname
try:
return self._region_cache[regionname]
return self._region_cache[(regionname, player)]
except KeyError:
for region in self.regions:
if region.name == regionname:
self._region_cache[regionname] = region
if region.name == regionname and region.player == player:
self._region_cache[(regionname, player)] = region
return region
raise RuntimeError('No such region %s' % regionname)
raise RuntimeError('No such region %s for player %d' % (regionname, player))
def get_entrance(self, entrance):
def get_entrance(self, entrance, player):
if isinstance(entrance, Entrance):
return entrance
try:
return self._entrance_cache[entrance]
return self._entrance_cache[(entrance, player)]
except KeyError:
for region in self.regions:
for exit in region.exits:
if exit.name == entrance:
self._entrance_cache[entrance] = exit
if exit.name == entrance and exit.player == player:
self._entrance_cache[(entrance, player)] = exit
return exit
raise RuntimeError('No such entrance %s' % entrance)
raise RuntimeError('No such entrance %s for player %d' % (entrance, player))
def get_location(self, location):
def get_location(self, location, player):
if isinstance(location, Location):
return location
try:
return self._location_cache[location]
return self._location_cache[(location, player)]
except KeyError:
for region in self.regions:
for r_location in region.locations:
if r_location.name == location:
self._location_cache[location] = r_location
if r_location.name == location and r_location.player == player:
self._location_cache[(location, player)] = r_location
return r_location
raise RuntimeError('No such location %s' % location)
raise RuntimeError('No such location %s for player %d' % (location, player))
def get_dungeon(self, dungeonname):
def get_dungeon(self, dungeonname, player):
if isinstance(dungeonname, Dungeon):
return dungeonname
for dungeon in self.dungeons:
if dungeon.name == dungeonname:
if dungeon.name == dungeonname and dungeon.player == player:
return dungeon
raise RuntimeError('No such dungeon %s' % dungeonname)
raise RuntimeError('No such dungeon %s for player %d' % (dungeonname, player))
def get_all_state(self, keys=False):
ret = CollectionState(self)
@@ -131,58 +132,61 @@ class World(object):
def soft_collect(item):
if item.name.startswith('Progressive '):
if 'Sword' in item.name:
if ret.has('Golden Sword'):
if ret.has('Golden Sword', item.player):
pass
elif ret.has('Tempered Sword') and self.difficulty_requirements.progressive_sword_limit >= 4:
ret.prog_items.append('Golden Sword')
elif ret.has('Master Sword') and self.difficulty_requirements.progressive_sword_limit >= 3:
ret.prog_items.append('Tempered Sword')
elif ret.has('Fighter Sword') and self.difficulty_requirements.progressive_sword_limit >= 2:
ret.prog_items.append('Master Sword')
elif ret.has('Tempered Sword', item.player) and self.difficulty_requirements.progressive_sword_limit >= 4:
ret.prog_items.append(('Golden Sword', item.player))
elif ret.has('Master Sword', item.player) and self.difficulty_requirements.progressive_sword_limit >= 3:
ret.prog_items.append(('Tempered Sword', item.player))
elif ret.has('Fighter Sword', item.player) and self.difficulty_requirements.progressive_sword_limit >= 2:
ret.prog_items.append(('Master Sword', item.player))
elif self.difficulty_requirements.progressive_sword_limit >= 1:
ret.prog_items.append('Fighter Sword')
ret.prog_items.append(('Fighter Sword', item.player))
elif 'Glove' in item.name:
if ret.has('Titans Mitts'):
if ret.has('Titans Mitts', item.player):
pass
elif ret.has('Power Glove'):
ret.prog_items.append('Titans Mitts')
elif ret.has('Power Glove', item.player):
ret.prog_items.append(('Titans Mitts', item.player))
else:
ret.prog_items.append('Power Glove')
ret.prog_items.append(('Power Glove', item.player))
elif 'Shield' in item.name:
if ret.has('Mirror Shield'):
if ret.has('Mirror Shield', item.player):
pass
elif ret.has('Red Shield') and self.difficulty_requirements.progressive_shield_limit >= 3:
ret.prog_items.append('Mirror Shield')
elif ret.has('Blue Shield') and self.difficulty_requirements.progressive_shield_limit >= 2:
ret.prog_items.append('Red Shield')
elif ret.has('Red Shield', item.player) and self.difficulty_requirements.progressive_shield_limit >= 3:
ret.prog_items.append(('Mirror Shield', item.player))
elif ret.has('Blue Shield', item.player) and self.difficulty_requirements.progressive_shield_limit >= 2:
ret.prog_items.append(('Red Shield', item.player))
elif self.difficulty_requirements.progressive_shield_limit >= 1:
ret.prog_items.append('Blue Shield')
ret.prog_items.append(('Blue Shield', item.player))
elif item.name.startswith('Bottle'):
if ret.bottle_count() < self.difficulty_requirements.progressive_bottle_limit:
ret.prog_items.append(item.name)
if ret.bottle_count(item.player) < self.difficulty_requirements.progressive_bottle_limit:
ret.prog_items.append((item.name, item.player))
elif item.advancement or item.key:
ret.prog_items.append(item.name)
ret.prog_items.append((item.name, item.player))
for item in self.itempool:
soft_collect(item)
if keys:
from Items import ItemFactory
for item in ItemFactory(['Small Key (Escape)', 'Big Key (Eastern Palace)', 'Big Key (Desert Palace)', 'Small Key (Desert Palace)', 'Big Key (Tower of Hera)', 'Small Key (Tower of Hera)', 'Small Key (Agahnims Tower)', 'Small Key (Agahnims Tower)',
'Big Key (Palace of Darkness)'] + ['Small Key (Palace of Darkness)'] * 6 + ['Big Key (Thieves Town)', 'Small Key (Thieves Town)', 'Big Key (Skull Woods)'] + ['Small Key (Skull Woods)'] * 3 + ['Big Key (Swamp Palace)',
'Small Key (Swamp Palace)', 'Big Key (Ice Palace)'] + ['Small Key (Ice Palace)'] * 2 + ['Big Key (Misery Mire)', 'Big Key (Turtle Rock)', 'Big Key (Ganons Tower)'] + ['Small Key (Misery Mire)'] * 3 + ['Small Key (Turtle Rock)'] * 4 + ['Small Key (Ganons Tower)'] * 4):
soft_collect(item)
for p in range(1, self.players + 1):
from Items import ItemFactory
for item in ItemFactory(['Small Key (Escape)', 'Big Key (Eastern Palace)', 'Big Key (Desert Palace)', 'Small Key (Desert Palace)', 'Big Key (Tower of Hera)', 'Small Key (Tower of Hera)', 'Small Key (Agahnims Tower)', 'Small Key (Agahnims Tower)',
'Big Key (Palace of Darkness)'] + ['Small Key (Palace of Darkness)'] * 6 + ['Big Key (Thieves Town)', 'Small Key (Thieves Town)', 'Big Key (Skull Woods)'] + ['Small Key (Skull Woods)'] * 3 + ['Big Key (Swamp Palace)',
'Small Key (Swamp Palace)', 'Big Key (Ice Palace)'] + ['Small Key (Ice Palace)'] * 2 + ['Big Key (Misery Mire)', 'Big Key (Turtle Rock)', 'Big Key (Ganons Tower)'] + ['Small Key (Misery Mire)'] * 3 + ['Small Key (Turtle Rock)'] * 4 + ['Small Key (Ganons Tower)'] * 4,
p):
soft_collect(item)
ret.sweep_for_events()
return ret
def get_items(self):
return [loc.item for loc in self.get_filled_locations()] + self.itempool
def find_items(self, item):
return [location for location in self.get_locations() if location.item is not None and location.item.name == item]
def find_items(self, item, player):
return [location for location in self.get_locations() if location.item is not None and location.item.name == item and location.item.player == player]
def push_item(self, location, item, collect=True):
if not isinstance(location, Location):
location = self.get_location(location)
raise RuntimeError('Cannot assign item %s to location %s (player %d).' % (item, location, item.player))
if location.can_fill(self.state, item, False):
location.item = item
@@ -214,21 +218,21 @@ class World(object):
def clear_location_cache(self):
self._cached_locations = None
def get_unfilled_locations(self):
return [location for location in self.get_locations() if location.item is None]
def get_unfilled_locations(self, player=None):
return [location for location in self.get_locations() if (player is None or location.player == player) and location.item is None]
def get_filled_locations(self):
return [location for location in self.get_locations() if location.item is not None]
def get_filled_locations(self, player=None):
return [location for location in self.get_locations() if (player is None or location.player == player) and location.item is not None]
def get_reachable_locations(self, state=None):
def get_reachable_locations(self, state=None, player=None):
if state is None:
state = self.state
return [location for location in self.get_locations() if state.can_reach(location)]
return [location for location in self.get_locations() if (player is None or location.player == player) and state.can_reach(location)]
def get_placeable_locations(self, state=None):
def get_placeable_locations(self, state=None, player=None):
if state is None:
state = self.state
return [location for location in self.get_locations() if location.item is None and state.can_reach(location)]
return [location for location in self.get_locations() if (player is None or location.player == player) and location.item is None and state.can_reach(location)]
def unlocks_new_location(self, item):
temp_state = self.state.copy()
@@ -241,11 +245,10 @@ class World(object):
return False
def has_beaten_game(self, state):
if state.has('Triforce'):
if all([state.has('Triforce', player) for player in range(1, self.players + 1)]):
return True
if self.goal in ['triforcehunt'] and all([((state.item_count('Triforce Piece', player) + state.item_count('Power Star', player)) > self.treasure_hunt_count) for player in range(1, self.players + 1)]):
return True
if self.goal in ['triforcehunt']:
if state.item_count('Triforce Piece') + state.item_count('Power Star') > self.treasure_hunt_count:
return True
return False
def can_beat_game(self, starting_state=None):
@@ -259,17 +262,21 @@ class World(object):
prog_locations = [location for location in self.get_locations() if location.item is not None and (location.item.advancement or location.event) and location not in state.locations_checked]
treasure_pieces_collected = state.item_count('Triforce Piece') + state.item_count('Power Star')
treasure_pieces_collected = dict([(player, state.item_count('Triforce Piece', player) + state.item_count('Power Star', player)) for player in range(1, self.players + 1)])
triforces_collected = dict([(player, state.has('Triforce', player)) for player in range(1, self.players + 1)])
while prog_locations:
sphere = []
# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
for location in prog_locations:
if state.can_reach(location):
if location.item.name == 'Triforce':
return True
triforces_collected[location.item.player] = True
if all(triforces_collected.values()):
return True
elif location.item.name in ['Triforce Piece', 'Power Star']:
treasure_pieces_collected += 1
if self.goal in ['triforcehunt'] and treasure_pieces_collected >= self.treasure_hunt_count:
treasure_pieces_collected[location.item.player] += 1
if self.goal in ['triforcehunt'] and all([treasure_pieces_collected[player] >= self.treasure_hunt_count for player in range(1, self.players + 1)]):
return True
sphere.append(location)
@@ -283,8 +290,7 @@ class World(object):
return False
@property
def option_identifier(self):
def option_identifier(self, maxbytes, player):
id_value = 0
id_value_max = 1
@@ -309,10 +315,11 @@ class World(object):
markbool(self.shuffle_ganon)
markbool(self.keysanity)
markbool(self.retro)
assert id_value_max <= 0xFFFFFFFF
marksequence(range(1, 256), self.players)
marksequence(range(1, self.players + 1), player)
assert id_value_max < (1 << (maxbytes * 8))
return id_value
class CollectionState(object):
def __init__(self, parent):
@@ -326,7 +333,6 @@ class CollectionState(object):
def update_reachable_regions(self):
self.stale=False
new_regions = True
reachable_regions_count = len(self.reachable_regions)
while new_regions:
@@ -347,149 +353,149 @@ class CollectionState(object):
ret.stale = True
return ret
def can_reach(self, spot, resolution_hint=None):
def can_reach(self, spot, resolution_hint=None, player=None):
try:
spot_type = spot.spot_type
except AttributeError:
# try to resolve a name
if resolution_hint == 'Location':
spot = self.world.get_location(spot)
spot = self.world.get_location(spot, player)
elif resolution_hint == 'Entrance':
spot = self.world.get_entrance(spot)
spot = self.world.get_entrance(spot, player)
else:
# default to Region
spot = self.world.get_region(spot)
spot = self.world.get_region(spot, player)
return spot.can_reach(self)
def sweep_for_events(self, key_only=False):
def sweep_for_events(self, key_only=False, locations=None):
# this may need improvement
new_locations = True
checked_locations = 0
while new_locations:
reachable_events = [location for location in self.world.get_filled_locations() if location.event and (not key_only or location.item.key) and self.can_reach(location)]
if locations is None:
locations = self.world.get_filled_locations()
reachable_events = [location for location in locations if location.event and (not key_only or location.item.key) and self.can_reach(location)]
for event in reachable_events:
if event.name not in self.events:
self.events.append(event.name)
if (event.name, event.player) not in self.events:
self.events.append((event.name, event.player))
self.collect(event.item, True, event)
new_locations = len(reachable_events) > checked_locations
checked_locations = len(reachable_events)
def has(self, item, count=1):
def has(self, item, player, count=1):
if count == 1:
return item in self.prog_items
return self.item_count(item) >= count
return (item, player) in self.prog_items
return self.item_count(item, player) >= count
def has_key(self, item, count=1):
def has_key(self, item, player, count=1):
if self.world.retro:
return self.can_buy_unlimited('Small Key (Universal)')
return self.can_buy_unlimited('Small Key (Universal)', player)
if count == 1:
return item in self.prog_items
return self.item_count(item) >= count
return (item, player) in self.prog_items
return self.item_count(item, player) >= count
def can_buy_unlimited(self, item):
def can_buy_unlimited(self, item, player):
for shop in self.world.shops:
if shop.has_unlimited(item) and shop.region.can_reach(self):
if shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(self):
return True
return False
def item_count(self, item):
return len([pritem for pritem in self.prog_items if pritem == item])
def item_count(self, item, player):
return len([pritem for pritem in self.prog_items if pritem == (item, player)])
def can_lift_rocks(self):
return self.has('Power Glove') or self.has('Titans Mitts')
def can_lift_rocks(self, player):
return self.has('Power Glove', player) or self.has('Titans Mitts', player)
def has_bottle(self):
return self.bottle_count() > 0
def has_bottle(self, player):
return self.bottle_count(player) > 0
def bottle_count(self):
return len([pritem for pritem in self.prog_items if pritem.startswith('Bottle')])
def bottle_count(self, player):
return len([pritem for pritem in self.prog_items if pritem[0].startswith('Bottle') and pritem[1] == player])
def has_hearts(self, count):
def has_hearts(self, player, count):
# Warning: This only considers items that are marked as advancement items
return self.heart_count() >= count
return self.heart_count(player) >= count
def heart_count(self):
def heart_count(self, player):
# Warning: This only considers items that are marked as advancement items
return (
self.item_count('Boss Heart Container')
+ self.item_count('Sanctuary Heart Container')
+ self.item_count('Piece of Heart') // 4
self.item_count('Boss Heart Container', player)
+ self.item_count('Sanctuary Heart Container', player)
+ self.item_count('Piece of Heart', player) // 4
+ 3 # starting hearts
)
def can_lift_heavy_rocks(self):
return self.has('Titans Mitts')
def can_lift_heavy_rocks(self, player):
return self.has('Titans Mitts', player)
def can_extend_magic(self, smallmagic=16, fullrefill=False): #This reflects the total magic Link has, not the total extra he has.
def can_extend_magic(self, player, smallmagic=16, fullrefill=False): #This reflects the total magic Link has, not the total extra he has.
basemagic = 8
if self.has('Quarter Magic'):
if self.has('Quarter Magic', player):
basemagic = 32
elif self.has('Half Magic'):
elif self.has('Half Magic', player):
basemagic = 16
if self.can_buy_unlimited('Green Potion') or self.can_buy_unlimited('Blue Potion'):
if self.can_buy_unlimited('Green Potion', player) or self.can_buy_unlimited('Blue Potion', player):
if self.world.difficulty == 'hard' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.5 * self.bottle_count())
basemagic = basemagic + int(basemagic * 0.5 * self.bottle_count(player))
elif self.world.difficulty == 'expert' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.25 * self.bottle_count())
basemagic = basemagic + int(basemagic * 0.25 * self.bottle_count(player))
elif self.world.difficulty == 'insane' and not fullrefill:
basemagic = basemagic
else:
basemagic = basemagic + basemagic * self.bottle_count()
basemagic = basemagic + basemagic * self.bottle_count(player)
return basemagic >= smallmagic
def can_kill_most_things(self, enemies=5):
return (self.has_blunt_weapon()
or self.has('Cane of Somaria')
or (self.has('Cane of Byrna') and (enemies < 6 or self.can_extend_magic()))
or self.can_shoot_arrows()
or self.has('Fire Rod')
def can_kill_most_things(self, player, enemies=5):
return (self.has_blunt_weapon(player)
or self.has('Cane of Somaria', player)
or (self.has('Cane of Byrna', player) and (enemies < 6 or self.can_extend_magic(player)))
or self.can_shoot_arrows(player)
or self.has('Fire Rod', player)
)
def can_shoot_arrows(self):
def can_shoot_arrows(self, player):
if self.world.retro:
#TODO: need to decide how we want to handle wooden arrows longer-term (a can-buy-a check, or via dynamic shop location)
#FIXME: Should do something about hard+ ganon only silvers. For the moment, i believe they effective grant wooden, so we are safe
return self.has('Bow') and (self.has('Silver Arrows') or self.can_buy_unlimited('Single Arrow'))
return self.has('Bow')
return self.has('Bow', player) and (self.has('Silver Arrows', player) or self.can_buy_unlimited('Single Arrow', player))
return self.has('Bow', player)
def can_get_good_bee(self):
cave = self.world.get_region('Good Bee Cave')
def can_get_good_bee(self, player):
cave = self.world.get_region('Good Bee Cave', player)
return (
self.has_bottle() and
self.has('Bug Catching Net') and
(self.has_Boots() or (self.has_sword() and self.has('Quake'))) and
self.has_bottle(player) and
self.has('Bug Catching Net', player) and
(self.has_Boots(player) or (self.has_sword(player) and self.has('Quake', player))) and
cave.can_reach(self) and
(cave.is_light_world or self.has_Pearl())
(cave.is_light_world or self.has_Pearl(player))
)
def has_sword(self):
return self.has('Fighter Sword') or self.has('Master Sword') or self.has('Tempered Sword') or self.has('Golden Sword')
def has_sword(self, player):
return self.has('Fighter Sword', player) or self.has('Master Sword', player) or self.has('Tempered Sword', player) or self.has('Golden Sword', player)
def has_beam_sword(self):
return self.has('Master Sword') or self.has('Tempered Sword') or self.has('Golden Sword')
def has_beam_sword(self, player):
return self.has('Master Sword', player) or self.has('Tempered Sword', player) or self.has('Golden Sword', player)
def has_blunt_weapon(self):
return self.has_sword() or self.has('Hammer')
def has_blunt_weapon(self, player):
return self.has_sword(player) or self.has('Hammer', player)
def has_Mirror(self):
return self.has('Magic Mirror')
def has_Mirror(self, player):
return self.has('Magic Mirror', player)
def has_Boots(self):
return self.has('Pegasus Boots')
def has_Boots(self, player):
return self.has('Pegasus Boots', player)
def has_Pearl(self):
return self.has('Moon Pearl')
def has_Pearl(self, player):
return self.has('Moon Pearl', player)
def has_fire_source(self):
return self.has('Fire Rod') or self.has('Lamp')
def has_fire_source(self, player):
return self.has('Fire Rod', player) or self.has('Lamp', player)
def has_misery_mire_medallion(self):
return self.has(self.world.required_medallions[0])
def has_misery_mire_medallion(self, player):
return self.has(self.world.required_medallions[player][0], player)
def has_turtle_rock_medallion(self):
return self.has(self.world.required_medallions[1])
def has_turtle_rock_medallion(self, player):
return self.has(self.world.required_medallions[player][1], player)
def collect(self, item, event=False, location=None):
if location:
@@ -497,47 +503,47 @@ class CollectionState(object):
changed = False
if item.name.startswith('Progressive '):
if 'Sword' in item.name:
if self.has('Golden Sword'):
if self.has('Golden Sword', item.player):
pass
elif self.has('Tempered Sword') and self.world.difficulty_requirements.progressive_sword_limit >= 4:
self.prog_items.append('Golden Sword')
elif self.has('Tempered Sword', item.player) and self.world.difficulty_requirements.progressive_sword_limit >= 4:
self.prog_items.append(('Golden Sword', item.player))
changed = True
elif self.has('Master Sword') and self.world.difficulty_requirements.progressive_sword_limit >= 3:
self.prog_items.append('Tempered Sword')
elif self.has('Master Sword', item.player) and self.world.difficulty_requirements.progressive_sword_limit >= 3:
self.prog_items.append(('Tempered Sword', item.player))
changed = True
elif self.has('Fighter Sword') and self.world.difficulty_requirements.progressive_sword_limit >= 2:
self.prog_items.append('Master Sword')
elif self.has('Fighter Sword', item.player) and self.world.difficulty_requirements.progressive_sword_limit >= 2:
self.prog_items.append(('Master Sword', item.player))
changed = True
elif self.world.difficulty_requirements.progressive_sword_limit >= 1:
self.prog_items.append('Fighter Sword')
self.prog_items.append(('Fighter Sword', item.player))
changed = True
elif 'Glove' in item.name:
if self.has('Titans Mitts'):
if self.has('Titans Mitts', item.player):
pass
elif self.has('Power Glove'):
self.prog_items.append('Titans Mitts')
elif self.has('Power Glove', item.player):
self.prog_items.append(('Titans Mitts', item.player))
changed = True
else:
self.prog_items.append('Power Glove')
self.prog_items.append(('Power Glove', item.player))
changed = True
elif 'Shield' in item.name:
if self.has('Mirror Shield'):
if self.has('Mirror Shield', item.player):
pass
elif self.has('Red Shield') and self.world.difficulty_requirements.progressive_shield_limit >= 3:
self.prog_items.append('Mirror Shield')
elif self.has('Red Shield', item.player) and self.world.difficulty_requirements.progressive_shield_limit >= 3:
self.prog_items.append(('Mirror Shield', item.player))
changed = True
elif self.has('Blue Shield') and self.world.difficulty_requirements.progressive_shield_limit >= 2:
self.prog_items.append('Red Shield')
elif self.has('Blue Shield', item.player) and self.world.difficulty_requirements.progressive_shield_limit >= 2:
self.prog_items.append(('Red Shield', item.player))
changed = True
elif self.world.difficulty_requirements.progressive_shield_limit >= 1:
self.prog_items.append('Blue Shield')
self.prog_items.append(('Blue Shield', item.player))
changed = True
elif item.name.startswith('Bottle'):
if self.bottle_count() < self.world.difficulty_requirements.progressive_bottle_limit:
self.prog_items.append(item.name)
if self.bottle_count(item.player) < self.world.difficulty_requirements.progressive_bottle_limit:
self.prog_items.append((item.name, item.player))
changed = True
elif event or item.advancement:
self.prog_items.append(item.name)
self.prog_items.append((item.name, item.player))
changed = True
self.stale = True
@@ -551,27 +557,27 @@ class CollectionState(object):
to_remove = item.name
if to_remove.startswith('Progressive '):
if 'Sword' in to_remove:
if self.has('Golden Sword'):
if self.has('Golden Sword', item.player):
to_remove = 'Golden Sword'
elif self.has('Tempered Sword'):
elif self.has('Tempered Sword', item.player):
to_remove = 'Tempered Sword'
elif self.has('Master Sword'):
elif self.has('Master Sword', item.player):
to_remove = 'Master Sword'
elif self.has('Fighter Sword'):
elif self.has('Fighter Sword', item.player):
to_remove = 'Fighter Sword'
else:
to_remove = None
elif 'Glove' in item.name:
if self.has('Titans Mitts'):
if self.has('Titans Mitts', item.player):
to_remove = 'Titans Mitts'
elif self.has('Power Glove'):
elif self.has('Power Glove', item.player):
to_remove = 'Power Glove'
else:
to_remove = None
if to_remove is not None:
try:
self.prog_items.remove(to_remove)
self.prog_items.remove((to_remove, item.player))
except ValueError:
return
@@ -582,8 +588,8 @@ class CollectionState(object):
def __getattr__(self, item):
if item.startswith('can_reach_'):
return self.can_reach(item[10])
elif item.startswith('has_'):
return self.has(item[4])
#elif item.startswith('has_'):
# return self.has(item[4])
raise RuntimeError('Cannot parse %s.' % item)
@@ -602,7 +608,7 @@ class RegionType(Enum):
class Region(object):
def __init__(self, name, type, hint):
def __init__(self, name, type, hint, player):
self.name = name
self.type = type
self.entrances = []
@@ -616,6 +622,7 @@ class Region(object):
self.spot_type = 'Region'
self.hint_text = hint
self.recursion_count = 0
self.player = player
def can_reach(self, state):
if state.stale:
@@ -634,7 +641,7 @@ class Region(object):
is_dungeon_item = item.key or item.map or item.compass
sewer_hack = self.world.mode == 'standard' and item.name == 'Small Key (Escape)'
if sewer_hack or (is_dungeon_item and not self.world.keysanity):
return self.dungeon and self.dungeon.is_dungeon_item(item)
return self.dungeon and self.dungeon.is_dungeon_item(item) and (item.player == self.player or self.world.keysanity)
return True
@@ -642,12 +649,12 @@ class Region(object):
return str(self.__unicode__())
def __unicode__(self):
return '%s' % self.name
return '%s (Player %d)' % (self.name, self.player)
class Entrance(object):
def __init__(self, name='', parent=None):
def __init__(self, player, name='', parent=None):
self.name = name
self.parent_region = parent
self.connected_region = None
@@ -657,6 +664,7 @@ class Entrance(object):
self.recursion_count = 0
self.vanilla = None
self.access_rule = lambda state: True
self.player = player
def can_reach(self, state):
if state.can_reach(self.parent_region) and self.access_rule(state):
@@ -677,18 +685,19 @@ class Entrance(object):
return str(self.__unicode__())
def __unicode__(self):
return '%s' % self.name
return '%s (Player %d)' % (self.name, self.player)
class Dungeon(object):
def __init__(self, name, regions, big_key, small_keys, dungeon_items):
def __init__(self, name, regions, big_key, small_keys, dungeon_items, player):
self.name = name
self.regions = regions
self.big_key = big_key
self.small_keys = small_keys
self.dungeon_items = dungeon_items
self.bosses = dict()
self.player = player
@property
def boss(self):
@@ -707,25 +716,26 @@ class Dungeon(object):
return self.dungeon_items + self.keys
def is_dungeon_item(self, item):
return item.name in [dungeon_item.name for dungeon_item in self.all_items]
return item.player == self.player and item.name in [dungeon_item.name for dungeon_item in self.all_items]
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
return '%s' % self.name
return '%s (Player %d)' % (self.name, self.player)
class Boss(object):
def __init__(self, name, enemizer_name, defeat_rule):
def __init__(self, name, enemizer_name, defeat_rule, player):
self.name = name
self.enemizer_name = enemizer_name
self.defeat_rule = defeat_rule
self.player = player
def can_defeat(self, state):
return self.defeat_rule(state)
return self.defeat_rule(state, self.player)
class Location(object):
def __init__(self, name='', address=None, crystal=False, hint_text=None, parent=None):
def __init__(self, player, name='', address=None, crystal=False, hint_text=None, parent=None):
self.name = name
self.parent_region = parent
self.item = None
@@ -739,6 +749,7 @@ class Location(object):
self.always_allow = lambda item, state: False
self.access_rule = lambda state: True
self.item_rule = lambda item: True
self.player = player
def can_fill(self, state, item, check_access=True):
return self.always_allow(state, item) or (self.parent_region.can_fill(item) and self.item_rule(item) and (not check_access or self.can_reach(state)))
@@ -752,12 +763,12 @@ class Location(object):
return str(self.__unicode__())
def __unicode__(self):
return '%s' % self.name
return '%s (Player %d)' % (self.name, self.player)
class Item(object):
def __init__(self, name='', advancement=False, priority=False, type=None, code=None, pedestal_hint=None, pedestal_credit=None, sickkid_credit=None, zora_credit=None, witch_credit=None, fluteboy_credit=None, hint_text=None):
def __init__(self, name='', advancement=False, priority=False, type=None, code=None, pedestal_hint=None, pedestal_credit=None, sickkid_credit=None, zora_credit=None, witch_credit=None, fluteboy_credit=None, hint_text=None, player=None):
self.name = name
self.advancement = advancement
self.priority = priority
@@ -771,6 +782,7 @@ class Item(object):
self.hint_text = hint_text
self.code = code
self.location = None
self.player = player
@property
def key(self):
@@ -792,7 +804,7 @@ class Item(object):
return str(self.__unicode__())
def __unicode__(self):
return '%s' % self.name
return '%s (Player %d)' % (self.name, self.player)
# have 6 address that need to be filled
@@ -874,11 +886,14 @@ class Spoiler(object):
self.shops = []
self.bosses = OrderedDict()
def set_entrance(self, entrance, exit, direction):
self.entrances[(entrance, direction)] = OrderedDict([('entrance', entrance), ('exit', exit), ('direction', direction)])
def set_entrance(self, entrance, exit, direction, player):
self.entrances[(entrance, direction, player)] = OrderedDict([('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction)])
def parse_data(self):
self.medallions = OrderedDict([('Misery Mire', self.world.required_medallions[0]), ('Turtle Rock', self.world.required_medallions[1])])
self.medallions = OrderedDict()
for player in range(1, self.world.players + 1):
self.medallions['Misery Mire (Player %d)' % player] = self.world.required_medallions[player][0]
self.medallions['Turtle Rock (Player %d)' % player] = self.world.required_medallions[player][1]
self.locations = OrderedDict()
listed_locations = set()
@@ -897,7 +912,7 @@ class Spoiler(object):
for dungeon in self.world.dungeons:
dungeon_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.dungeon == dungeon]
self.locations[dungeon.name] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in dungeon_locations])
self.locations[str(dungeon)] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in dungeon_locations])
listed_locations.update(dungeon_locations)
other_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations]
@@ -905,10 +920,11 @@ class Spoiler(object):
self.locations['Other Locations'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in other_locations])
listed_locations.update(other_locations)
self.shops = []
for shop in self.world.shops:
if not shop.active:
continue
shopdata = {'location': shop.region.name,
shopdata = {'location': str(shop.region),
'type': 'Take Any' if shop.type == ShopType.TakeAny else 'Shop'
}
for index, item in enumerate(shop.inventory):
@@ -917,22 +933,24 @@ class Spoiler(object):
shopdata['item_{}'.format(index)] = "{}{}".format(item['item'], item['price']) if item['price'] else item['item']
self.shops.append(shopdata)
self.bosses["Eastern Palace"] = self.world.get_dungeon("Eastern Palace").boss.name
self.bosses["Desert Palace"] = self.world.get_dungeon("Desert Palace").boss.name
self.bosses["Tower Of Hera"] = self.world.get_dungeon("Tower of Hera").boss.name
self.bosses["Hyrule Castle"] = "Agahnim"
self.bosses["Palace Of Darkness"] = self.world.get_dungeon("Palace of Darkness").boss.name
self.bosses["Swamp Palace"] = self.world.get_dungeon("Swamp Palace").boss.name
self.bosses["Skull Woods"] = self.world.get_dungeon("Skull Woods").boss.name
self.bosses["Thieves Town"] = self.world.get_dungeon("Thieves Town").boss.name
self.bosses["Ice Palace"] = self.world.get_dungeon("Ice Palace").boss.name
self.bosses["Misery Mire"] = self.world.get_dungeon("Misery Mire").boss.name
self.bosses["Turtle Rock"] = self.world.get_dungeon("Turtle Rock").boss.name
self.bosses["Ganons Tower Basement"] = self.world.get_dungeon('Ganons Tower').bosses['bottom'].name
self.bosses["Ganons Tower Middle"] = self.world.get_dungeon('Ganons Tower').bosses['middle'].name
self.bosses["Ganons Tower Top"] = self.world.get_dungeon('Ganons Tower').bosses['top'].name
self.bosses["Ganons Tower"] = "Agahnim 2"
self.bosses["Ganon"] = "Ganon"
for player in range(1, self.world.players + 1):
self.bosses[str(player)] = OrderedDict()
self.bosses[str(player)]["Eastern Palace"] = self.world.get_dungeon("Eastern Palace", player).boss.name
self.bosses[str(player)]["Desert Palace"] = self.world.get_dungeon("Desert Palace", player).boss.name
self.bosses[str(player)]["Tower Of Hera"] = self.world.get_dungeon("Tower of Hera", player).boss.name
self.bosses[str(player)]["Hyrule Castle"] = "Agahnim"
self.bosses[str(player)]["Palace Of Darkness"] = self.world.get_dungeon("Palace of Darkness", player).boss.name
self.bosses[str(player)]["Swamp Palace"] = self.world.get_dungeon("Swamp Palace", player).boss.name
self.bosses[str(player)]["Skull Woods"] = self.world.get_dungeon("Skull Woods", player).boss.name
self.bosses[str(player)]["Thieves Town"] = self.world.get_dungeon("Thieves Town", player).boss.name
self.bosses[str(player)]["Ice Palace"] = self.world.get_dungeon("Ice Palace", player).boss.name
self.bosses[str(player)]["Misery Mire"] = self.world.get_dungeon("Misery Mire", player).boss.name
self.bosses[str(player)]["Turtle Rock"] = self.world.get_dungeon("Turtle Rock", player).boss.name
self.bosses[str(player)]["Ganons Tower Basement"] = self.world.get_dungeon('Ganons Tower', player).bosses['bottom'].name
self.bosses[str(player)]["Ganons Tower Middle"] = self.world.get_dungeon('Ganons Tower', player).bosses['middle'].name
self.bosses[str(player)]["Ganons Tower Top"] = self.world.get_dungeon('Ganons Tower', player).bosses['top'].name
self.bosses[str(player)]["Ganons Tower"] = "Agahnim 2"
self.bosses[str(player)]["Ganon"] = "Ganon"
from Main import __version__ as ERVersion
@@ -951,7 +969,8 @@ class Spoiler(object):
'quickswap': self.world.quickswap,
'fastmenu': self.world.fastmenu,
'disable_music': self.world.disable_music,
'keysanity': self.world.keysanity}
'keysanity': self.world.keysanity,
'players': self.world.players}
def to_json(self):
self.parse_data()
@@ -982,13 +1001,15 @@ class Spoiler(object):
outfile.write('Maps and Compasses in Dungeons: %s\n' % ('Yes' if self.metadata['dungeonitems'] else 'No'))
outfile.write('L\\R Quickswap enabled: %s\n' % ('Yes' if self.metadata['quickswap'] else 'No'))
outfile.write('Menu speed: %s\n' % self.metadata['fastmenu'])
outfile.write('Keysanity enabled: %s' % ('Yes' if self.metadata['keysanity'] else 'No'))
outfile.write('Keysanity enabled: %s\n' % ('Yes' if self.metadata['keysanity'] else 'No'))
outfile.write('Players: %d' % self.metadata['players'])
if self.entrances:
outfile.write('\n\nEntrances:\n\n')
outfile.write('\n'.join(['%s %s %s' % (entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.entrances.values()]))
outfile.write('\n\nMedallions')
outfile.write('\n\nMisery Mire Medallion: %s' % self.medallions['Misery Mire'])
outfile.write('\nTurtle Rock Medallion: %s' % self.medallions['Turtle Rock'])
outfile.write('\n'.join(['Player %d: %s %s %s' % (entry['player'], entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.entrances.values()]))
outfile.write('\n\nMedallions\n')
for player in range(1, self.world.players + 1):
outfile.write('\nMisery Mire Medallion (Player %d): %s' % (player, self.medallions['Misery Mire (Player %d)' % player]))
outfile.write('\nTurtle Rock Medallion (Player %d): %s' % (player, self.medallions['Turtle Rock (Player %d)' % player]))
outfile.write('\n\nLocations:\n\n')
outfile.write('\n'.join(['%s: %s' % (location, item) for grouping in self.locations.values() for (location, item) in grouping.items()]))
outfile.write('\n\nShops:\n\n')