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			1484 lines
		
	
	
		
			71 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			1484 lines
		
	
	
		
			71 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from __future__ import annotations
 | |
| 
 | |
| import copy
 | |
| from enum import Enum, unique
 | |
| import logging
 | |
| import json
 | |
| from collections import OrderedDict, Counter, deque
 | |
| from typing import Union, Optional, List, Set, Dict
 | |
| import secrets
 | |
| import random
 | |
| 
 | |
| from EntranceShuffle import door_addresses, indirect_connections
 | |
| from Utils import int16_as_bytes
 | |
| from Items import item_name_groups
 | |
| 
 | |
| 
 | |
| class World(object):
 | |
|     debug_types = False
 | |
|     player_names: list
 | |
|     _region_cache: dict
 | |
|     difficulty_requirements: dict
 | |
|     required_medallions: dict
 | |
|     dark_room_logic: Dict[int, str]
 | |
|     restrict_dungeon_item_on_boss: Dict[int, bool]
 | |
| 
 | |
|     def __init__(self, players: int, shuffle, logic, mode, swords, difficulty, difficulty_adjustments, timer,
 | |
|                  progressive,
 | |
|                  goal, algorithm, accessibility, shuffle_ganon, retro, custom, customitemarray, hints):
 | |
|         if self.debug_types:
 | |
|             import inspect
 | |
|             methods = inspect.getmembers(self, predicate=inspect.ismethod)
 | |
| 
 | |
|             for name, method in methods:
 | |
|                 if name.startswith("_debug_"):
 | |
|                     setattr(self, name[7:], method)
 | |
|                     logging.debug(f"Set {self}.{name[7:]} to {method}")
 | |
|             self.get_location = self._debug_get_location
 | |
|         self.random = random.Random()  # world-local random state is saved in case of future use a
 | |
|         # persistently running program with multiple worlds rolling concurrently
 | |
|         self.players = players
 | |
|         self.teams = 1
 | |
|         self.shuffle = shuffle.copy()
 | |
|         self.logic = logic.copy()
 | |
|         self.mode = mode.copy()
 | |
|         self.swords = swords.copy()
 | |
|         self.difficulty = difficulty.copy()
 | |
|         self.difficulty_adjustments = difficulty_adjustments.copy()
 | |
|         self.timer = timer.copy()
 | |
|         self.progressive = progressive
 | |
|         self.goal = goal.copy()
 | |
|         self.algorithm = algorithm
 | |
|         self.dungeons = []
 | |
|         self.regions = []
 | |
|         self.shops = []
 | |
|         self.itempool = []
 | |
|         self.seed = None
 | |
|         self.precollected_items = []
 | |
|         self.state = CollectionState(self)
 | |
|         self._cached_entrances = None
 | |
|         self._cached_locations = None
 | |
|         self._entrance_cache = {}
 | |
|         self._location_cache = {}
 | |
|         self.required_locations = []
 | |
|         self.light_world_light_cone = False
 | |
|         self.dark_world_light_cone = False
 | |
|         self.rupoor_cost = 10
 | |
|         self.aga_randomness = True
 | |
|         self.lock_aga_door_in_escape = False
 | |
|         self.save_and_quit_from_boss = True
 | |
|         self.accessibility = accessibility.copy()
 | |
|         self.shuffle_ganon = shuffle_ganon
 | |
|         self.fix_gtower_exit = self.shuffle_ganon
 | |
|         self.retro = retro.copy()
 | |
|         self.custom = custom
 | |
|         self.customitemarray: List[int] = customitemarray
 | |
|         self.hints = hints.copy()
 | |
|         self.dynamic_regions = []
 | |
|         self.dynamic_locations = []
 | |
|         self.spoiler = Spoiler(self)
 | |
| 
 | |
|         for player in range(1, players + 1):
 | |
|             def set_player_attr(attr, val):
 | |
|                 self.__dict__.setdefault(attr, {})[player] = val
 | |
|             set_player_attr('_region_cache', {})
 | |
|             set_player_attr('player_names', [])
 | |
|             set_player_attr('remote_items', False)
 | |
|             set_player_attr('required_medallions', ['Ether', 'Quake'])
 | |
|             set_player_attr('swamp_patch_required', False)
 | |
|             set_player_attr('powder_patch_required', False)
 | |
|             set_player_attr('ganon_at_pyramid', True)
 | |
|             set_player_attr('ganonstower_vanilla', True)
 | |
|             set_player_attr('sewer_light_cone', self.mode[player] == 'standard')
 | |
|             set_player_attr('fix_trock_doors', self.shuffle[player] != 'vanilla' or self.mode[player] == 'inverted')
 | |
|             set_player_attr('fix_skullwoods_exit', self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
 | |
|             set_player_attr('fix_palaceofdarkness_exit', self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
 | |
|             set_player_attr('fix_trock_exit', self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
 | |
|             set_player_attr('can_access_trock_eyebridge', None)
 | |
|             set_player_attr('can_access_trock_front', None)
 | |
|             set_player_attr('can_access_trock_big_chest', None)
 | |
|             set_player_attr('can_access_trock_middle', None)
 | |
|             set_player_attr('fix_fake_world', True)
 | |
|             set_player_attr('mapshuffle', False)
 | |
|             set_player_attr('compassshuffle', False)
 | |
|             set_player_attr('keyshuffle', False)
 | |
|             set_player_attr('bigkeyshuffle', False)
 | |
|             set_player_attr('difficulty_requirements', None)
 | |
|             set_player_attr('boss_shuffle', 'none')
 | |
|             set_player_attr('enemy_shuffle', False)
 | |
|             set_player_attr('enemy_health', 'default')
 | |
|             set_player_attr('enemy_damage', 'default')
 | |
|             set_player_attr('killable_thieves', False)
 | |
|             set_player_attr('tile_shuffle', False)
 | |
|             set_player_attr('bush_shuffle', False)
 | |
|             set_player_attr('beemizer', 0)
 | |
|             set_player_attr('escape_assist', [])
 | |
|             set_player_attr('crystals_needed_for_ganon', 7)
 | |
|             set_player_attr('crystals_needed_for_gt', 7)
 | |
|             set_player_attr('open_pyramid', False)
 | |
|             set_player_attr('treasure_hunt_icon', 'Triforce Piece')
 | |
|             set_player_attr('treasure_hunt_count', 0)
 | |
|             set_player_attr('clock_mode', False)
 | |
|             set_player_attr('countdown_start_time', 10)
 | |
|             set_player_attr('red_clock_time', -2)
 | |
|             set_player_attr('blue_clock_time', 2)
 | |
|             set_player_attr('green_clock_time', 4)
 | |
|             set_player_attr('can_take_damage', True)
 | |
|             set_player_attr('glitch_boots', True)
 | |
|             set_player_attr('progression_balancing', True)
 | |
|             set_player_attr('local_items', set())
 | |
|             set_player_attr('non_local_items', set())
 | |
|             set_player_attr('triforce_pieces_available', 30)
 | |
|             set_player_attr('triforce_pieces_required', 20)
 | |
|             set_player_attr('shop_shuffle', 'off')
 | |
|             set_player_attr('shop_shuffle_slots', 0)
 | |
|             set_player_attr('shuffle_prizes', "g")
 | |
|             set_player_attr('sprite_pool', [])
 | |
|             set_player_attr('dark_room_logic', "lamp")
 | |
|             set_player_attr('restrict_dungeon_item_on_boss', False)
 | |
| 
 | |
|     def secure(self):
 | |
|         self.random = secrets.SystemRandom()
 | |
| 
 | |
|     @property
 | |
|     def player_ids(self):
 | |
|         yield from range(1, self.players + 1)
 | |
| 
 | |
|     def get_name_string_for_object(self, obj) -> str:
 | |
|         return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_names(obj.player)})'
 | |
| 
 | |
|     def get_player_names(self, player: int) -> str:
 | |
|         return ", ".join(self.player_names[player])
 | |
| 
 | |
|     def initialize_regions(self, regions=None):
 | |
|         for region in regions if regions else self.regions:
 | |
|             region.world = self
 | |
|             self._region_cache[region.player][region.name] = region
 | |
| 
 | |
|     def _recache(self):
 | |
|         """Rebuild world cache"""
 | |
|         for region in self.regions:
 | |
|             player = region.player
 | |
|             self._region_cache[player][region.name] = region
 | |
|             for exit in region.exits:
 | |
|                 self._entrance_cache[exit.name, player] = exit
 | |
| 
 | |
|             for r_location in region.locations:
 | |
|                 self._location_cache[r_location.name, player] = r_location
 | |
| 
 | |
|     def get_regions(self, player=None):
 | |
|         return self.regions if player is None else self._region_cache[player].values()
 | |
| 
 | |
|     def get_region(self, regionname: str, player: int) -> Region:
 | |
|         try:
 | |
|             return self._region_cache[player][regionname]
 | |
|         except KeyError:
 | |
|             self._recache()
 | |
|             return self._region_cache[player][regionname]
 | |
| 
 | |
|     def _debug_get_region(self, regionname: str, player: int) -> Region:
 | |
|         if type(regionname) != str:
 | |
|             raise TypeError(f"expected str, got {type(regionname)} instead")
 | |
|         try:
 | |
|             return self._region_cache[player][regionname]
 | |
|         except KeyError:
 | |
|             for region in self.regions:
 | |
|                 if region.name == regionname and region.player == player:
 | |
|                     assert not region.world  # this should only happen before initialization
 | |
|                     self._region_cache[player][regionname] = region
 | |
|                     return region
 | |
|             raise KeyError('No such region %s for player %d' % (regionname, player))
 | |
| 
 | |
|     def get_entrance(self, entrance: str, player: int) -> Entrance:
 | |
|         try:
 | |
|             return self._entrance_cache[entrance, player]
 | |
|         except KeyError:
 | |
|             self._recache()
 | |
|             return self._entrance_cache[entrance, player]
 | |
| 
 | |
|     def _debug_get_entrance(self, entrance: str, player: int) -> Entrance:
 | |
|         if type(entrance) != str:
 | |
|             raise TypeError(f"expected str, got {type(entrance)} instead")
 | |
|         try:
 | |
|             return self._entrance_cache[(entrance, player)]
 | |
|         except KeyError:
 | |
|             for region in self.regions:
 | |
|                 for exit in region.exits:
 | |
|                     if exit.name == entrance and exit.player == player:
 | |
|                         self._entrance_cache[(entrance, player)] = exit
 | |
|                         return exit
 | |
| 
 | |
|             raise KeyError('No such entrance %s for player %d' % (entrance, player))
 | |
| 
 | |
|     def get_location(self, location: str, player: int) -> Location:
 | |
|         try:
 | |
|             return self._location_cache[location, player]
 | |
|         except KeyError:
 | |
|             self._recache()
 | |
|             return self._location_cache[location, player]
 | |
| 
 | |
|     def _debug_get_location(self, location: str, player: int) -> Location:
 | |
|         if type(location) != str:
 | |
|             raise TypeError(f"expected str, got {type(location)} instead")
 | |
|         try:
 | |
|             return self._location_cache[(location, player)]
 | |
|         except KeyError:
 | |
|             for region in self.regions:
 | |
|                 for r_location in region.locations:
 | |
|                     if r_location.name == location and r_location.player == player:
 | |
|                         self._location_cache[(location, player)] = r_location
 | |
|                         return r_location
 | |
| 
 | |
|         raise KeyError('No such location %s for player %d' % (location, player))
 | |
| 
 | |
|     def get_dungeon(self, dungeonname: str, player: int) -> Dungeon:
 | |
|         for dungeon in self.dungeons:
 | |
|             if dungeon.name == dungeonname and dungeon.player == player:
 | |
|                 return dungeon
 | |
|         raise KeyError('No such dungeon %s for player %d' % (dungeonname, player))
 | |
| 
 | |
|     def _debug_get_dungeon(self, dungeonname: str, player: int) -> Dungeon:
 | |
|         if type(dungeonname) != str:
 | |
|             raise TypeError(f"expected str, got {type(dungeonname)} instead")
 | |
|         for dungeon in self.dungeons:
 | |
|             if dungeon.name == dungeonname and dungeon.player == player:
 | |
|                 return dungeon
 | |
|         raise KeyError('No such dungeon %s for player %d' % (dungeonname, player))
 | |
| 
 | |
|     def get_all_state(self, keys=False) -> CollectionState:
 | |
|         ret = CollectionState(self)
 | |
| 
 | |
|         def soft_collect(item):
 | |
|             if item.name.startswith('Progressive '):
 | |
|                 if 'Sword' in item.name:
 | |
|                     if ret.has('Golden Sword', item.player):
 | |
|                         pass
 | |
|                     elif ret.has('Tempered Sword', item.player) and self.difficulty_requirements[
 | |
|                         item.player].progressive_sword_limit >= 4:
 | |
|                         ret.prog_items['Golden Sword', item.player] += 1
 | |
|                     elif ret.has('Master Sword', item.player) and self.difficulty_requirements[
 | |
|                         item.player].progressive_sword_limit >= 3:
 | |
|                         ret.prog_items['Tempered Sword', item.player] += 1
 | |
|                     elif ret.has('Fighter Sword', item.player) and self.difficulty_requirements[item.player].progressive_sword_limit >= 2:
 | |
|                         ret.prog_items['Master Sword', item.player] += 1
 | |
|                     elif self.difficulty_requirements[item.player].progressive_sword_limit >= 1:
 | |
|                         ret.prog_items['Fighter Sword', item.player] += 1
 | |
|                 elif 'Glove' in item.name:
 | |
|                     if ret.has('Titans Mitts', item.player):
 | |
|                         pass
 | |
|                     elif ret.has('Power Glove', item.player):
 | |
|                         ret.prog_items['Titans Mitts', item.player] += 1
 | |
|                     else:
 | |
|                         ret.prog_items['Power Glove', item.player] += 1
 | |
|                 elif 'Shield' in item.name:
 | |
|                     if ret.has('Mirror Shield', item.player):
 | |
|                         pass
 | |
|                     elif ret.has('Red Shield', item.player) and self.difficulty_requirements[item.player].progressive_shield_limit >= 3:
 | |
|                         ret.prog_items['Mirror Shield', item.player] += 1
 | |
|                     elif ret.has('Blue Shield', item.player)  and self.difficulty_requirements[item.player].progressive_shield_limit >= 2:
 | |
|                         ret.prog_items['Red Shield', item.player] += 1
 | |
|                     elif self.difficulty_requirements[item.player].progressive_shield_limit >= 1:
 | |
|                         ret.prog_items['Blue Shield', item.player] += 1
 | |
|                 elif 'Bow' in item.name:
 | |
|                     if ret.has('Silver', item.player):
 | |
|                         pass
 | |
|                     elif ret.has('Bow', item.player) and self.difficulty_requirements[item.player].progressive_bow_limit >= 2:
 | |
|                         ret.prog_items['Silver Bow', item.player] += 1
 | |
|                     elif self.difficulty_requirements[item.player].progressive_bow_limit >= 1:
 | |
|                         ret.prog_items['Bow', item.player] += 1
 | |
|             elif item.name.startswith('Bottle'):
 | |
|                 if ret.bottle_count(item.player) < self.difficulty_requirements[item.player].progressive_bottle_limit:
 | |
|                     ret.prog_items[item.name, item.player] += 1
 | |
|             elif item.advancement or item.smallkey or item.bigkey:
 | |
|                 ret.prog_items[item.name, item.player] += 1
 | |
| 
 | |
|         for item in self.itempool:
 | |
|             soft_collect(item)
 | |
| 
 | |
|         if keys:
 | |
|             for p in range(1, self.players + 1):
 | |
|                 from Items import ItemFactory
 | |
|                 for item in ItemFactory(
 | |
|                         ['Small Key (Hyrule Castle)', '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) -> list:
 | |
|         return [loc.item for loc in self.get_filled_locations()] + self.itempool
 | |
| 
 | |
|     def find_items(self, item, player: int) -> list:
 | |
|         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_precollected(self, item: Item):
 | |
|         item.world = self
 | |
|         if (item.smallkey and self.keyshuffle[item.player]) or (item.bigkey and self.bigkeyshuffle[item.player]):
 | |
|             item.advancement = True
 | |
|         self.precollected_items.append(item)
 | |
|         self.state.collect(item, True)
 | |
| 
 | |
|     def push_item(self, location: Location, item: Item, collect: bool = True):
 | |
|         if not isinstance(location, Location):
 | |
|             raise RuntimeError(
 | |
|                 'Cannot assign item %s to invalid location %s (player %d).' % (item, location, item.player))
 | |
| 
 | |
|         if location.can_fill(self.state, item, False):
 | |
|             location.item = item
 | |
|             item.location = location
 | |
|             item.world = self
 | |
|             if collect:
 | |
|                 self.state.collect(item, location.event, location)
 | |
| 
 | |
|             # TODO: Prevents fast_filling certain items.  Move this to a proper filter.
 | |
|             if location.parent_region.shop is not None and location.name != 'Potion Shop': # includes potion shop slots but not potion shop powder
 | |
|                 slot_num = int(location.name[-1]) - 1
 | |
|                 my_item = location.parent_region.shop.inventory[slot_num]
 | |
|                 if (my_item is not None and my_item['item'] == item.name) or 'Rupee' in item.name or ('Bee' in item.name and 'Trap' not in item.name):
 | |
|                     # this will filter items that match the item in the shop or Rupees, or single bees
 | |
|                     # really not a way for the player to know a renewable item from a player pool item
 | |
|                     # bombs can be sitting on top of arrows or a potion refill, but dunno if that's a big deal
 | |
|                     logging.debug('skipping item shop {}'.format(item.name))
 | |
|                 else:
 | |
|                     if my_item is None:
 | |
|                         location.parent_region.shop.add_inventory(slot_num, 'None', 0)
 | |
|                         my_item = location.parent_region.shop.inventory[slot_num]
 | |
|                     else:
 | |
|                         my_item['replacement'] = my_item['item']
 | |
|                         my_item['replacement_price'] = my_item['price']
 | |
|                     my_item['item'] = item.name
 | |
|                     my_item['price'] = self.random.randrange(1, 61) * 5  # can probably replace this with a price chart
 | |
|                     my_item['max'] = 1
 | |
|                     my_item['player'] = item.player if item.player != location.player else 0
 | |
| 
 | |
|             logging.debug('Placed %s at %s', item, location)
 | |
|         else:
 | |
|             raise RuntimeError('Cannot assign item %s to location %s.' % (item, location))
 | |
| 
 | |
|     def get_entrances(self) -> list:
 | |
|         if self._cached_entrances is None:
 | |
|             self._cached_entrances = [entrance for region in self.regions for entrance in region.entrances]
 | |
|         return self._cached_entrances
 | |
| 
 | |
|     def clear_entrance_cache(self):
 | |
|         self._cached_entrances = None
 | |
| 
 | |
|     def get_locations(self) -> list:
 | |
|         if self._cached_locations is None:
 | |
|             self._cached_locations = [location for region in self.regions for location in region.locations]
 | |
|         return self._cached_locations
 | |
| 
 | |
|     def clear_location_cache(self):
 | |
|         self._cached_locations = None
 | |
| 
 | |
|     def get_unfilled_locations(self, player=None) -> list:
 | |
|         if player is not None:
 | |
|             return [location for location in self.get_locations() if
 | |
|                     location.player == player and not location.item]
 | |
|         return [location for location in self.get_locations() if not location.item]
 | |
| 
 | |
|     def get_unfilled_dungeon_locations(self):
 | |
|         return [location for location in self.get_locations() if not location.item and location.parent_region.dungeon]
 | |
| 
 | |
|     def get_filled_locations(self, player=None) -> list:
 | |
|         if player is not None:
 | |
|             return [location for location in self.get_locations() if
 | |
|                     location.player == player and location.item is not None]
 | |
|         return [location for location in self.get_locations() if location.item is not None]
 | |
| 
 | |
|     def get_reachable_locations(self, state=None, player=None) -> list:
 | |
|         if state is None:
 | |
|             state = self.state
 | |
|         return [location for location in self.get_locations() if
 | |
|                 (player is None or location.player == player) and location.can_reach(state)]
 | |
| 
 | |
|     def get_placeable_locations(self, state=None, player=None) -> list:
 | |
|         if state is None:
 | |
|             state = self.state
 | |
|         return [location for location in self.get_locations() if
 | |
|                 (player is None or location.player == player) and location.item is None and location.can_reach(state)]
 | |
| 
 | |
|     def unlocks_new_location(self, item) -> bool:
 | |
|         temp_state = self.state.copy()
 | |
|         temp_state.collect(item, True)
 | |
| 
 | |
|         for location in self.get_unfilled_locations():
 | |
|             if temp_state.can_reach(location) and not self.state.can_reach(location):
 | |
|                 return True
 | |
| 
 | |
|         return False
 | |
| 
 | |
|     def has_beaten_game(self, state, player: Optional[int] = None):
 | |
|         if player:
 | |
|             return state.has('Triforce', player) or state.world.logic[player] == 'nologic'
 | |
|         else:
 | |
|             return all((self.has_beaten_game(state, p) for p in range(1, self.players + 1)))
 | |
| 
 | |
|     def can_beat_game(self, starting_state=None):
 | |
|         if starting_state:
 | |
|             if self.has_beaten_game(starting_state):
 | |
|                 return True
 | |
|             state = starting_state.copy()
 | |
|         else:
 | |
|             if self.has_beaten_game(self.state):
 | |
|                 return True
 | |
|             state = CollectionState(self)
 | |
|         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}
 | |
| 
 | |
|         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 location.can_reach(state):
 | |
|                     sphere.append(location)
 | |
| 
 | |
|             if not sphere:
 | |
|                 # ran out of places and did not finish yet, quit
 | |
|                 return False
 | |
| 
 | |
|             for location in sphere:
 | |
|                 prog_locations.remove(location)
 | |
|                 state.collect(location.item, True, location)
 | |
| 
 | |
|             if self.has_beaten_game(state):
 | |
|                 return True
 | |
| 
 | |
|         return False
 | |
| 
 | |
| class CollectionState(object):
 | |
| 
 | |
|     def __init__(self, parent: World):
 | |
|         self.prog_items = Counter()
 | |
|         self.world = parent
 | |
|         self.reachable_regions = {player: set() for player in range(1, parent.players + 1)}
 | |
|         self.blocked_connections = {player: set() for player in range(1, parent.players + 1)}
 | |
|         self.events = set()
 | |
|         self.path = {}
 | |
|         self.locations_checked = set()
 | |
|         self.stale = {player: True for player in range(1, parent.players + 1)}
 | |
|         for item in parent.precollected_items:
 | |
|             self.collect(item, True)
 | |
| 
 | |
|     def update_reachable_regions(self, player: int):
 | |
|         self.stale[player] = False
 | |
|         rrp = self.reachable_regions[player]
 | |
|         bc = self.blocked_connections[player]
 | |
|         queue = deque(self.blocked_connections[player])
 | |
|         start = self.world.get_region('Menu', player)
 | |
| 
 | |
|         # init on first call - this can't be done on construction since the regions don't exist yet
 | |
|         if not start in rrp:
 | |
|             rrp.add(start)
 | |
|             bc.update(start.exits)
 | |
|             queue.extend(start.exits)
 | |
| 
 | |
|         # run BFS on all connections, and keep track of those blocked by missing items
 | |
|         while queue:
 | |
|             connection = queue.popleft()
 | |
|             new_region = connection.connected_region
 | |
|             if new_region in rrp:
 | |
|                 bc.remove(connection)
 | |
|             elif connection.can_reach(self):
 | |
|                 rrp.add(new_region)
 | |
|                 bc.remove(connection)
 | |
|                 bc.update(new_region.exits)
 | |
|                 queue.extend(new_region.exits)
 | |
|                 self.path[new_region] = (new_region.name, self.path.get(connection, None))
 | |
| 
 | |
|                 # Retry connections if the new region can unblock them
 | |
|                 if new_region.name in indirect_connections:
 | |
|                     new_entrance = self.world.get_entrance(indirect_connections[new_region.name], player)
 | |
|                     if new_entrance in bc and new_entrance not in queue:
 | |
|                         queue.append(new_entrance)
 | |
| 
 | |
|     def copy(self) -> CollectionState:
 | |
|         ret = CollectionState(self.world)
 | |
|         ret.prog_items = self.prog_items.copy()
 | |
|         ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in
 | |
|                                  range(1, self.world.players + 1)}
 | |
|         ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in range(1, self.world.players + 1)}
 | |
|         ret.events = copy.copy(self.events)
 | |
|         ret.path = copy.copy(self.path)
 | |
|         ret.locations_checked = copy.copy(self.locations_checked)
 | |
|         return ret
 | |
| 
 | |
|     def can_reach(self, spot, resolution_hint=None, player=None) -> bool:
 | |
|         if not hasattr(spot, "spot_type"):
 | |
|             # try to resolve a name
 | |
|             if resolution_hint == 'Location':
 | |
|                 spot = self.world.get_location(spot, player)
 | |
|             elif resolution_hint == 'Entrance':
 | |
|                 spot = self.world.get_entrance(spot, player)
 | |
|             else:
 | |
|                 # default to Region
 | |
|                 spot = self.world.get_region(spot, player)
 | |
|         return spot.can_reach(self)
 | |
| 
 | |
|     def sweep_for_events(self, key_only: bool = False, locations=None):
 | |
|         if locations is None:
 | |
|             locations = self.world.get_filled_locations()
 | |
|         new_locations = True
 | |
|         while new_locations:
 | |
|             reachable_events = {location for location in locations if location.event and
 | |
|                                 (not key_only or (not self.world.keyshuffle[
 | |
|                                     location.item.player] and location.item.smallkey) or (not self.world.bigkeyshuffle[
 | |
|                                     location.item.player] and location.item.bigkey))
 | |
|                                 and location.can_reach(self)}
 | |
|             new_locations = reachable_events - self.events
 | |
|             for event in new_locations:
 | |
|                 self.events.add(event)
 | |
|                 self.collect(event.item, True, event)
 | |
| 
 | |
|     def has(self, item, player: int, count: int = 1):
 | |
|         return self.prog_items[item, player] >= count
 | |
| 
 | |
|     def has_key(self, item, player, count: int = 1):
 | |
|         if self.world.logic[player] == 'nologic':
 | |
|             return True
 | |
|         if self.world.keyshuffle[player] == "universal":
 | |
|             return self.can_buy_unlimited('Small Key (Universal)', player)
 | |
|         return self.prog_items[item, player] >= count
 | |
| 
 | |
|     def can_buy_unlimited(self, item: str, player: int) -> bool:
 | |
|         return any(shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(self) for
 | |
|                    shop in self.world.shops)
 | |
| 
 | |
|     def can_buy(self, item: str, player: int) -> bool:
 | |
|         return any(shop.region.player == player and shop.has(item) and shop.region.can_reach(self) for
 | |
|                    shop in self.world.shops)
 | |
| 
 | |
|     def item_count(self, item, player: int) -> int:
 | |
|         return self.prog_items[item, player]
 | |
| 
 | |
|     def has_triforce_pieces(self, count: int, player: int) -> bool:
 | |
|         return self.item_count('Triforce Piece', player) + self.item_count('Power Star', player) >= count
 | |
| 
 | |
|     def has_crystals(self, count: int, player: int) -> bool:
 | |
|         found: int = 0
 | |
|         for crystalnumber in range(1, 8):
 | |
|             found += self.prog_items[f"Crystal {crystalnumber}", player]
 | |
|             if found >= count:
 | |
|                 return True
 | |
|         return False
 | |
| 
 | |
|     def can_lift_rocks(self, player: int):
 | |
|         return self.has('Power Glove', player) or self.has('Titans Mitts', player)
 | |
| 
 | |
|     def has_bottle(self, player: int) -> bool:
 | |
|         return self.has_bottles(1, player)
 | |
| 
 | |
|     def bottle_count(self, player: int) -> int:
 | |
|         found: int = 0
 | |
|         for bottlename in item_name_groups["Bottles"]:
 | |
|             found += self.prog_items[bottlename, player]
 | |
|         return found
 | |
| 
 | |
|     def has_bottles(self, bottles: int, player: int) -> bool:
 | |
|         """Version of bottle_count that allows fast abort"""
 | |
|         found: int = 0
 | |
|         for bottlename in item_name_groups["Bottles"]:
 | |
|             found += self.prog_items[bottlename, player]
 | |
|             if found >= bottles:
 | |
|                 return True
 | |
|         return False
 | |
| 
 | |
|     def has_hearts(self, player: int, count: int) -> int:
 | |
|         # Warning: This only considers items that are marked as advancement items
 | |
|         return self.heart_count(player) >= count
 | |
| 
 | |
|     def heart_count(self, player: int) -> int:
 | |
|         # Warning: This only considers items that are marked as advancement items
 | |
|         diff = self.world.difficulty_requirements[player]
 | |
|         return min(self.item_count('Boss Heart Container', player), diff.boss_heart_container_limit) \
 | |
|                + self.item_count('Sanctuary Heart Container', player) \
 | |
|                + min(self.item_count('Piece of Heart', player), diff.heart_piece_limit) // 4 \
 | |
|                + 3  # starting hearts
 | |
| 
 | |
|     def can_lift_heavy_rocks(self, player: int) -> bool:
 | |
|         return self.has('Titans Mitts', player)
 | |
| 
 | |
|     def can_extend_magic(self, player: int, smallmagic: int = 16,
 | |
|                          fullrefill: bool = False):  # This reflects the total magic Link has, not the total extra he has.
 | |
|         basemagic = 8
 | |
|         if self.has('Magic Upgrade (1/4)', player):
 | |
|             basemagic = 32
 | |
|         elif self.has('Magic Upgrade (1/2)', player):
 | |
|             basemagic = 16
 | |
|         if self.can_buy_unlimited('Green Potion', player) or self.can_buy_unlimited('Blue Potion', player):
 | |
|             if self.world.difficulty_adjustments[player] == 'hard' and not fullrefill:
 | |
|                 basemagic = basemagic + int(basemagic * 0.5 * self.bottle_count(player))
 | |
|             elif self.world.difficulty_adjustments[player] == 'expert' and not fullrefill:
 | |
|                 basemagic = basemagic + int(basemagic * 0.25 * self.bottle_count(player))
 | |
|             else:
 | |
|                 basemagic = basemagic + basemagic * self.bottle_count(player)
 | |
|         return basemagic >= smallmagic
 | |
| 
 | |
|     def can_kill_most_things(self, player: int, enemies=5) -> bool:
 | |
|         return (self.has_melee_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)
 | |
|                 or (self.has('Bombs (10)', player) and enemies < 6))
 | |
| 
 | |
|     def can_shoot_arrows(self, player: int) -> bool:
 | |
|         if self.world.retro[player]:
 | |
|             return (self.has('Bow', player) or self.has('Silver Bow', player)) and self.can_buy('Single Arrow', player)
 | |
|         return self.has('Bow', player) or self.has('Silver Bow', player)
 | |
| 
 | |
|     def can_get_good_bee(self, player: int) -> bool:
 | |
|         cave = self.world.get_region('Good Bee Cave', player)
 | |
|         return (
 | |
|                 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
 | |
|                 self.is_not_bunny(cave, player)
 | |
|         )
 | |
| 
 | |
|     def can_retrieve_tablet(self, player:int) -> bool:
 | |
|         return self.has('Book of Mudora', player) and (self.has_beam_sword(player) or
 | |
|                (self.world.swords[player] == "swordless" and
 | |
|                 self.has("Hammer", player)))
 | |
| 
 | |
|     def has_sword(self, player: int) -> bool:
 | |
|         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, player: int) -> bool:
 | |
|         return self.has('Master Sword', player) or self.has('Tempered Sword', player) or self.has('Golden Sword', player)
 | |
| 
 | |
|     def has_melee_weapon(self, player: int) -> bool:
 | |
|         return self.has_sword(player) or self.has('Hammer', player)
 | |
| 
 | |
|     def has_Mirror(self, player: int) -> bool:
 | |
|         return self.has('Magic Mirror', player)
 | |
| 
 | |
|     def has_Boots(self, player: int) -> bool:
 | |
|         return self.has('Pegasus Boots', player)
 | |
| 
 | |
|     def has_Pearl(self, player: int) -> bool:
 | |
|         return self.has('Moon Pearl', player)
 | |
| 
 | |
|     def has_fire_source(self, player: int) -> bool:
 | |
|         return self.has('Fire Rod', player) or self.has('Lamp', player)
 | |
| 
 | |
|     def can_flute(self, player: int) -> bool:
 | |
|         lw = self.world.get_region('Light World', player)
 | |
|         return self.has('Flute', player) and lw.can_reach(self) and self.is_not_bunny(lw, player)
 | |
| 
 | |
|     def can_melt_things(self, player: int) -> bool:
 | |
|         return self.has('Fire Rod', player) or \
 | |
|                (self.has('Bombos', player) and
 | |
|                 (self.world.swords[player] == "swordless" or
 | |
|                  self.has_sword(player)))
 | |
| 
 | |
|     def can_avoid_lasers(self, player: int) -> bool:
 | |
|         return self.has('Mirror Shield', player) or self.has('Cane of Byrna', player) or self.has('Cape', player)
 | |
| 
 | |
|     def is_not_bunny(self, region: Region, player: int) -> bool:
 | |
|         if self.has_Pearl(player):
 | |
|             return True
 | |
| 
 | |
|         return region.is_light_world if self.world.mode[player] != 'inverted' else region.is_dark_world
 | |
| 
 | |
|     def can_reach_light_world(self, player: int) -> bool:
 | |
|         if True in [i.is_light_world for i in self.reachable_regions[player]]:
 | |
|             return True
 | |
|         return False
 | |
| 
 | |
|     def can_reach_dark_world(self, player: int) -> bool:
 | |
|         if True in [i.is_dark_world for i in self.reachable_regions[player]]:
 | |
|             return True
 | |
|         return False
 | |
| 
 | |
|     def has_misery_mire_medallion(self, player: int) -> bool:
 | |
|         return self.has(self.world.required_medallions[player][0], player)
 | |
| 
 | |
|     def has_turtle_rock_medallion(self, player: int) -> bool:
 | |
|         return self.has(self.world.required_medallions[player][1], player)
 | |
| 
 | |
|     def can_boots_clip_lw(self, player):
 | |
|         if self.world.mode[player] == 'inverted':
 | |
|             return self.has_Boots(player) and self.has_Pearl(player)
 | |
|         return self.has_Boots(player)
 | |
| 
 | |
|     def can_boots_clip_dw(self, player):
 | |
|         if self.world.mode[player] != 'inverted':
 | |
|             return self.has_Boots(player) and self.has_Pearl(player)
 | |
|         return self.has_Boots(player)
 | |
| 
 | |
|     def can_get_glitched_speed_lw(self, player):
 | |
|         rules = [self.has_Boots(player), any([self.has('Hookshot', player), self.has_sword(player)])]
 | |
|         if self.world.mode[player] == 'inverted':
 | |
|             rules.append(self.has_Pearl(player))
 | |
|         return all(rules)
 | |
| 
 | |
|     def can_superbunny_mirror_with_sword(self, player):
 | |
|         return self.has_Mirror(player) and self.has_sword(player)
 | |
| 
 | |
|     def can_get_glitched_speed_dw(self, player):
 | |
|         rules = [self.has_Boots(player), any([self.has('Hookshot', player), self.has_sword(player)])]
 | |
|         if self.world.mode[player] != 'inverted':
 | |
|             rules.append(self.has_Pearl(player))
 | |
|         return all(rules)
 | |
| 
 | |
|     def collect(self, item: Item, event=False, location=None):
 | |
|         if location:
 | |
|             self.locations_checked.add(location)
 | |
|         changed = False
 | |
|         if item.name.startswith('Progressive '):
 | |
|             if 'Sword' in item.name:
 | |
|                 if self.has('Golden Sword', item.player):
 | |
|                     pass
 | |
|                 elif self.has('Tempered Sword', item.player) and self.world.difficulty_requirements[
 | |
|                     item.player].progressive_sword_limit >= 4:
 | |
|                     self.prog_items['Golden Sword', item.player] += 1
 | |
|                     changed = True
 | |
|                 elif self.has('Master Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 3:
 | |
|                     self.prog_items['Tempered Sword', item.player] += 1
 | |
|                     changed = True
 | |
|                 elif self.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2:
 | |
|                     self.prog_items['Master Sword', item.player] += 1
 | |
|                     changed = True
 | |
|                 elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1:
 | |
|                     self.prog_items['Fighter Sword', item.player] += 1
 | |
|                     changed = True
 | |
|             elif 'Glove' in item.name:
 | |
|                 if self.has('Titans Mitts', item.player):
 | |
|                     pass
 | |
|                 elif self.has('Power Glove', item.player):
 | |
|                     self.prog_items['Titans Mitts', item.player] += 1
 | |
|                     changed = True
 | |
|                 else:
 | |
|                     self.prog_items['Power Glove', item.player] += 1
 | |
|                     changed = True
 | |
|             elif 'Shield' in item.name:
 | |
|                 if self.has('Mirror Shield', item.player):
 | |
|                     pass
 | |
|                 elif self.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3:
 | |
|                     self.prog_items['Mirror Shield', item.player] += 1
 | |
|                     changed = True
 | |
|                 elif self.has('Blue Shield', item.player)  and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2:
 | |
|                     self.prog_items['Red Shield', item.player] += 1
 | |
|                     changed = True
 | |
|                 elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1:
 | |
|                     self.prog_items['Blue Shield', item.player] += 1
 | |
|                     changed = True
 | |
|             elif 'Bow' in item.name:
 | |
|                 if self.has('Silver Bow', item.player):
 | |
|                     pass
 | |
|                 elif self.has('Bow', item.player):
 | |
|                     self.prog_items['Silver Bow', item.player] += 1
 | |
|                     changed = True
 | |
|                 else:
 | |
|                     self.prog_items['Bow', item.player] += 1
 | |
|                     changed = True
 | |
|         elif item.name.startswith('Bottle'):
 | |
|             if self.bottle_count(item.player) < self.world.difficulty_requirements[item.player].progressive_bottle_limit:
 | |
|                 self.prog_items[item.name, item.player] += 1
 | |
|                 changed = True
 | |
|         elif event or item.advancement:
 | |
|             self.prog_items[item.name, item.player] += 1
 | |
|             changed = True
 | |
| 
 | |
|         self.stale[item.player] = True
 | |
| 
 | |
|         if changed:
 | |
|             if not event:
 | |
|                 self.sweep_for_events()
 | |
| 
 | |
|     def remove(self, item):
 | |
|         if item.advancement:
 | |
|             to_remove = item.name
 | |
|             if to_remove.startswith('Progressive '):
 | |
|                 if 'Sword' in to_remove:
 | |
|                     if self.has('Golden Sword', item.player):
 | |
|                         to_remove = 'Golden Sword'
 | |
|                     elif self.has('Tempered Sword', item.player):
 | |
|                         to_remove = 'Tempered Sword'
 | |
|                     elif self.has('Master Sword', item.player):
 | |
|                         to_remove = 'Master 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', item.player):
 | |
|                         to_remove = 'Titans Mitts'
 | |
|                     elif self.has('Power Glove', item.player):
 | |
|                         to_remove = 'Power Glove'
 | |
|                     else:
 | |
|                         to_remove = None
 | |
|                 elif 'Shield' in item.name:
 | |
|                     if self.has('Mirror Shield', item.player):
 | |
|                         to_remove = 'Mirror Shield'
 | |
|                     elif self.has('Red Shield', item.player):
 | |
|                         to_remove = 'Red Shield'
 | |
|                     elif self.has('Blue Shield', item.player):
 | |
|                         to_remove = 'Blue Shield'
 | |
|                     else:
 | |
|                         to_remove = 'None'
 | |
|                 elif 'Bow' in item.name:
 | |
|                     if self.has('Silver Bow', item.player):
 | |
|                         to_remove = 'Silver Bow'
 | |
|                     elif self.has('Bow', item.player):
 | |
|                         to_remove = 'Bow'
 | |
|                     else:
 | |
|                         to_remove = None
 | |
| 
 | |
|             if to_remove is not None:
 | |
| 
 | |
|                 self.prog_items[to_remove, item.player] -= 1
 | |
|                 if self.prog_items[to_remove, item.player] < 1:
 | |
|                     del (self.prog_items[to_remove, item.player])
 | |
|                 # invalidate caches, nothing can be trusted anymore now
 | |
|                 self.reachable_regions[item.player] = set()
 | |
|                 self.blocked_connections[item.player] = set()
 | |
|                 self.stale[item.player] = True
 | |
| 
 | |
| @unique
 | |
| class RegionType(Enum):
 | |
|     LightWorld = 1
 | |
|     DarkWorld = 2
 | |
|     Cave = 3 # Also includes Houses
 | |
|     Dungeon = 4
 | |
| 
 | |
|     @property
 | |
|     def is_indoors(self):
 | |
|         """Shorthand for checking if Cave or Dungeon"""
 | |
|         return self in (RegionType.Cave, RegionType.Dungeon)
 | |
| 
 | |
| 
 | |
| class Region(object):
 | |
| 
 | |
|     def __init__(self, name: str, type, hint, player: int):
 | |
|         self.name = name
 | |
|         self.type = type
 | |
|         self.entrances = []
 | |
|         self.exits = []
 | |
|         self.locations = []
 | |
|         self.dungeon = None
 | |
|         self.shop = None
 | |
|         self.world = None
 | |
|         self.is_light_world = False  # will be set after making connections.
 | |
|         self.is_dark_world = False
 | |
|         self.spot_type = 'Region'
 | |
|         self.hint_text = hint
 | |
|         self.recursion_count = 0
 | |
|         self.player = player
 | |
| 
 | |
|     def can_reach(self, state):
 | |
|         if state.stale[self.player]:
 | |
|             state.update_reachable_regions(self.player)
 | |
|         return self in state.reachable_regions[self.player]
 | |
| 
 | |
|     def can_reach_private(self, state: CollectionState):
 | |
|         for entrance in self.entrances:
 | |
|             if entrance.can_reach(state):
 | |
|                 if not self in state.path:
 | |
|                     state.path[self] = (self.name, state.path.get(entrance, None))
 | |
|                 return True
 | |
|         return False
 | |
| 
 | |
|     def can_fill(self, item: Item):
 | |
|         inside_dungeon_item = ((item.smallkey and not self.world.keyshuffle[item.player])
 | |
|                                or (item.bigkey and not self.world.bigkeyshuffle[item.player])
 | |
|                                or (item.map and not self.world.mapshuffle[item.player])
 | |
|                                or (item.compass and not self.world.compassshuffle[item.player]))
 | |
|         sewer_hack = self.world.mode[item.player] == 'standard' and item.name == 'Small Key (Hyrule Castle)'
 | |
|         if sewer_hack or inside_dungeon_item:
 | |
|             return self.dungeon and self.dungeon.is_dungeon_item(item) and item.player == self.player
 | |
| 
 | |
|         return True
 | |
| 
 | |
|     def __repr__(self):
 | |
|         return self.__str__()
 | |
| 
 | |
|     def __str__(self):
 | |
|         return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
 | |
| 
 | |
| 
 | |
| class Entrance(object):
 | |
| 
 | |
|     def __init__(self, player: int, name: str = '', parent=None):
 | |
|         self.name = name
 | |
|         self.parent_region = parent
 | |
|         self.connected_region = None
 | |
|         self.target = None
 | |
|         self.addresses = None
 | |
|         self.spot_type = 'Entrance'
 | |
|         self.recursion_count = 0
 | |
|         self.vanilla = None
 | |
|         self.access_rule = lambda state: True
 | |
|         self.player = player
 | |
|         self.hide_path = False
 | |
| 
 | |
|     def can_reach(self, state):
 | |
|         if self.parent_region.can_reach(state) and self.access_rule(state):
 | |
|             if not self.hide_path and not self in state.path:
 | |
|                 state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
 | |
|             return True
 | |
| 
 | |
|         return False
 | |
| 
 | |
|     def connect(self, region, addresses=None, target=None, vanilla=None):
 | |
|         self.connected_region = region
 | |
|         self.target = target
 | |
|         self.addresses = addresses
 | |
|         self.vanilla = vanilla
 | |
|         region.entrances.append(self)
 | |
| 
 | |
|     def __repr__(self):
 | |
|         return self.__str__()
 | |
| 
 | |
|     def __str__(self):
 | |
|         world = self.parent_region.world if self.parent_region else None
 | |
|         return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
 | |
| 
 | |
| class Dungeon(object):
 | |
| 
 | |
|     def __init__(self, name: str, regions, big_key, small_keys, dungeon_items, player: int):
 | |
|         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
 | |
|         self.world = None
 | |
| 
 | |
|     @property
 | |
|     def boss(self):
 | |
|         return self.bosses.get(None, None)
 | |
| 
 | |
|     @boss.setter
 | |
|     def boss(self, value):
 | |
|         self.bosses[None] = value
 | |
| 
 | |
|     @property
 | |
|     def keys(self):
 | |
|         return self.small_keys + ([self.big_key] if self.big_key else [])
 | |
| 
 | |
|     @property
 | |
|     def all_items(self):
 | |
|         return self.dungeon_items + self.keys
 | |
| 
 | |
|     def is_dungeon_item(self, item: Item) -> bool:
 | |
|         return item.player == self.player and item.name in [dungeon_item.name for dungeon_item in self.all_items]
 | |
| 
 | |
|     def __eq__(self, other: Item) -> bool:
 | |
|         return self.name == other.name and self.player == other.player
 | |
| 
 | |
|     def __repr__(self):
 | |
|         return self.__str__()
 | |
| 
 | |
|     def __str__(self):
 | |
|         return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
 | |
| 
 | |
| class Boss(object):
 | |
|     def __init__(self, name, enemizer_name, defeat_rule, player: int):
 | |
|         self.name = name
 | |
|         self.enemizer_name = enemizer_name
 | |
|         self.defeat_rule = defeat_rule
 | |
|         self.player = player
 | |
| 
 | |
|     def can_defeat(self, state) -> bool:
 | |
|         return self.defeat_rule(state, self.player)
 | |
| 
 | |
| class Location(object):
 | |
|     def __init__(self, player: int, name: str = '', address=None, crystal: bool = False,
 | |
|                  hint_text: Optional[str] = None, parent=None,
 | |
|                  player_address=None):
 | |
|         self.name = name
 | |
|         self.parent_region = parent
 | |
|         self.item = None
 | |
|         self.crystal = crystal
 | |
|         self.address = address
 | |
|         self.player_address = player_address
 | |
|         self.spot_type = 'Location'
 | |
|         self.hint_text: str = hint_text if hint_text else name
 | |
|         self.recursion_count = 0
 | |
|         self.event = False
 | |
|         self.locked = False
 | |
|         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: CollectionState, item: Item, check_access=True) -> bool:
 | |
|         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)))
 | |
| 
 | |
|     def can_reach(self, state: CollectionState) -> bool:
 | |
|         # self.access_rule computes faster on average, so placing it first for faster abort
 | |
|         if self.access_rule(state) and self.parent_region.can_reach(state):
 | |
|             return True
 | |
|         return False
 | |
| 
 | |
|     def __repr__(self):
 | |
|         return self.__str__()
 | |
| 
 | |
|     def __str__(self):
 | |
|         world = self.parent_region.world if self.parent_region and self.parent_region.world else None
 | |
|         return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
 | |
| 
 | |
|     def __hash__(self):
 | |
|         return hash((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, player=None):
 | |
|         self.name = name
 | |
|         self.advancement = advancement
 | |
|         self.priority = priority
 | |
|         self.type = type
 | |
|         self.pedestal_hint_text = pedestal_hint
 | |
|         self.pedestal_credit_text = pedestal_credit
 | |
|         self.sickkid_credit_text = sickkid_credit
 | |
|         self.zora_credit_text = zora_credit
 | |
|         self.magicshop_credit_text = witch_credit
 | |
|         self.fluteboy_credit_text = fluteboy_credit
 | |
|         self.hint_text = hint_text
 | |
|         self.code = code
 | |
|         self.location = None
 | |
|         self.world = None
 | |
|         self.player = player
 | |
| 
 | |
|     @property
 | |
|     def crystal(self) -> bool:
 | |
|         return self.type == 'Crystal'
 | |
| 
 | |
|     @property
 | |
|     def smallkey(self) -> bool:
 | |
|         return self.type == 'SmallKey'
 | |
| 
 | |
|     @property
 | |
|     def bigkey(self) -> bool:
 | |
|         return self.type == 'BigKey'
 | |
| 
 | |
|     @property
 | |
|     def map(self) -> bool:
 | |
|         return self.type == 'Map'
 | |
| 
 | |
|     @property
 | |
|     def compass(self) -> bool:
 | |
|         return self.type == 'Compass'
 | |
| 
 | |
|     def __repr__(self):
 | |
|         return self.__str__()
 | |
| 
 | |
|     def __str__(self):
 | |
|         return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
 | |
| 
 | |
| 
 | |
| # have 6 address that need to be filled
 | |
| class Crystal(Item):
 | |
|     pass
 | |
| 
 | |
| @unique
 | |
| class ShopType(Enum):
 | |
|     Shop = 0
 | |
|     TakeAny = 1
 | |
|     UpgradeShop = 2
 | |
| 
 | |
| class Shop():
 | |
|     slots = 3  # slot count is not dynamic in asm, however inventory can have None as empty slots
 | |
|     blacklist = set()  # items that don't work, todo: actually check against this
 | |
|     type = ShopType.Shop
 | |
| 
 | |
|     def __init__(self, region: Region, room_id: int, shopkeeper_config: int, custom: bool, locked: bool):
 | |
|         self.region = region
 | |
|         self.room_id = room_id
 | |
|         self.inventory: List[Union[None, dict]] = [None] * self.slots
 | |
|         self.shopkeeper_config = shopkeeper_config
 | |
|         self.custom = custom
 | |
|         self.locked = locked
 | |
| 
 | |
|     @property
 | |
|     def item_count(self) -> int:
 | |
|         for x in range(self.slots - 1, -1, -1):  # last x is 0
 | |
|             if self.inventory[x]:
 | |
|                 return x + 1
 | |
|         return 0
 | |
| 
 | |
|     def get_bytes(self) -> List[int]:
 | |
|         # [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index]
 | |
|         entrances = self.region.entrances
 | |
|         config = self.item_count
 | |
|         if len(entrances) == 1 and entrances[0].name in door_addresses:
 | |
|             door_id = door_addresses[entrances[0].name][0] + 1
 | |
|         else:
 | |
|             door_id = 0
 | |
|             config |= 0x40  # ignore door id
 | |
|         if self.type == ShopType.TakeAny:
 | |
|             config |= 0x80
 | |
|         elif self.type == ShopType.UpgradeShop:
 | |
|             config |= 0x10  # Alt. VRAM
 | |
|         return [0x00]+int16_as_bytes(self.room_id)+[door_id, 0x00, config, self.shopkeeper_config, 0x00]
 | |
| 
 | |
|     def has_unlimited(self, item: str) -> bool:
 | |
|         for inv in self.inventory:
 | |
|             if inv is None:
 | |
|                 continue
 | |
|             if inv['item'] == item:
 | |
|                 return True
 | |
|             if inv['max'] != 0 and inv['replacement'] is not None and inv['replacement'] == item:
 | |
|                 return True
 | |
|         return False
 | |
| 
 | |
|     def has(self, item: str) -> bool:
 | |
|         for inv in self.inventory:
 | |
|             if inv is None:
 | |
|                 continue
 | |
|             if inv['item'] == item:
 | |
|                 return True
 | |
|             if inv['max'] != 0 and inv['replacement'] == item:
 | |
|                 return True
 | |
|         return False
 | |
| 
 | |
|     def clear_inventory(self):
 | |
|         self.inventory = [None] * self.slots
 | |
| 
 | |
|     def add_inventory(self, slot: int, item: str, price: int, max: int = 0,
 | |
|                       replacement: Optional[str] = None, replacement_price: int = 0, create_location: bool = False):
 | |
|         self.inventory[slot] = {
 | |
|             'item': item,
 | |
|             'price': price,
 | |
|             'max': max,
 | |
|             'replacement': replacement,
 | |
|             'replacement_price': replacement_price,
 | |
|             'create_location': create_location,
 | |
|             'player': 0
 | |
|         }
 | |
| 
 | |
|     def push_inventory(self, slot: int, item: str, price: int, max: int = 1):
 | |
|         if not self.inventory[slot]:
 | |
|             raise ValueError("Inventory can't be pushed back if it doesn't exist")
 | |
| 
 | |
|         self.inventory[slot] = {
 | |
|             'item': item,
 | |
|             'price': price,
 | |
|             'max': max,
 | |
|             'replacement': self.inventory[slot]["item"],
 | |
|             'replacement_price': self.inventory[slot]["price"],
 | |
|             'create_location': self.inventory[slot]["create_location"],
 | |
|             'player': self.inventory[slot]["player"]
 | |
|         }
 | |
| 
 | |
| 
 | |
| class TakeAny(Shop):
 | |
|     type = ShopType.TakeAny
 | |
| 
 | |
| 
 | |
| class UpgradeShop(Shop):
 | |
|     type = ShopType.UpgradeShop
 | |
|     # Potions break due to VRAM flags set in UpgradeShop.
 | |
|     # Didn't check for more things breaking as not much else can be shuffled here currently
 | |
|     blacklist = item_name_groups["Potions"]
 | |
| 
 | |
| 
 | |
| class Spoiler(object):
 | |
|     world: World
 | |
| 
 | |
|     def __init__(self, world):
 | |
|         self.world = world
 | |
|         self.hashes = {}
 | |
|         self.entrances = OrderedDict()
 | |
|         self.medallions = {}
 | |
|         self.playthrough = {}
 | |
|         self.unreachables = []
 | |
|         self.startinventory = []
 | |
|         self.locations = {}
 | |
|         self.paths = {}
 | |
|         self.metadata = {}
 | |
|         self.shops = []
 | |
|         self.bosses = OrderedDict()
 | |
| 
 | |
|     def set_entrance(self, entrance, exit, direction, player):
 | |
|         if self.world.players == 1:
 | |
|             self.entrances[(entrance, direction, player)] = OrderedDict([('entrance', entrance), ('exit', exit), ('direction', direction)])
 | |
|         else:
 | |
|             self.entrances[(entrance, direction, player)] = OrderedDict([('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction)])
 | |
| 
 | |
|     def parse_data(self):
 | |
|         self.medallions = OrderedDict()
 | |
|         if self.world.players == 1:
 | |
|             self.medallions['Misery Mire'] = self.world.required_medallions[1][0]
 | |
|             self.medallions['Turtle Rock'] = self.world.required_medallions[1][1]
 | |
|         else:
 | |
|             for player in range(1, self.world.players + 1):
 | |
|                 self.medallions[f'Misery Mire ({self.world.get_player_names(player)})'] = self.world.required_medallions[player][0]
 | |
|                 self.medallions[f'Turtle Rock ({self.world.get_player_names(player)})'] = self.world.required_medallions[player][1]
 | |
| 
 | |
|         self.startinventory = list(map(str, self.world.precollected_items))
 | |
| 
 | |
|         self.locations = OrderedDict()
 | |
|         listed_locations = set()
 | |
| 
 | |
|         lw_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.LightWorld]
 | |
|         self.locations['Light World'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in lw_locations])
 | |
|         listed_locations.update(lw_locations)
 | |
| 
 | |
|         dw_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.DarkWorld]
 | |
|         self.locations['Dark World'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in dw_locations])
 | |
|         listed_locations.update(dw_locations)
 | |
| 
 | |
|         cave_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.Cave]
 | |
|         self.locations['Caves'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in cave_locations])
 | |
|         listed_locations.update(cave_locations)
 | |
| 
 | |
|         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[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]
 | |
|         if other_locations:
 | |
|             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.custom:
 | |
|                 continue
 | |
|             shopdata = {'location': str(shop.region),
 | |
|                         'type': 'Take Any' if shop.type == ShopType.TakeAny else 'Shop'
 | |
|                        }
 | |
|             for index, item in enumerate(shop.inventory):
 | |
|                 if item is None:
 | |
|                     continue
 | |
|                 shopdata['item_{}'.format(index)] = "{} — {}".format(item['item'], item['price']) if item['price'] else item['item']
 | |
| 
 | |
|                 if item['player'] > 0:
 | |
|                     shopdata['item_{}'.format(index)] = shopdata['item_{}'.format(index)].replace('—', '(Player {}) — '.format(item['player']))
 | |
| 
 | |
|                 if item['max'] == 0:
 | |
|                     continue
 | |
|                 shopdata['item_{}'.format(index)] += " x {}".format(item['max'])
 | |
| 
 | |
|                 if item['replacement'] is None:
 | |
|                     continue
 | |
|                 shopdata['item_{}'.format(index)] += ", {} - {}".format(item['replacement'], item['replacement_price']) if item['replacement_price'] else item['replacement']
 | |
|             self.shops.append(shopdata)
 | |
| 
 | |
|         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
 | |
|             if self.world.mode[player] != 'inverted':
 | |
|                 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
 | |
|             else:
 | |
|                 self.bosses[str(player)]["Ganons Tower Basement"] = self.world.get_dungeon('Inverted Ganons Tower', player).bosses['bottom'].name
 | |
|                 self.bosses[str(player)]["Ganons Tower Middle"] = self.world.get_dungeon('Inverted Ganons Tower', player).bosses['middle'].name
 | |
|                 self.bosses[str(player)]["Ganons Tower Top"] = self.world.get_dungeon('Inverted Ganons Tower', player).bosses['top'].name
 | |
| 
 | |
|             self.bosses[str(player)]["Ganons Tower"] = "Agahnim 2"
 | |
|             self.bosses[str(player)]["Ganon"] = "Ganon"
 | |
| 
 | |
|         if self.world.players == 1:
 | |
|             self.bosses = self.bosses["1"]
 | |
| 
 | |
|         from Utils import __version__ as ERVersion
 | |
|         self.metadata = {'version': ERVersion,
 | |
|                          'logic': self.world.logic,
 | |
|                          'dark_room_logic': self.world.dark_room_logic,
 | |
|                          'mode': self.world.mode,
 | |
|                          'retro': self.world.retro,
 | |
|                          'weapons': self.world.swords,
 | |
|                          'goal': self.world.goal,
 | |
|                          'shuffle': self.world.shuffle,
 | |
|                          'item_pool': self.world.difficulty,
 | |
|                          'item_functionality': self.world.difficulty_adjustments,
 | |
|                          'gt_crystals': self.world.crystals_needed_for_gt,
 | |
|                          'ganon_crystals': self.world.crystals_needed_for_ganon,
 | |
|                          'open_pyramid': self.world.open_pyramid,
 | |
|                          'accessibility': self.world.accessibility,
 | |
|                          'hints': self.world.hints,
 | |
|                          'mapshuffle': self.world.mapshuffle,
 | |
|                          'compassshuffle': self.world.compassshuffle,
 | |
|                          'keyshuffle': self.world.keyshuffle,
 | |
|                          'bigkeyshuffle': self.world.bigkeyshuffle,
 | |
|                          'boss_shuffle': self.world.boss_shuffle,
 | |
|                          'enemy_shuffle': self.world.enemy_shuffle,
 | |
|                          'enemy_health': self.world.enemy_health,
 | |
|                          'enemy_damage': self.world.enemy_damage,
 | |
|                          'killable_thieves': self.world.killable_thieves,
 | |
|                          'tile_shuffle': self.world.tile_shuffle,
 | |
|                          'bush_shuffle': self.world.bush_shuffle,
 | |
|                          'beemizer': self.world.beemizer,
 | |
|                          'progressive': self.world.progressive,
 | |
|                          'shufflepots': self.world.shufflepots,
 | |
|                          'players': self.world.players,
 | |
|                          'teams': self.world.teams,
 | |
|                          'progression_balancing': self.world.progression_balancing,
 | |
|                          'triforce_pieces_available': self.world.triforce_pieces_available,
 | |
|                          'triforce_pieces_required': self.world.triforce_pieces_required,
 | |
|                          'shop_shuffle': self.world.shop_shuffle,
 | |
|                          'shop_shuffle_slots': self.world.shop_shuffle_slots,
 | |
|                          'shuffle_prizes': self.world.shuffle_prizes,
 | |
|                          'sprite_pool': self.world.sprite_pool,
 | |
|                          'restrict_dungeon_item_on_boss': self.world.restrict_dungeon_item_on_boss
 | |
|                          }
 | |
| 
 | |
|     def to_json(self):
 | |
|         self.parse_data()
 | |
|         out = OrderedDict()
 | |
|         out['Entrances'] = list(self.entrances.values())
 | |
|         out.update(self.locations)
 | |
|         out['Starting Inventory'] = self.startinventory
 | |
|         out['Special'] = self.medallions
 | |
|         if self.hashes:
 | |
|             out['Hashes'] = {f"{self.world.player_names[player][team]} (Team {team+1})": hash for (player, team), hash in self.hashes.items()}
 | |
|         if self.shops:
 | |
|             out['Shops'] = self.shops
 | |
|         out['playthrough'] = self.playthrough
 | |
|         out['paths'] = self.paths
 | |
|         out['Bosses'] = self.bosses
 | |
|         out['meta'] = self.metadata
 | |
| 
 | |
|         return json.dumps(out)
 | |
| 
 | |
|     def to_file(self, filename):
 | |
|         self.parse_data()
 | |
| 
 | |
|         def bool_to_text(variable: Union[bool, str]) -> str:
 | |
|             if type(variable) == str:
 | |
|                 return variable
 | |
|             return 'Yes' if variable else 'No'
 | |
| 
 | |
|         with open(filename, 'w', encoding="utf-8-sig") as outfile:
 | |
|             outfile.write(
 | |
|                 'ALttP Berserker\'s Multiworld Version %s  -  Seed: %s\n\n' % (
 | |
|                     self.metadata['version'], self.world.seed))
 | |
|             outfile.write('Filling Algorithm:               %s\n' % self.world.algorithm)
 | |
|             outfile.write('Players:                         %d\n' % self.world.players)
 | |
|             outfile.write('Teams:                           %d\n' % self.world.teams)
 | |
|             for player in range(1, self.world.players + 1):
 | |
|                 if self.world.players > 1:
 | |
|                     outfile.write('\nPlayer %d: %s\n' % (player, self.world.get_player_names(player)))
 | |
|                 for team in range(self.world.teams):
 | |
|                     outfile.write('%s%s\n' % (
 | |
|                         f"Hash - {self.world.player_names[player][team]} (Team {team + 1}): " if self.world.teams > 1 else 'Hash: ',
 | |
|                         self.hashes[player, team]))
 | |
|                 outfile.write('Logic:                           %s\n' % self.metadata['logic'][player])
 | |
|                 outfile.write('Dark Room Logic:                 %s\n' % self.metadata['dark_room_logic'][player])
 | |
|                 outfile.write('Restricted Boss Drops:           %s\n' %
 | |
|                               bool_to_text(self.metadata['restrict_dungeon_item_on_boss'][player]))
 | |
|                 if self.world.players > 1:
 | |
|                     outfile.write('Progression Balanced:            %s\n' % (
 | |
|                         'Yes' if self.metadata['progression_balancing'][player] else 'No'))
 | |
|                 outfile.write('Mode:                            %s\n' % self.metadata['mode'][player])
 | |
|                 outfile.write('Retro:                           %s\n' %
 | |
|                               ('Yes' if self.metadata['retro'][player] else 'No'))
 | |
|                 outfile.write('Swords:                          %s\n' % self.metadata['weapons'][player])
 | |
|                 outfile.write('Goal:                            %s\n' % self.metadata['goal'][player])
 | |
|                 if "triforce" in self.metadata["goal"][player]:  # triforce hunt
 | |
|                     outfile.write("Pieces available for Triforce:   %s\n" %
 | |
|                                   self.metadata['triforce_pieces_available'][player])
 | |
|                     outfile.write("Pieces required for Triforce:    %s\n" %
 | |
|                                   self.metadata["triforce_pieces_required"][player])
 | |
|                 outfile.write('Difficulty:                      %s\n' % self.metadata['item_pool'][player])
 | |
|                 outfile.write('Item Functionality:              %s\n' % self.metadata['item_functionality'][player])
 | |
|                 outfile.write('Item Progression:                %s\n' % self.metadata['progressive'][player])
 | |
|                 outfile.write('Entrance Shuffle:                %s\n' % self.metadata['shuffle'][player])
 | |
|                 outfile.write('Crystals required for GT:        %s\n' % self.metadata['gt_crystals'][player])
 | |
|                 outfile.write('Crystals required for Ganon:     %s\n' % self.metadata['ganon_crystals'][player])
 | |
|                 outfile.write('Pyramid hole pre-opened:         %s\n' % (
 | |
|                     'Yes' if self.metadata['open_pyramid'][player] else 'No'))
 | |
|                 outfile.write('Accessibility:                   %s\n' % self.metadata['accessibility'][player])
 | |
|                 outfile.write('Map shuffle:                     %s\n' %
 | |
|                               ('Yes' if self.metadata['mapshuffle'][player] else 'No'))
 | |
|                 outfile.write('Compass shuffle:                 %s\n' %
 | |
|                               ('Yes' if self.metadata['compassshuffle'][player] else 'No'))
 | |
|                 outfile.write(
 | |
|                     'Small Key shuffle:               %s\n' % (bool_to_text(self.metadata['keyshuffle'][player])))
 | |
|                 outfile.write('Big Key shuffle:                 %s\n' % (
 | |
|                     'Yes' if self.metadata['bigkeyshuffle'][player] else 'No'))
 | |
|                 outfile.write('Shop inventory shuffle:          %s\n' %
 | |
|                               bool_to_text("i" in self.metadata["shop_shuffle"][player]))
 | |
|                 outfile.write('Shop price shuffle:              %s\n' %
 | |
|                               bool_to_text("p" in self.metadata["shop_shuffle"][player]))
 | |
|                 outfile.write('Shop upgrade shuffle:            %s\n' %
 | |
|                               bool_to_text("u" in self.metadata["shop_shuffle"][player]))
 | |
|                 outfile.write('Boss shuffle:                    %s\n' % self.metadata['boss_shuffle'][player])
 | |
|                 outfile.write(
 | |
|                     'Enemy shuffle:                   %s\n' % bool_to_text(self.metadata['enemy_shuffle'][player]))
 | |
|                 outfile.write('Enemy health:                    %s\n' % self.metadata['enemy_health'][player])
 | |
|                 outfile.write('Enemy damage:                    %s\n' % self.metadata['enemy_damage'][player])
 | |
|                 outfile.write(f'Killable thieves:                {bool_to_text(self.metadata["killable_thieves"][player])}\n')
 | |
|                 outfile.write(f'Shuffled tiles:                  {bool_to_text(self.metadata["tile_shuffle"][player])}\n')
 | |
|                 outfile.write(f'Shuffled bushes:                 {bool_to_text(self.metadata["bush_shuffle"][player])}\n')
 | |
|                 outfile.write(
 | |
|                     'Hints:                           %s\n' % ('Yes' if self.metadata['hints'][player] else 'No'))
 | |
|                 outfile.write('Beemizer:                        %s\n' % self.metadata['beemizer'][player])
 | |
|                 outfile.write('Pot shuffle                      %s\n'
 | |
|                               % ('Yes' if self.metadata['shufflepots'][player] else 'No'))
 | |
|                 outfile.write('Prize shuffle                    %s\n' %
 | |
|                               self.metadata['shuffle_prizes'][player])
 | |
|             if self.entrances:
 | |
|                 outfile.write('\n\nEntrances:\n\n')
 | |
|                 outfile.write('\n'.join(['%s%s %s %s' % (f'{self.world.get_player_names(entry["player"])}: '
 | |
|                                                          if self.world.players > 1 else '', 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 dungeon, medallion in self.medallions.items():
 | |
|                 outfile.write(f'\n{dungeon}: {medallion}')
 | |
|             if self.startinventory:
 | |
|                 outfile.write('\n\nStarting Inventory:\n\n')
 | |
|                 outfile.write('\n'.join(self.startinventory))
 | |
|             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')
 | |
|             outfile.write('\n'.join("{} [{}]\n    {}".format(shop['location'], shop['type'], "\n    ".join(item for item in [shop.get('item_0', None), shop.get('item_1', None), shop.get('item_2', None)] if item)) for shop in self.shops))
 | |
|             for player in range(1, self.world.players + 1):
 | |
|                 if self.world.boss_shuffle[player] != 'none':
 | |
|                     bossmap = self.bosses[str(player)] if self.world.players > 1 else self.bosses
 | |
|                     outfile.write(f'\n\nBosses{(f" ({self.world.get_player_names(player)})" if self.world.players > 1 else "")}:\n')
 | |
|                     outfile.write('    '+'\n    '.join([f'{x}: {y}' for x, y in bossmap.items()]))
 | |
|             outfile.write('\n\nPlaythrough:\n\n')
 | |
|             outfile.write('\n'.join(['%s: {\n%s\n}' % (sphere_nr, '\n'.join(['  %s: %s' % (location, item) for (location, item) in sphere.items()] if sphere_nr != '0' else [f'  {item}' for item in sphere])) for (sphere_nr, sphere) in self.playthrough.items()]))
 | |
|             if self.unreachables:
 | |
|                 outfile.write('\n\nUnreachable Items:\n\n')
 | |
|                 outfile.write('\n'.join(['%s: %s' % (unreachable.item, unreachable) for unreachable in self.unreachables]))
 | |
|             outfile.write('\n\nPaths:\n\n')
 | |
| 
 | |
|             path_listings = []
 | |
|             for location, path in sorted(self.paths.items()):
 | |
|                 path_lines = []
 | |
|                 for region, exit in path:
 | |
|                     if exit is not None:
 | |
|                         path_lines.append("{} -> {}".format(region, exit))
 | |
|                     else:
 | |
|                         path_lines.append(region)
 | |
|                 path_listings.append("{}\n        {}".format(location, "\n   =>   ".join(path_lines)))
 | |
| 
 | |
|             outfile.write('\n'.join(path_listings))
 | 
