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			486 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			486 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from itertools import zip_longest, chain
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| import logging
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| import os
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| import time
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| import zlib
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| import concurrent.futures
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| import pickle
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| import tempfile
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| import zipfile
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| from typing import Dict, Tuple, Optional
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| 
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| from BaseClasses import MultiWorld, CollectionState, Region, RegionType
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| from worlds.alttp.Items import item_name_groups
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| from worlds.alttp.Regions import lookup_vanilla_location_to_entrance
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| from Fill import distribute_items_restrictive, flood_items, balance_multiworld_progression, distribute_planned
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| from worlds.alttp.Shops import SHOP_ID_START, total_shop_slots, FillDisabledShopSlots
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| from Utils import output_path, get_options, __version__, version_tuple
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| from worlds.generic.Rules import locality_rules, exclusion_rules
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| from worlds import AutoWorld
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| 
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| 
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| ordered_areas = (
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|     'Light World', 'Dark World', 'Hyrule Castle', 'Agahnims Tower', 'Eastern Palace', 'Desert Palace',
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|     'Tower of Hera', 'Palace of Darkness', 'Swamp Palace', 'Skull Woods', 'Thieves Town', 'Ice Palace',
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|     'Misery Mire', 'Turtle Rock', 'Ganons Tower', "Total"
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| )
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| 
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| 
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| def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = None):
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|     if not baked_server_options:
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|         baked_server_options = get_options()["server_options"]
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|     if args.outputpath:
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|         os.makedirs(args.outputpath, exist_ok=True)
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|         output_path.cached_path = args.outputpath
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| 
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|     start = time.perf_counter()
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|     # initialize the world
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|     world = MultiWorld(args.multi)
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| 
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|     logger = logging.getLogger()
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|     world.set_seed(seed, args.race, str(args.outputname if args.outputname else world.seed))
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| 
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|     world.shuffle = args.shuffle.copy()
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|     world.logic = args.logic.copy()
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|     world.mode = args.mode.copy()
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|     world.difficulty = args.difficulty.copy()
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|     world.item_functionality = args.item_functionality.copy()
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|     world.timer = args.timer.copy()
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|     world.goal = args.goal.copy()
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| 
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|     if hasattr(args, "algorithm"):  # current GUI options
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|         world.algorithm = args.algorithm
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|         world.shuffleganon = args.shuffleganon
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|         world.custom = args.custom
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|         world.customitemarray = args.customitemarray
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| 
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|     world.open_pyramid = args.open_pyramid.copy()
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|     world.boss_shuffle = args.shufflebosses.copy()
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|     world.enemy_health = args.enemy_health.copy()
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|     world.enemy_damage = args.enemy_damage.copy()
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|     world.beemizer_total_chance = args.beemizer_total_chance.copy()
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|     world.beemizer_trap_chance = args.beemizer_trap_chance.copy()
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|     world.timer = args.timer.copy()
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|     world.countdown_start_time = args.countdown_start_time.copy()
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|     world.red_clock_time = args.red_clock_time.copy()
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|     world.blue_clock_time = args.blue_clock_time.copy()
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|     world.green_clock_time = args.green_clock_time.copy()
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|     world.dungeon_counters = args.dungeon_counters.copy()
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|     world.triforce_pieces_available = args.triforce_pieces_available.copy()
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|     world.triforce_pieces_required = args.triforce_pieces_required.copy()
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|     world.shop_shuffle = args.shop_shuffle.copy()
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|     world.shuffle_prizes = args.shuffle_prizes.copy()
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|     world.sprite_pool = args.sprite_pool.copy()
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|     world.dark_room_logic = args.dark_room_logic.copy()
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|     world.plando_items = args.plando_items.copy()
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|     world.plando_texts = args.plando_texts.copy()
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|     world.plando_connections = args.plando_connections.copy()
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|     world.required_medallions = args.required_medallions.copy()
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|     world.game = args.game.copy()
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|     world.set_options(args)
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|     world.player_name = args.name.copy()
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|     world.enemizer = args.enemizercli
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|     world.sprite = args.sprite.copy()
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|     world.glitch_triforce = args.glitch_triforce  # This is enabled/disabled globally, no per player option.
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| 
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|     logger.info('Archipelago Version %s  -  Seed: %s\n', __version__, world.seed)
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| 
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|     logger.info("Found World Types:")
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|     longest_name = max(len(text) for text in AutoWorld.AutoWorldRegister.world_types)
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|     numlength = 8
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|     for name, cls in AutoWorld.AutoWorldRegister.world_types.items():
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|         if not cls.hidden:
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|             logger.info(f"  {name:{longest_name}}: {len(cls.item_names):3} Items | "
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|                         f"{len(cls.location_names):3} Locations")
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|             logger.info(f"   Item IDs: {min(cls.item_id_to_name):{numlength}} - "
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|                         f"{max(cls.item_id_to_name):{numlength}} | "
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|                         f"Location IDs: {min(cls.location_id_to_name):{numlength}} - "
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|                         f"{max(cls.location_id_to_name):{numlength}}")
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| 
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|     AutoWorld.call_all(world, "generate_early")
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| 
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|     logger.info('')
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| 
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|     for player in world.player_ids:
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|         for item_name, count in world.start_inventory[player].value.items():
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|             for _ in range(count):
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|                 world.push_precollected(world.create_item(item_name, player))
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| 
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|     for player in world.player_ids:
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|         if player in world.get_game_players("A Link to the Past"):
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|             # enforce pre-defined local items.
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|             if world.goal[player] in ["localtriforcehunt", "localganontriforcehunt"]:
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|                 world.local_items[player].value.add('Triforce Piece')
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| 
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|             # Not possible to place pendants/crystals out side of boss prizes yet.
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|             world.non_local_items[player].value -= item_name_groups['Pendants']
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|             world.non_local_items[player].value -= item_name_groups['Crystals']
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| 
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|         # items can't be both local and non-local, prefer local
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|         world.non_local_items[player].value -= world.local_items[player].value
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| 
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|     logger.info('Creating World.')
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|     AutoWorld.call_all(world, "create_regions")
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| 
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|     logger.info('Creating Items.')
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|     AutoWorld.call_all(world, "create_items")
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| 
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|     logger.info('Calculating Access Rules.')
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|     if world.players > 1:
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|         for player in world.player_ids:
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|             locality_rules(world, player)
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|     else:
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|         world.non_local_items[1].value = set()
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|         world.local_items[1].value = set()
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| 
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|     AutoWorld.call_all(world, "set_rules")
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| 
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|     for player in world.player_ids:
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|         exclusion_rules(world, player, world.exclude_locations[player].value)
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| 
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|     AutoWorld.call_all(world, "generate_basic")
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| 
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|     logger.info("Running Item Plando")
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| 
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|     for item in world.itempool:
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|         item.world = world
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| 
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|     distribute_planned(world)
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| 
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|     logger.info('Running Pre Main Fill.')
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| 
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|     AutoWorld.call_all(world, "pre_fill")
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| 
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|     logger.info(f'Filling the world with {len(world.itempool)} items.')
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| 
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|     if world.algorithm == 'flood':
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|         flood_items(world)  # different algo, biased towards early game progress items
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|     elif world.algorithm == 'balanced':
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|         distribute_items_restrictive(world)
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| 
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|     AutoWorld.call_all(world, 'post_fill')
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| 
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|     if world.players > 1:
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|         balance_multiworld_progression(world)
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| 
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|     logger.info(f'Beginning output...')
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|     outfilebase = 'AP_' + world.seed_name
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| 
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|     output = tempfile.TemporaryDirectory()
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|     with output as temp_dir:
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|         with concurrent.futures.ThreadPoolExecutor(world.players + 2) as pool:
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|             check_accessibility_task = pool.submit(world.fulfills_accessibility)
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| 
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|             output_file_futures = [pool.submit(AutoWorld.call_stage, world, "generate_output", temp_dir)]
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|             for player in world.player_ids:
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|                 # skip starting a thread for methods that say "pass".
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|                 if AutoWorld.World.generate_output.__code__ is not world.worlds[player].generate_output.__code__:
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|                     output_file_futures.append(
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|                         pool.submit(AutoWorld.call_single, world, "generate_output", player, temp_dir))
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| 
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|             def get_entrance_to_region(region: Region):
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|                 for entrance in region.entrances:
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|                     if entrance.parent_region.type in (RegionType.DarkWorld, RegionType.LightWorld, RegionType.Generic):
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|                         return entrance
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|                 for entrance in region.entrances:  # BFS might be better here, trying DFS for now.
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|                     return get_entrance_to_region(entrance.parent_region)
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| 
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|             # collect ER hint info
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|             er_hint_data = {player: {} for player in world.get_game_players("A Link to the Past") if
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|                             world.shuffle[player] != "vanilla" or world.retro[player]}
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| 
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|             for region in world.regions:
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|                 if region.player in er_hint_data and region.locations:
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|                     main_entrance = get_entrance_to_region(region)
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|                     for location in region.locations:
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|                         if type(location.address) == int:  # skips events and crystals
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|                             if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name:
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|                                 er_hint_data[region.player][location.address] = main_entrance.name
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| 
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|             checks_in_area = {player: {area: list() for area in ordered_areas}
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|                               for player in range(1, world.players + 1)}
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| 
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|             for player in range(1, world.players + 1):
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|                 checks_in_area[player]["Total"] = 0
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| 
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|             for location in world.get_filled_locations():
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|                 if type(location.address) is int:
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|                     main_entrance = get_entrance_to_region(location.parent_region)
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|                     if location.game != "A Link to the Past":
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|                         checks_in_area[location.player]["Light World"].append(location.address)
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|                     elif location.parent_region.dungeon:
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|                         dungeonname = {'Inverted Agahnims Tower': 'Agahnims Tower',
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|                                        'Inverted Ganons Tower': 'Ganons Tower'} \
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|                             .get(location.parent_region.dungeon.name, location.parent_region.dungeon.name)
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|                         checks_in_area[location.player][dungeonname].append(location.address)
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|                     elif location.parent_region.type == RegionType.LightWorld:
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|                         checks_in_area[location.player]["Light World"].append(location.address)
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|                     elif location.parent_region.type == RegionType.DarkWorld:
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|                         checks_in_area[location.player]["Dark World"].append(location.address)
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|                     elif main_entrance.parent_region.type == RegionType.LightWorld:
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|                         checks_in_area[location.player]["Light World"].append(location.address)
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|                     elif main_entrance.parent_region.type == RegionType.DarkWorld:
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|                         checks_in_area[location.player]["Dark World"].append(location.address)
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|                     checks_in_area[location.player]["Total"] += 1
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| 
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|             oldmancaves = []
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|             takeanyregions = ["Old Man Sword Cave", "Take-Any #1", "Take-Any #2", "Take-Any #3", "Take-Any #4"]
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|             for index, take_any in enumerate(takeanyregions):
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|                 for region in [world.get_region(take_any, player) for player in
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|                                world.get_game_players("A Link to the Past") if world.retro[player]]:
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|                     item = world.create_item(
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|                         region.shop.inventory[(0 if take_any == "Old Man Sword Cave" else 1)]['item'],
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|                         region.player)
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|                     player = region.player
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|                     location_id = SHOP_ID_START + total_shop_slots + index
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| 
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|                     main_entrance = get_entrance_to_region(region)
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|                     if main_entrance.parent_region.type == RegionType.LightWorld:
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|                         checks_in_area[player]["Light World"].append(location_id)
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|                     else:
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|                         checks_in_area[player]["Dark World"].append(location_id)
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|                     checks_in_area[player]["Total"] += 1
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| 
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|                     er_hint_data[player][location_id] = main_entrance.name
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|                     oldmancaves.append(((location_id, player), (item.code, player)))
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| 
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|             FillDisabledShopSlots(world)
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| 
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|             def write_multidata():
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|                 import NetUtils
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|                 slot_data = {}
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|                 client_versions = {}
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|                 minimum_versions = {"server": (0, 1, 8), "clients": client_versions}
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|                 games = {}
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|                 for slot in world.player_ids:
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|                     client_versions[slot] = world.worlds[slot].get_required_client_version()
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|                     games[slot] = world.game[slot]
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|                 precollected_items = {player: [item.code for item in world_precollected]
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|                                       for player, world_precollected in world.precollected_items.items()}
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|                 precollected_hints = {player: set() for player in range(1, world.players + 1)}
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|                 # for now special case Factorio tech_tree_information
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|                 sending_visible_players = set()
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| 
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|                 for slot in world.player_ids:
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|                     slot_data[slot] = world.worlds[slot].fill_slot_data()
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|                     if world.worlds[slot].sending_visible:
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|                         sending_visible_players.add(slot)
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| 
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|                 def precollect_hint(location):
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|                     hint = NetUtils.Hint(location.item.player, location.player, location.address,
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|                                          location.item.code, False)
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|                     precollected_hints[location.player].add(hint)
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|                     precollected_hints[location.item.player].add(hint)
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| 
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|                 locations_data: Dict[int, Dict[int, Tuple[int, int]]] = {player: {} for player in world.player_ids}
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|                 for location in world.get_filled_locations():
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|                     if type(location.address) == int:
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|                         # item code None should be event, location.address should then also be None
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|                         assert location.item.code is not None
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|                         locations_data[location.player][location.address] = location.item.code, location.item.player
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|                         if location.player in sending_visible_players:
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|                             precollect_hint(location)
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|                         elif location.name in world.start_location_hints[location.player]:
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|                             precollect_hint(location)
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|                         elif location.item.name in world.start_hints[location.item.player]:
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|                             precollect_hint(location)
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| 
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|                 multidata = {
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|                     "slot_data": slot_data,
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|                     "games": games,
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|                     "names": [[name for player, name in sorted(world.player_name.items())]],
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|                     "connect_names": {name: (0, player) for player, name in world.player_name.items()},
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|                     "remote_items": {player for player in world.player_ids if
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|                                      world.worlds[player].remote_items},
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|                     "remote_start_inventory": {player for player in world.player_ids if
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|                                                world.worlds[player].remote_start_inventory},
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|                     "locations": locations_data,
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|                     "checks_in_area": checks_in_area,
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|                     "server_options": baked_server_options,
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|                     "er_hint_data": er_hint_data,
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|                     "precollected_items": precollected_items,
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|                     "precollected_hints": precollected_hints,
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|                     "version": tuple(version_tuple),
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|                     "tags": ["AP"],
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|                     "minimum_versions": minimum_versions,
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|                     "seed_name": world.seed_name
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|                 }
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|                 AutoWorld.call_all(world, "modify_multidata", multidata)
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| 
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|                 multidata = zlib.compress(pickle.dumps(multidata), 9)
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| 
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|                 with open(os.path.join(temp_dir, f'{outfilebase}.archipelago'), 'wb') as f:
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|                     f.write(bytes([1]))  # version of format
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|                     f.write(multidata)
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| 
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|             multidata_task = pool.submit(write_multidata)
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|             if not check_accessibility_task.result():
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|                 if not world.can_beat_game():
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|                     raise Exception("Game appears as unbeatable. Aborting.")
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|                 else:
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|                     logger.warning("Location Accessibility requirements not fulfilled.")
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| 
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|             # retrieve exceptions via .result() if they occured.
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|             multidata_task.result()
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|             for i, future in enumerate(concurrent.futures.as_completed(output_file_futures), start=1):
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|                 if i % 10 == 0 or i == len(output_file_futures):
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|                     logger.info(f'Generating output files ({i}/{len(output_file_futures)}).')
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|                 future.result()
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| 
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|         if args.spoiler > 1:
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|             logger.info('Calculating playthrough.')
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|             create_playthrough(world)
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| 
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|         if args.spoiler:
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|             world.spoiler.to_file(os.path.join(temp_dir, '%s_Spoiler.txt' % outfilebase))
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| 
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|         zipfilename = output_path(f"AP_{world.seed_name}.zip")
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|         logger.info(f'Creating final archive at {zipfilename}.')
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|         with zipfile.ZipFile(zipfilename, mode="w", compression=zipfile.ZIP_DEFLATED,
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|                              compresslevel=9) as zf:
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|             for file in os.scandir(temp_dir):
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|                 zf.write(file.path, arcname=file.name)
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| 
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|     logger.info('Done. Enjoy. Total Time: %s', time.perf_counter() - start)
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|     return world
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| 
 | |
| 
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| def create_playthrough(world):
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|     """Destructive to the world while it is run, damage gets repaired afterwards."""
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|     # get locations containing progress items
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|     prog_locations = {location for location in world.get_filled_locations() if location.item.advancement}
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|     state_cache = [None]
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|     collection_spheres = []
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|     state = CollectionState(world)
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|     sphere_candidates = set(prog_locations)
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|     logging.debug('Building up collection spheres.')
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|     while sphere_candidates:
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| 
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|         # build up spheres of collection radius.
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|         # Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
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| 
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|         sphere = {location for location in sphere_candidates if state.can_reach(location)}
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| 
 | |
|         for location in sphere:
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|             state.collect(location.item, True, location)
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| 
 | |
|         sphere_candidates -= sphere
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|         collection_spheres.append(sphere)
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|         state_cache.append(state.copy())
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| 
 | |
|         logging.debug('Calculated sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere),
 | |
|                       len(prog_locations))
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|         if not sphere:
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|             logging.debug('The following items could not be reached: %s', ['%s (Player %d) at %s (Player %d)' % (
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|                 location.item.name, location.item.player, location.name, location.player) for location in
 | |
|                                                                            sphere_candidates])
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|             if any([world.accessibility[location.item.player] != 'minimal' for location in sphere_candidates]):
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|                 raise RuntimeError(f'Not all progression items reachable ({sphere_candidates}). '
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|                                    f'Something went terribly wrong here.')
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|             else:
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|                 world.spoiler.unreachables = sphere_candidates
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|                 break
 | |
| 
 | |
|     # in the second phase, we cull each sphere such that the game is still beatable,
 | |
|     # reducing each range of influence to the bare minimum required inside it
 | |
|     restore_later = {}
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|     for num, sphere in reversed(tuple(enumerate(collection_spheres))):
 | |
|         to_delete = set()
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|         for location in sphere:
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|             # we remove the item at location and check if game is still beatable
 | |
|             logging.debug('Checking if %s (Player %d) is required to beat the game.', location.item.name,
 | |
|                           location.item.player)
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|             old_item = location.item
 | |
|             location.item = None
 | |
|             if world.can_beat_game(state_cache[num]):
 | |
|                 to_delete.add(location)
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|                 restore_later[location] = old_item
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|             else:
 | |
|                 # still required, got to keep it around
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|                 location.item = old_item
 | |
| 
 | |
|         # cull entries in spheres for spoiler walkthrough at end
 | |
|         sphere -= to_delete
 | |
| 
 | |
|     # second phase, sphere 0
 | |
|     removed_precollected = []
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|     for item in (i for i in chain.from_iterable(world.precollected_items.values()) if i.advancement):
 | |
|         logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
 | |
|         world.precollected_items[item.player].remove(item)
 | |
|         world.state.remove(item)
 | |
|         if not world.can_beat_game():
 | |
|             world.push_precollected(item)
 | |
|         else:
 | |
|             removed_precollected.append(item)
 | |
| 
 | |
|     # we are now down to just the required progress items in collection_spheres. Unfortunately
 | |
|     # the previous pruning stage could potentially have made certain items dependant on others
 | |
|     # in the same or later sphere (because the location had 2 ways to access but the item originally
 | |
|     # used to access it was deemed not required.) So we need to do one final sphere collection pass
 | |
|     # to build up the correct spheres
 | |
| 
 | |
|     required_locations = {item for sphere in collection_spheres for item in sphere}
 | |
|     state = CollectionState(world)
 | |
|     collection_spheres = []
 | |
|     while required_locations:
 | |
|         state.sweep_for_events(key_only=True)
 | |
| 
 | |
|         sphere = set(filter(state.can_reach, required_locations))
 | |
| 
 | |
|         for location in sphere:
 | |
|             state.collect(location.item, True, location)
 | |
| 
 | |
|         required_locations -= sphere
 | |
| 
 | |
|         collection_spheres.append(sphere)
 | |
| 
 | |
|         logging.debug('Calculated final sphere %i, containing %i of %i progress items.', len(collection_spheres),
 | |
|                       len(sphere), len(required_locations))
 | |
|         if not sphere:
 | |
|             raise RuntimeError(f'Not all required items reachable. Unreachable locations: {required_locations}')
 | |
| 
 | |
|     def flist_to_iter(node):
 | |
|         while node:
 | |
|             value, node = node
 | |
|             yield value
 | |
| 
 | |
|     def get_path(state, region):
 | |
|         reversed_path_as_flist = state.path.get(region, (region, None))
 | |
|         string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist))))
 | |
|         # Now we combine the flat string list into (region, exit) pairs
 | |
|         pathsiter = iter(string_path_flat)
 | |
|         pathpairs = zip_longest(pathsiter, pathsiter)
 | |
|         return list(pathpairs)
 | |
| 
 | |
|     world.spoiler.paths = {}
 | |
|     topology_worlds = (player for player in world.player_ids if world.worlds[player].topology_present)
 | |
|     for player in topology_worlds:
 | |
|         world.spoiler.paths.update(
 | |
|             {str(location): get_path(state, location.parent_region) for sphere in collection_spheres for location in
 | |
|              sphere if location.player == player})
 | |
|         if player in world.get_game_players("A Link to the Past"):
 | |
|             # If Pyramid Fairy Entrance needs to be reached, also path to Big Bomb Shop
 | |
|             # Maybe move the big bomb over to the Event system instead?
 | |
|             if any(exit_path == 'Pyramid Fairy' for path in world.spoiler.paths.values() for (_, exit_path) in path):
 | |
|                 if world.mode[player] != 'inverted':
 | |
|                     world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = \
 | |
|                         get_path(state, world.get_region('Big Bomb Shop', player))
 | |
|                 else:
 | |
|                     world.spoiler.paths[str(world.get_region('Inverted Big Bomb Shop', player))] = \
 | |
|                         get_path(state, world.get_region('Inverted Big Bomb Shop', player))
 | |
| 
 | |
|     # we can finally output our playthrough
 | |
|     world.spoiler.playthrough = {"0": sorted([str(item) for item in
 | |
|                                               chain.from_iterable(world.precollected_items.values())
 | |
|                                               if item.advancement])}
 | |
| 
 | |
|     for i, sphere in enumerate(collection_spheres):
 | |
|         world.spoiler.playthrough[str(i + 1)] = {str(location): str(location.item) for location in sorted(sphere)}
 | |
| 
 | |
|     # repair the world again
 | |
|     for location, item in restore_later.items():
 | |
|         location.item = item
 | |
| 
 | |
|     for item in removed_precollected:
 | |
|         world.push_precollected(item)
 | 
