Core: rename world to multiworld (#931)

* rename references to `Multiworld` in core to `multiworld` instead of `world`

* fix smz3

* fix oot

* fix low hanging fruit

* revert mysteriously broken spacing in world api.md

* fix more randomly broken spacing

* hate

* that better be all of it

* begrudgingly move over smw

* ._.

* missed some worlds

* this is getting tedious now

* Missed some self.world definitions

Co-authored-by: espeon65536 <espeon65536@gmail.com>
Co-authored-by: Zach Parks <zach@alliware.com>
This commit is contained in:
alwaysintreble
2022-10-31 21:41:21 -05:00
committed by GitHub
parent 87f4a97f1e
commit 2af510328e
85 changed files with 1623 additions and 1621 deletions

View File

@@ -190,24 +190,24 @@ class SMZ3World(World):
self.config = Config()
self.config.GameMode = GameMode.Multiworld
self.config.Z3Logic = Z3Logic.Normal
self.config.SMLogic = SMLogic(self.world.sm_logic[self.player].value)
self.config.SwordLocation = SwordLocation(self.world.sword_location[self.player].value)
self.config.MorphLocation = MorphLocation(self.world.morph_location[self.player].value)
self.config.Goal = Goal(self.world.goal[self.player].value)
self.config.KeyShuffle = KeyShuffle(self.world.key_shuffle[self.player].value)
self.config.OpenTower = OpenTower(self.world.open_tower[self.player].value)
self.config.GanonVulnerable = GanonVulnerable(self.world.ganon_vulnerable[self.player].value)
self.config.OpenTourian = OpenTourian(self.world.open_tourian[self.player].value)
self.config.SMLogic = SMLogic(self.multiworld.sm_logic[self.player].value)
self.config.SwordLocation = SwordLocation(self.multiworld.sword_location[self.player].value)
self.config.MorphLocation = MorphLocation(self.multiworld.morph_location[self.player].value)
self.config.Goal = Goal(self.multiworld.goal[self.player].value)
self.config.KeyShuffle = KeyShuffle(self.multiworld.key_shuffle[self.player].value)
self.config.OpenTower = OpenTower(self.multiworld.open_tower[self.player].value)
self.config.GanonVulnerable = GanonVulnerable(self.multiworld.ganon_vulnerable[self.player].value)
self.config.OpenTourian = OpenTourian(self.multiworld.open_tourian[self.player].value)
self.local_random = random.Random(self.world.random.randint(0, 1000))
self.smz3World = TotalSMZ3World(self.config, self.world.get_player_name(self.player), self.player, self.world.seed_name)
self.local_random = random.Random(self.multiworld.random.randint(0, 1000))
self.smz3World = TotalSMZ3World(self.config, self.multiworld.get_player_name(self.player), self.player, self.multiworld.seed_name)
self.smz3DungeonItems = []
SMZ3World.location_names = frozenset(self.smz3World.locationLookup.keys())
self.world.state.smz3state[self.player] = TotalSMZ3Item.Progression([])
self.multiworld.state.smz3state[self.player] = TotalSMZ3Item.Progression([])
def generate_basic(self):
self.smz3World.Setup(WorldState.Generate(self.config, self.world.random))
self.smz3World.Setup(WorldState.Generate(self.config, self.multiworld.random))
self.dungeon = TotalSMZ3Item.Item.CreateDungeonPool(self.smz3World)
self.dungeon.reverse()
self.progression = TotalSMZ3Item.Item.CreateProgressionPool(self.smz3World)
@@ -224,25 +224,25 @@ class SMZ3World(World):
else:
progressionItems = self.progression
for item in self.keyCardsItems:
self.world.push_precollected(SMZ3Item(item.Type.name, ItemClassification.filler, item.Type, self.item_name_to_id[item.Type.name], self.player, item))
self.multiworld.push_precollected(SMZ3Item(item.Type.name, ItemClassification.filler, item.Type, self.item_name_to_id[item.Type.name], self.player, item))
itemPool = [SMZ3Item(item.Type.name, ItemClassification.progression, item.Type, self.item_name_to_id[item.Type.name], self.player, item) for item in progressionItems] + \
[SMZ3Item(item.Type.name, ItemClassification.filler, item.Type, self.item_name_to_id[item.Type.name], self.player, item) for item in allJunkItems]
self.smz3DungeonItems = [SMZ3Item(item.Type.name, ItemClassification.progression, item.Type, self.item_name_to_id[item.Type.name], self.player, item) for item in self.dungeon]
self.world.itempool += itemPool
self.multiworld.itempool += itemPool
def set_rules(self):
# SM G4 is logically required to access Ganon's Tower in SMZ3
self.world.completion_condition[self.player] = lambda state: \
self.multiworld.completion_condition[self.player] = lambda state: \
self.smz3World.GetRegion("Ganon's Tower").CanEnter(state.smz3state[self.player]) and \
self.smz3World.GetRegion("Ganon's Tower").TowerAscend(state.smz3state[self.player])
for region in self.smz3World.Regions:
entrance = self.world.get_entrance('Menu' + "->" + region.Name, self.player)
entrance = self.multiworld.get_entrance('Menu' + "->" + region.Name, self.player)
set_rule(entrance, lambda state, region=region: region.CanEnter(state.smz3state[self.player]))
for loc in region.Locations:
l = self.locations[loc.Name]
if self.world.accessibility[self.player] != 'locations':
if self.multiworld.accessibility[self.player] != 'locations':
l.always_allow = lambda state, item, loc=loc: \
item.game == "SMZ3" and \
loc.alwaysAllow(TotalSMZ3Item.Item(TotalSMZ3Item.ItemType[item.name], self.smz3World), state.smz3state[self.player])
@@ -255,13 +255,13 @@ class SMZ3World(World):
def create_regions(self):
self.create_locations(self.player)
startRegion = self.create_region(self.world, self.player, 'Menu')
self.world.regions.append(startRegion)
startRegion = self.create_region(self.multiworld, self.player, 'Menu')
self.multiworld.regions.append(startRegion)
for region in self.smz3World.Regions:
currentRegion = self.create_region(self.world, self.player, region.Name, region.locationLookup.keys(), [region.Name + "->" + 'Menu'])
self.world.regions.append(currentRegion)
entrance = self.world.get_entrance(region.Name + "->" + 'Menu', self.player)
currentRegion = self.create_region(self.multiworld, self.player, region.Name, region.locationLookup.keys(), [region.Name + "->" + 'Menu'])
self.multiworld.regions.append(currentRegion)
entrance = self.multiworld.get_entrance(region.Name + "->" + 'Menu', self.player)
entrance.connect(startRegion)
exit = Entrance(self.player, 'Menu' + "->" + region.Name, startRegion)
startRegion.exits.append(exit)
@@ -347,7 +347,7 @@ class SMZ3World(World):
sm_remote_idx = 0
lttp_remote_idx = 0
for location in self.smz3World.Locations:
if self.world.worlds[location.APLocation.item.player].game != self.game:
if self.multiworld.worlds[location.APLocation.item.player].game != self.game:
if location.Type == LocationType.Visible or location.Type == LocationType.Chozo or location.Type == LocationType.Hidden:
patch[0x390000 + sm_remote_idx*64] = self.convert_to_sm_item_name(location.APLocation.item.name)
sm_remote_idx += 1
@@ -369,12 +369,12 @@ class SMZ3World(World):
patch = {}
# smSpinjumps
if (self.world.spin_jumps_animation[self.player].value == 1):
if (self.multiworld.spin_jumps_animation[self.player].value == 1):
patch[self.SnesCustomization(0x9B93FE)] = bytearray([0x01])
# z3HeartBeep
values = [ 0x00, 0x80, 0x40, 0x20, 0x10]
index = self.world.heart_beep_speed[self.player].value
index = self.multiworld.heart_beep_speed[self.player].value
patch[0x400033] = bytearray([values[index if index < len(values) else 2]])
# z3HeartColor
@@ -384,17 +384,17 @@ class SMZ3World(World):
[0x2C, [0xC9, 0x69]],
[0x28, [0xBC, 0x02]]
]
index = self.world.heart_color[self.player].value
index = self.multiworld.heart_color[self.player].value
(hud, fileSelect) = values[index if index < len(values) else 0]
for i in range(0, 20, 2):
patch[self.SnesCustomization(0xDFA1E + i)] = bytearray([hud])
patch[self.SnesCustomization(0x1BD6AA)] = bytearray(fileSelect)
# z3QuickSwap
patch[0x40004B] = bytearray([0x01 if self.world.quick_swap[self.player].value else 0x00])
patch[0x40004B] = bytearray([0x01 if self.multiworld.quick_swap[self.player].value else 0x00])
# smEnergyBeepOff
if (self.world.energy_beep[self.player].value == 0):
if (self.multiworld.energy_beep[self.player].value == 0):
for ([addr, value]) in [
[0x90EA9B, 0x80],
[0x90F337, 0x80],
@@ -411,12 +411,12 @@ class SMZ3World(World):
base_combined_rom = basepatch.apply(base_combined_rom)
patcher = TotalSMZ3Patch(self.smz3World,
[world.smz3World for key, world in self.world.worlds.items() if isinstance(world, SMZ3World) and hasattr(world, "smz3World")],
self.world.seed_name,
self.world.seed,
self.local_random,
{v: k for k, v in self.world.player_name.items()},
next(iter(loc.player for loc in self.world.get_locations() if (loc.item.name == "SilverArrows" and loc.item.player == self.player))))
[world.smz3World for key, world in self.multiworld.worlds.items() if isinstance(world, SMZ3World) and hasattr(world, "smz3World")],
self.multiworld.seed_name,
self.multiworld.seed,
self.local_random,
{v: k for k, v in self.multiworld.player_name.items()},
next(iter(loc.player for loc in self.multiworld.get_locations() if (loc.item.name == "SilverArrows" and loc.item.player == self.player))))
patches = patcher.Create(self.smz3World.Config)
patches.update(self.apply_sm_custom_sprite())
patches.update(self.apply_item_names())
@@ -427,13 +427,13 @@ class SMZ3World(World):
base_combined_rom[addr + offset] = byte
offset += 1
outfilebase = self.world.get_out_file_name_base(self.player)
outfilebase = self.multiworld.get_out_file_name_base(self.player)
filename = os.path.join(output_directory, f"{outfilebase}.sfc")
with open(filename, "wb") as binary_file:
binary_file.write(base_combined_rom)
patch = SMZ3DeltaPatch(os.path.splitext(filename)[0]+SMZ3DeltaPatch.patch_file_ending, player=self.player,
player_name=self.world.player_name[self.player], patched_path=filename)
patch = SMZ3DeltaPatch(os.path.splitext(filename)[0] + SMZ3DeltaPatch.patch_file_ending, player=self.player,
player_name=self.multiworld.player_name[self.player], patched_path=filename)
patch.write()
os.remove(filename)
self.rom_name = bytearray(patcher.title, 'utf8')
@@ -458,7 +458,7 @@ class SMZ3World(World):
# we skip in case of error, so that the original error in the output thread is the one that gets raised
if rom_name:
new_name = base64.b64encode(bytes(self.rom_name)).decode()
payload = multidata["connect_names"][self.world.player_name[self.player]]
payload = multidata["connect_names"][self.multiworld.player_name[self.player]]
multidata["connect_names"][new_name] = payload
def fill_slot_data(self):
@@ -495,18 +495,18 @@ class SMZ3World(World):
if (not self.smz3World.Config.Keysanity):
locations = [loc for loc in self.locations.values() if loc.item is None]
self.world.random.shuffle(locations)
self.multiworld.random.shuffle(locations)
all_state = self.world.get_all_state(False)
all_state = self.multiworld.get_all_state(False)
for item in self.smz3DungeonItems:
all_state.remove(item)
all_dungeonItems = self.smz3DungeonItems[:]
fill_restrictive(self.world, all_state, locations, all_dungeonItems, True, True)
fill_restrictive(self.multiworld, all_state, locations, all_dungeonItems, True, True)
# some small or big keys (those always_allow) can be unreachable in-game
# while logic still collects some of them (probably to simulate the player collecting pot keys in the logic), some others don't
# so we need to remove those exceptions as progression items
if self.world.accessibility[self.player] != 'locations':
if self.multiworld.accessibility[self.player] != 'locations':
exception_item = [TotalSMZ3Item.ItemType.BigKeySW, TotalSMZ3Item.ItemType.BigKeySP, TotalSMZ3Item.ItemType.KeyTH]
for item in self.smz3DungeonItems:
if item.item.Type in exception_item and item.location.always_allow(all_state, item) and not all_state.can_reach(item.location):
@@ -523,18 +523,18 @@ class SMZ3World(World):
return []
def get_filler_item_name(self) -> str:
return self.world.random.choice(self.junkItemsNames)
return self.multiworld.random.choice(self.junkItemsNames)
def write_spoiler(self, spoiler_handle: TextIO):
self.world.spoiler.unreachables.update(self.unreachable)
self.multiworld.spoiler.unreachables.update(self.unreachable)
def JunkFillGT(self, factor):
poolLength = len(self.world.itempool)
playerGroups = self.world.get_player_groups(self.player)
poolLength = len(self.multiworld.itempool)
playerGroups = self.multiworld.get_player_groups(self.player)
playerGroups.add(self.player)
junkPoolIdx = [i for i in range(0, poolLength)
if self.world.itempool[i].classification in (ItemClassification.filler, ItemClassification.trap) and
self.world.itempool[i].player in playerGroups]
junkPoolIdx = [i for i in range(0, poolLength)
if self.multiworld.itempool[i].classification in (ItemClassification.filler, ItemClassification.trap) and
self.multiworld.itempool[i].player in playerGroups]
toRemove = []
for loc in self.locations.values():
# commenting this for now since doing a partial GT pre fill would allow for non SMZ3 progression in GT
@@ -544,19 +544,19 @@ class SMZ3World(World):
if loc.name in self.locationNamesGT and loc.item is None:
poolLength = len(junkPoolIdx)
# start looking at a random starting index and loop at start if no match found
start = self.world.random.randint(0, poolLength)
start = self.multiworld.random.randint(0, poolLength)
for off in range(0, poolLength):
i = (start + off) % poolLength
candidate = self.world.itempool[junkPoolIdx[i]]
if junkPoolIdx[i] not in toRemove and loc.can_fill(self.world.state, candidate, False):
candidate = self.multiworld.itempool[junkPoolIdx[i]]
if junkPoolIdx[i] not in toRemove and loc.can_fill(self.multiworld.state, candidate, False):
itemFromPool = candidate
toRemove.append(junkPoolIdx[i])
break
self.world.push_item(loc, itemFromPool, False)
self.multiworld.push_item(loc, itemFromPool, False)
loc.event = False
toRemove.sort(reverse = True)
for i in toRemove:
self.world.itempool.pop(i)
self.multiworld.itempool.pop(i)
def FillItemAtLocation(self, itemPool, itemType, location):
itemToPlace = TotalSMZ3Item.Item.Get(itemPool, itemType, self.smz3World)
@@ -564,28 +564,28 @@ class SMZ3World(World):
raise Exception(f"Tried to place item {itemType} at {location.Name}, but there is no such item in the item pool")
else:
location.Item = itemToPlace
itemFromPool = next((i for i in self.world.itempool if i.player == self.player and i.name == itemToPlace.Type.name), None)
itemFromPool = next((i for i in self.multiworld.itempool if i.player == self.player and i.name == itemToPlace.Type.name), None)
if itemFromPool is not None:
self.world.get_location(location.Name, self.player).place_locked_item(itemFromPool)
self.world.itempool.remove(itemFromPool)
self.multiworld.get_location(location.Name, self.player).place_locked_item(itemFromPool)
self.multiworld.itempool.remove(itemFromPool)
else:
itemFromPool = next((i for i in self.smz3DungeonItems if i.player == self.player and i.name == itemToPlace.Type.name), None)
if itemFromPool is not None:
self.world.get_location(location.Name, self.player).place_locked_item(itemFromPool)
self.multiworld.get_location(location.Name, self.player).place_locked_item(itemFromPool)
self.smz3DungeonItems.remove(itemFromPool)
itemPool.remove(itemToPlace)
def FrontFillItemInOwnWorld(self, itemPool, itemType):
item = TotalSMZ3Item.Item.Get(itemPool, itemType, self.smz3World)
location = next(iter(self.world.random.sample(TotalSMZ3Location.AvailableGlobal(TotalSMZ3Location.Empty(self.smz3World.Locations), self.smz3World.Items()), 1)), None)
location = next(iter(self.multiworld.random.sample(TotalSMZ3Location.AvailableGlobal(TotalSMZ3Location.Empty(self.smz3World.Locations), self.smz3World.Items()), 1)), None)
if (location == None):
raise Exception(f"Tried to front fill {item.Name} in, but no location was available")
location.Item = item
itemFromPool = next((i for i in self.world.itempool if i.player == self.player and i.name == item.Type.name and i.advancement == item.Progression), None)
itemFromPool = next((i for i in self.multiworld.itempool if i.player == self.player and i.name == item.Type.name and i.advancement == item.Progression), None)
if itemFromPool is not None:
self.world.get_location(location.Name, self.player).place_locked_item(itemFromPool)
self.world.itempool.remove(itemFromPool)
self.multiworld.get_location(location.Name, self.player).place_locked_item(itemFromPool)
self.multiworld.itempool.remove(itemFromPool)
itemPool.remove(item)
def InitialFillInOwnWorld(self):
@@ -621,7 +621,7 @@ class SMZ3World(World):
def create_region(self, world: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, RegionType.LightWorld, name, player)
ret.world = world
ret.multiworld = world
if locations:
for loc in locations:
location = self.locations[loc]