424 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			424 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import random
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| import logging
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| import os
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| import threading
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| import typing
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| 
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| from BaseClasses import Item, CollectionState
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| from .SubClasses import ALttPItem
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| from ..AutoWorld import World, LogicMixin
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| from .Options import alttp_options, smallkey_shuffle
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| from .Items import as_dict_item_table, item_name_groups, item_table
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| from .Regions import lookup_name_to_id, create_regions, mark_light_world_regions
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| from .Rules import set_rules
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| from .ItemPool import generate_itempool, difficulties
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| from .Shops import create_shops, ShopSlotFill
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| from .Dungeons import create_dungeons
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| from .Rom import LocalRom, patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, get_hash_string, \
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|     get_base_rom_path
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| import Patch
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| 
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| from .InvertedRegions import create_inverted_regions, mark_dark_world_regions
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| from .EntranceShuffle import link_entrances, link_inverted_entrances, plando_connect
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| 
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| lttp_logger = logging.getLogger("A Link to the Past")
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| 
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| 
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| class ALTTPWorld(World):
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|     """
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|     The Legend of Zelda: A Link to the Past is an action/adventure game. Take on the role of
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|     Link, a boy who is destined to save the land of Hyrule. Delve through three palaces and nine
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|     dungeons on your quest to rescue the descendents of the seven wise men and defeat the evil
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|     Ganon!
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|     """
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|     game: str = "A Link to the Past"
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|     options = alttp_options
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|     topology_present = True
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|     item_name_groups = item_name_groups
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|     hint_blacklist = {"Triforce"}
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| 
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|     item_name_to_id = {name: data.item_code for name, data in item_table.items() if type(data.item_code) == int}
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|     location_name_to_id = lookup_name_to_id
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| 
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|     data_version = 8
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|     remote_items: bool = False
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|     remote_start_inventory: bool = False
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| 
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|     set_rules = set_rules
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| 
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|     create_items = generate_itempool
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| 
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|     def __init__(self, *args, **kwargs):
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|         self.dungeon_local_item_names = set()
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|         self.dungeon_specific_item_names = set()
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|         self.rom_name_available_event = threading.Event()
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|         self.has_progressive_bows = False
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|         super(ALTTPWorld, self).__init__(*args, **kwargs)
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| 
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|     def generate_early(self):
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|         player = self.player
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|         world = self.world
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| 
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|         # system for sharing ER layouts
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|         self.er_seed = str(world.random.randint(0, 2 ** 64))
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| 
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|         if "-" in world.shuffle[player]:
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|             shuffle, seed = world.shuffle[player].split("-", 1)
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|             world.shuffle[player] = shuffle
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|             if shuffle == "vanilla":
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|                 self.er_seed = "vanilla"
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|             elif seed.startswith("group-") or world.is_race:
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|                 self.er_seed = get_same_seed(world, (
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|                     shuffle, seed, world.retro[player], world.mode[player], world.logic[player]))
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|             else:  # not a race or group seed, use set seed as is.
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|                 self.er_seed = seed
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|         elif world.shuffle[player] == "vanilla":
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|             self.er_seed = "vanilla"
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|         for dungeon_item in ["smallkey_shuffle", "bigkey_shuffle", "compass_shuffle", "map_shuffle"]:
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|             option = getattr(world, dungeon_item)[player]
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|             if option == "own_world":
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|                 world.local_items[player].value |= self.item_name_groups[option.item_name_group]
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|             elif option == "different_world":
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|                 world.non_local_items[player].value |= self.item_name_groups[option.item_name_group]
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|             elif option.in_dungeon:
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|                 self.dungeon_local_item_names |= self.item_name_groups[option.item_name_group]
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|                 if option == "original_dungeon":
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|                     self.dungeon_specific_item_names |= self.item_name_groups[option.item_name_group]
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| 
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|         world.difficulty_requirements[player] = difficulties[world.difficulty[player]]
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| 
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|     def create_regions(self):
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|         player = self.player
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|         world = self.world
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|         if world.open_pyramid[player] == 'goal':
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|             world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt',
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|                                                                 'localganontriforcehunt', 'ganonpedestal'}
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|         elif world.open_pyramid[player] == 'auto':
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|             world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt',
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|                                                                 'localganontriforcehunt', 'ganonpedestal'} and \
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|                                          (world.shuffle[player] in {'vanilla', 'dungeonssimple', 'dungeonsfull',
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|                                                                     'dungeonscrossed'} or not world.shuffle_ganon)
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|         else:
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|             world.open_pyramid[player] = {'on': True, 'off': False, 'yes': True, 'no': False}.get(
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|                 world.open_pyramid[player], 'auto')
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| 
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|         world.triforce_pieces_available[player] = max(world.triforce_pieces_available[player],
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|                                                       world.triforce_pieces_required[player])
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| 
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|         if world.mode[player] != 'inverted':
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|             create_regions(world, player)
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|         else:
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|             create_inverted_regions(world, player)
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|         create_shops(world, player)
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|         create_dungeons(world, player)
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| 
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|         if world.logic[player] not in ["noglitches", "minorglitches"] and world.shuffle[player] in \
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|                 {"vanilla", "dungeonssimple", "dungeonsfull", "simple", "restricted", "full"}:
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|             world.fix_fake_world[player] = False
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| 
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|         # seeded entrance shuffle
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|         old_random = world.random
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|         world.random = random.Random(self.er_seed)
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| 
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|         if world.mode[player] != 'inverted':
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|             link_entrances(world, player)
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|             mark_light_world_regions(world, player)
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|         else:
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|             link_inverted_entrances(world, player)
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|             mark_dark_world_regions(world, player)
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| 
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|         world.random = old_random
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|         plando_connect(world, player)
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| 
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|     def collect_item(self, state: CollectionState, item: Item, remove=False):
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|         item_name = item.name
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|         if item_name.startswith('Progressive '):
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|             if remove:
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|                 if 'Sword' in item_name:
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|                     if state.has('Golden Sword', item.player):
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|                         return 'Golden Sword'
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|                     elif state.has('Tempered Sword', item.player):
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|                         return 'Tempered Sword'
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|                     elif state.has('Master Sword', item.player):
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|                         return 'Master Sword'
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|                     elif state.has('Fighter Sword', item.player):
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|                         return 'Fighter Sword'
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|                     else:
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|                         return None
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|                 elif 'Glove' in item.name:
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|                     if state.has('Titans Mitts', item.player):
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|                         return 'Titans Mitts'
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|                     elif state.has('Power Glove', item.player):
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|                         return 'Power Glove'
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|                     else:
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|                         return None
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|                 elif 'Shield' in item_name:
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|                     if state.has('Mirror Shield', item.player):
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|                         return 'Mirror Shield'
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|                     elif state.has('Red Shield', item.player):
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|                         return 'Red Shield'
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|                     elif state.has('Blue Shield', item.player):
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|                         return 'Blue Shield'
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|                     else:
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|                         return None
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|                 elif 'Bow' in item_name:
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|                     if state.has('Silver Bow', item.player):
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|                         return 'Silver Bow'
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|                     elif state.has('Bow', item.player):
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|                         return 'Bow'
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|                     else:
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|                         return None
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|             else:
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|                 if 'Sword' in item_name:
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|                     if state.has('Golden Sword', item.player):
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|                         pass
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|                     elif state.has('Tempered Sword', item.player) and self.world.difficulty_requirements[
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|                         item.player].progressive_sword_limit >= 4:
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|                         return 'Golden Sword'
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|                     elif state.has('Master Sword', item.player) and self.world.difficulty_requirements[
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|                         item.player].progressive_sword_limit >= 3:
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|                         return 'Tempered Sword'
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|                     elif state.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2:
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|                         return 'Master Sword'
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|                     elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1:
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|                         return 'Fighter Sword'
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|                 elif 'Glove' in item_name:
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|                     if state.has('Titans Mitts', item.player):
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|                         return
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|                     elif state.has('Power Glove', item.player):
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|                         return 'Titans Mitts'
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|                     else:
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|                         return 'Power Glove'
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|                 elif 'Shield' in item_name:
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|                     if state.has('Mirror Shield', item.player):
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|                         return
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|                     elif state.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3:
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|                         return 'Mirror Shield'
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|                     elif state.has('Blue Shield', item.player)  and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2:
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|                         return 'Red Shield'
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|                     elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1:
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|                         return 'Blue Shield'
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|                 elif 'Bow' in item_name:
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|                     if state.has('Silver Bow', item.player):
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|                         return
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|                     elif state.has('Bow', item.player) and (self.world.difficulty_requirements[item.player].progressive_bow_limit >= 2
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|                         or self.world.logic[item.player] == 'noglitches'
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|                         or self.world.swordless[item.player]): # modes where silver bow is always required for ganon
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|                         return 'Silver Bow'
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|                     elif self.world.difficulty_requirements[item.player].progressive_bow_limit >= 1:
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|                         return 'Bow'
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|         elif item.advancement:
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|             return item_name
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| 
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|     def pre_fill(self):
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|         from Fill import fill_restrictive, FillError
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|         attempts = 5
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|         world = self.world
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|         player = self.player
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|         all_state = world.get_all_state(use_cache=True)
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|         crystals = [self.create_item(name) for name in ['Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6']]
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|         crystal_locations = [world.get_location('Turtle Rock - Prize', player),
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|                              world.get_location('Eastern Palace - Prize', player),
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|                              world.get_location('Desert Palace - Prize', player),
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|                              world.get_location('Tower of Hera - Prize', player),
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|                              world.get_location('Palace of Darkness - Prize', player),
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|                              world.get_location('Thieves\' Town - Prize', player),
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|                              world.get_location('Skull Woods - Prize', player),
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|                              world.get_location('Swamp Palace - Prize', player),
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|                              world.get_location('Ice Palace - Prize', player),
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|                              world.get_location('Misery Mire - Prize', player)]
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|         placed_prizes = {loc.item.name for loc in crystal_locations if loc.item}
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|         unplaced_prizes = [crystal for crystal in crystals if crystal.name not in placed_prizes]
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|         empty_crystal_locations = [loc for loc in crystal_locations if not loc.item]
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|         for attempt in range(attempts):
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|             try:
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|                 prizepool = unplaced_prizes.copy()
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|                 prize_locs = empty_crystal_locations.copy()
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|                 world.random.shuffle(prize_locs)
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|                 fill_restrictive(world, all_state, prize_locs, prizepool, True, lock=True)
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|             except FillError as e:
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|                 lttp_logger.exception("Failed to place dungeon prizes (%s). Will retry %s more times", e,
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|                                                 attempts - attempt)
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|                 for location in empty_crystal_locations:
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|                     location.item = None
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|                 continue
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|             break
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|         else:
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|             raise FillError('Unable to place dungeon prizes')
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| 
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|     @classmethod
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|     def stage_pre_fill(cls, world):
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|         from .Dungeons import fill_dungeons_restrictive
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|         fill_dungeons_restrictive(cls, world)
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| 
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|     @classmethod
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|     def stage_post_fill(cls, world):
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|         ShopSlotFill(world)
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| 
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|     def generate_output(self, output_directory: str):
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|         world = self.world
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|         player = self.player
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|         try:
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|             use_enemizer = (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player]
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|                             or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default'
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|                             or world.pot_shuffle[player] or world.bush_shuffle[player]
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|                             or world.killable_thieves[player])
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| 
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|             rom = LocalRom(get_base_rom_path())
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| 
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|             patch_rom(world, rom, player, use_enemizer)
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| 
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|             if use_enemizer:
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|                 patch_enemizer(world, player, rom, world.enemizer, output_directory)
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| 
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|             if world.is_race:
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|                 patch_race_rom(rom, world, player)
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| 
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|             world.spoiler.hashes[player] = get_hash_string(rom.hash)
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| 
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|             palettes_options = {
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|                 'dungeon': world.uw_palettes[player],
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|                 'overworld': world.ow_palettes[player],
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|                 'hud': world.hud_palettes[player],
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|                 'sword': world.sword_palettes[player],
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|                 'shield': world.shield_palettes[player],
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|                 'link': world.link_palettes[player]
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|             }
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|             palettes_options = {key: option.current_key for key, option in palettes_options.items()}
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| 
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|             apply_rom_settings(rom, world.heartbeep[player].current_key,
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|                                world.heartcolor[player].current_key,
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|                                world.quickswap[player],
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|                                world.menuspeed[player].current_key,
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|                                world.music[player],
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|                                world.sprite[player],
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|                                palettes_options, world, player, True,
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|                                reduceflashing=world.reduceflashing[player] or world.is_race,
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|                                triforcehud=world.triforcehud[player].current_key,
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|                                deathlink=world.death_link[player])
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| 
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|             outfilepname = f'_P{player}'
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|             outfilepname += f"_{world.player_name[player].replace(' ', '_')}" \
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|                 if world.player_name[player] != 'Player%d' % player else ''
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| 
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|             rompath = os.path.join(output_directory, f'AP_{world.seed_name}{outfilepname}.sfc')
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|             rom.write_to_file(rompath)
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|             Patch.create_patch_file(rompath, player=player, player_name=world.player_name[player])
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|             os.unlink(rompath)
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|             self.rom_name = rom.name
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|         except:
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|             raise
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|         finally:
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|             self.rom_name_available_event.set() # make sure threading continues and errors are collected
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| 
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|     def modify_multidata(self, multidata: dict):
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|         import base64
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|         # wait for self.rom_name to be available.
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|         self.rom_name_available_event.wait()
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|         rom_name = getattr(self, "rom_name", None)
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|         # we skip in case of error, so that the original error in the output thread is the one that gets raised
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|         if rom_name:
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|             new_name = base64.b64encode(bytes(self.rom_name)).decode()
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|             payload = multidata["connect_names"][self.world.player_name[self.player]]
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|             multidata["connect_names"][new_name] = payload
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|             del (multidata["connect_names"][self.world.player_name[self.player]])
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| 
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|     def get_required_client_version(self) -> tuple:
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|         return max((0, 2, 0), super(ALTTPWorld, self).get_required_client_version())
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| 
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|     def create_item(self, name: str) -> Item:
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|         return ALttPItem(name, self.player, **as_dict_item_table[name])
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| 
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|     @classmethod
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|     def stage_fill_hook(cls, world, progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool,
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|                         restitempool, fill_locations):
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|         trash_counts = {}
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|         standard_keyshuffle_players = set()
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|         for player in world.get_game_players("A Link to the Past"):
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|             if world.mode[player] == 'standard' and world.smallkey_shuffle[player] \
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|                     and world.smallkey_shuffle[player] != smallkey_shuffle.option_universal and \
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|                     world.smallkey_shuffle[player] != smallkey_shuffle.option_own_dungeons:
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|                 standard_keyshuffle_players.add(player)
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|             if not world.ganonstower_vanilla[player] or \
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|                     world.logic[player] in {'owglitches', 'hybridglitches', "nologic"}:
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|                 pass
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|             elif 'triforcehunt' in world.goal[player] and ('local' in world.goal[player] or world.players == 1):
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|                 trash_counts[player] = world.random.randint(world.crystals_needed_for_gt[player] * 2,
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|                                                             world.crystals_needed_for_gt[player] * 4)
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|             else:
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|                 trash_counts[player] = world.random.randint(0, world.crystals_needed_for_gt[player] * 2)
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| 
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|         # Make sure the escape small key is placed first in standard with key shuffle to prevent running out of spots
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|         # TODO: this might be worthwhile to introduce as generic option for various games and then optimize it
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|         if standard_keyshuffle_players:
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|             viable = {}
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|             for location in world.get_locations():
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|                 if location.player in standard_keyshuffle_players \
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|                         and location.item is None \
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|                         and location.can_reach(world.state):
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|                     viable.setdefault(location.player, []).append(location)
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| 
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|             for player in standard_keyshuffle_players:
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|                 loc = world.random.choice(viable[player])
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|                 key = world.create_item("Small Key (Hyrule Castle)", player)
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|                 loc.place_locked_item(key)
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|                 fill_locations.remove(loc)
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|             world.random.shuffle(fill_locations)
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|             # TODO: investigate not creating the key in the first place
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|             if __debug__:
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|                 # keeping this here while I'm not sure we caught all instances of multiple HC small keys in the pool
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|                 count = len(progitempool)
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|                 progitempool[:] = [item for item in progitempool if
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|                                    item.player not in standard_keyshuffle_players or
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|                                    item.name != "Small Key (Hyrule Castle)"]
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|                 assert len(progitempool) + len(standard_keyshuffle_players) == count
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|             else:
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|                 progitempool[:] = [item for item in progitempool if
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|                                    item.player not in standard_keyshuffle_players or
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|                                    item.name != "Small Key (Hyrule Castle)"]
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| 
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|         if trash_counts:
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|             locations_mapping = {player: [] for player in trash_counts}
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|             for location in fill_locations:
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|                 if 'Ganons Tower' in location.name and location.player in locations_mapping:
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|                     locations_mapping[location.player].append(location)
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| 
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|             for player, trash_count in trash_counts.items():
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|                 gtower_locations = locations_mapping[player]
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|                 world.random.shuffle(gtower_locations)
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|                 localrest = localrestitempool[player]
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|                 if localrest:
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|                     gt_item_pool = restitempool + localrest
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|                     world.random.shuffle(gt_item_pool)
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|                 else:
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|                     gt_item_pool = restitempool.copy()
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| 
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|                 while gtower_locations and gt_item_pool and trash_count > 0:
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|                     spot_to_fill = gtower_locations.pop()
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|                     item_to_place = gt_item_pool.pop()
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|                     if item_to_place in localrest:
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|                         localrest.remove(item_to_place)
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|                     else:
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|                         restitempool.remove(item_to_place)
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|                     world.push_item(spot_to_fill, item_to_place, False)
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|                     fill_locations.remove(spot_to_fill)  # very slow, unfortunately
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|                     trash_count -= 1
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| 
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| 
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| def get_same_seed(world, seed_def: tuple) -> str:
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|     seeds: typing.Dict[tuple, str] = getattr(world, "__named_seeds", {})
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|     if seed_def in seeds:
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|         return seeds[seed_def]
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|     seeds[seed_def] = str(world.random.randint(0, 2 ** 64))
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|     world.__named_seeds = seeds
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|     return seeds[seed_def]
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| 
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| 
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| class ALttPLogic(LogicMixin):
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|     def _lttp_has_key(self, item, player, count: int = 1):
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|         if self.world.logic[player] == 'nologic':
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|             return True
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|         if self.world.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
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|             return self.can_buy_unlimited('Small Key (Universal)', player)
 | |
|         return self.prog_items[item, player] >= count
 | 
