Files
Grinch-AP/BaseClasses.py
espeon65536 51c38fc628 Ocarina of Time (#64)
* first commit (not including OoT data files yet)

* added some basic options

* rule parser works now at least

* make sure to commit everything this time

* temporary change to BaseClasses for oot

* overworld location graph builds mostly correctly

* adding oot data files

* commenting out world options until later since they only existed to make the RuleParser work

* conversion functions between AP ids and OOT ids

* world graph outputs

* set scrub prices

* itempool generates, entrances connected, way too many options added

* fixed set_rules and set_shop_rules

* temp baseclasses changes

* Reaches the fill step now, old event-based system retained in case the new way breaks

* Song placements and misc fixes everywhere

* temporary changes to make oot work

* changed root exits for AP fill framework

* prevent infinite recursion due to OoT sharing usage of the address field

* age reachability works hopefully, songs are broken again

* working spoiler log generation on beatable-only

* Logic tricks implemented

* need this for logic tricks

* fixed map/compass being placed on Serenade location

* kill unreachable events before filling the world

* add a bunch of utility functions to prepare for rom patching

* move OptionList into generic options

* fixed some silly bugs with OptionList

* properly seed all random behavior (so far)

* ROM generation working

* fix hints trying to get alttp dungeon hint texts

* continue fixing hints

* add oot to network data package

* change item and location IDs to 66000 and 67000 range respectively

* push removed items to precollected items

* fixed various issues with cross-contamination with multiple world generation

* reenable glitched logic (hopefully)

* glitched world files age-check fix

* cleaned up some get_locations calls

* added token shuffle and scrub shuffle, modified some options slightly to make the parsing work

* reenable MQ dungeons

* fix forest mq exception

* made targeting style an option for now, will be cosmetic later

* reminder to move targeting to cosmetics

* some oot option maintenance

* enabled starting time of day

* fixed issue breaking shop slots in multiworld generation

* added "off" option for text shuffle and hints

* shopsanity functionality restored

* change patch file extension

* remove unnecessary utility functions + imports

* update MIT license

* change option to "patch_uncompressed_rom" instead of "compress_rom"

* compliance with new AutoWorld systems

* Kill only internal events, remove non-internal big poe event in code

* re-add the big poe event and handle it correctly

* remove extra method in Range option

* fix typo

* Starting items, starting with consumables option

* do not remove nonexistent item

* move set_shop_rules to after shop items are placed

* some cleanup

* add retries for song placement

* flagged Skull Mask and Mask of Truth as advancement items

* update OoT to use LogicMixin

* Fixed trying to assign starting items from the wrong players

* fixed song retry step

* improved option handling, comments, and starting item replacements

* DefaultOnToggle writes Yes or No to spoiler

* enable compression of output if Compress executable is present

* clean up compression

* check whether (de)compressor exists before running the process

* allow specification of rom path in host.yaml

* check if decompressed file already exists before decompressing again

* fix triforce hunt generation

* rename all the oot state functions with prefix

* OoT: mark triforce pieces as completion goal for triforce hunt

* added overworld and any-dungeon shuffle for dungeon items

* Hide most unshuffled locations and events from the list of locations in spoiler

* build oot option ranges with a generic function instead of defining each separately

* move oot output-type control to host.yaml instead of individual yamls

* implement dungeon song shuffle

* minor improvements to overworld dungeon item shuffle

* remove random ice trap names in shops, mostly to avoid maintaining a massive censor list

* always output patch file to folder, remove option to generate ROM in preparation for removal

* re-add the fix for infinite recursion due to not being light or dark world

* change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently

* oot: remove item_names and location_names

* oot: minor fixes

* oot: comment out ROM patching

* oot: only add CollectionState objects on creation if actually needed

* main entrance shuffle method and entrances-based rules

* fix entrances based rules

* disable master quest and big poe count options for client compatibility

* use get_player_name instead of get_player_names

* fix OptionList

* fix oot options for new option system

* new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES

* fill AP player name in oot rom with 0 instead of 0xDF

* encode player name with ASCII for fixed-width

* revert oot player name array to 8 bytes per name

* remove Pierre location if fast scarecrow is on

* check player name length

* "free_scarecrow" not "fast_scarecrow"

* OoT locations now properly store the AP ID instead of the oot internal ID

* oot __version__ updates in lockstep with AP version

* pull in unmodified oot cosmetic files

* also grab JSONDump since it's needed apparently

* gather extra needed methods, modify imports

* delete cosmetics log, replace all instances of SettingsList with OOTWorld

* cosmetic options working, except for sound effects (due to ear-safe issues)

* SFX, Music, and Fanfare randomization reenabled

* move OoT data files into the worlds folder

* move Compress and Decompress into oot data folder

* Replace get_all_state with custom method to avoid the cache

* OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues

* set data_version to 0

* make Kokiri Sword shuffle off by default

* reenable "Random Choice" for various cosmetic options

* kill Ruto's Letter turnin if open fountain
also fix for shopsanity

* place Buy Goron/Zora Tunic first in shop shuffle

* make ice traps appear as other items instead of breaking generation

* managed to break ice traps on non-major-only

* only handle ice traps if they are on

* fix shopsanity for non-oot games, and write player name instead of player number

* light arrows hint uses player name instead of player number

* Reenable "skip child zelda" option

* fix entrances_based_rules

* fix ganondorf hint if starting with light arrows

* fix dungeonitem shuffle and shopsanity interaction

* remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group

* force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any

* keep bosses and bombchu bowling chus out of data package

* revert workaround for infinite recursion and fix it properly

* fix shared shop id caches during patching process

* fix shop text box overflows, as much as possible

* add default oot host.yaml option

* add .apz5, .n64, .z64 to gitignore

* Properly document and name all (functioning) OOT options

* clean up some imports

* remove unnecessary files from oot's data

* fix typo in gitignore

* readd the Compress and Decompress utilities, since they are needed for generation

* cleanup of imports and some minor optimizations

* increase shop offset for item IDs to 0xCB

* remove shop item AP ids entirely

* prevent triforce pieces for other players from being received by yourself

* add "excluded" property to Location

* Hint system adapted and reenabled; hints still unseeded

* make hints deterministic with lists instead of sets

* do not allow hints to point to Light Arrows on non-vanilla bridge

* foreign locations hint as their full name in OoT rather than their region

* checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated

* consolidate versioning in Utils

* ice traps appear as major items rather than any progression item

* set prescription and claim check as defaults for adult trade item settings

* add oot options to playerSettings

* allow case-insensitive logic tricks in yaml

* fix oot shopsanity option formatting

* Write OoT override info even if local item, enabling local checks to show up immediately in the client

* implement CollectionState.can_live_dmg for oot glitched logic

* filter item names for invalid characters when patching shops

* make ice traps appear according to the settings of the world they are shuffled into, rather than the original world

* set hidden-spoiler items and locations with Shop items to events

* make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start

* Fix oot Glitched and No Logic generation

* fix indenting

* Greatly reduce displayed cosmetic options

* Change oot data version to 1

* add apz5 distribution to webhost

* print player name if an ALttP dungeon contains a good item for OoT world

* delete unneeded commented code

* remove OcarinaSongs import to satisfy lint
2021-09-02 14:35:05 +02:00

1297 lines
59 KiB
Python

from __future__ import annotations
import copy
from enum import Enum, unique
import logging
import json
import functools
from collections import OrderedDict, Counter, deque
from typing import List, Dict, Optional, Set, Iterable, Union, Any, Tuple
import secrets
import random
class MultiWorld():
debug_types = False
player_name: Dict[int, str]
_region_cache: Dict[int, Dict[str, Region]]
difficulty_requirements: dict
required_medallions: dict
dark_room_logic: Dict[int, str]
restrict_dungeon_item_on_boss: Dict[int, bool]
plando_texts: List[Dict[str, str]]
plando_items: List
plando_connections: List
er_seeds: Dict[int, str]
worlds: Dict[int, Any]
is_race: bool = False
class AttributeProxy():
def __init__(self, rule):
self.rule = rule
def __getitem__(self, player) -> bool:
return self.rule(player)
def __init__(self, players: int):
self.random = random.Random() # world-local random state is saved for multiple generations running concurrently
self.players = players
self.glitch_triforce = False
self.algorithm = 'balanced'
self.dungeons: Dict[Tuple[str, int], Dungeon] = {}
self.regions = []
self.shops = []
self.itempool = []
self.seed = None
self.seed_name: str = "Unavailable"
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.custom = False
self.customitemarray = []
self.shuffle_ganon = True
self.dynamic_regions = []
self.dynamic_locations = []
self.spoiler = Spoiler(self)
self.fix_trock_doors = self.AttributeProxy(lambda player: self.shuffle[player] != 'vanilla' or self.mode[player] == 'inverted')
self.fix_skullwoods_exit = self.AttributeProxy(lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.fix_palaceofdarkness_exit = self.AttributeProxy(lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.fix_trock_exit = self.AttributeProxy(lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.NOTCURSED = self.AttributeProxy(lambda player: not self.CURSED[player])
for player in range(1, players + 1):
def set_player_attr(attr, val):
self.__dict__.setdefault(attr, {})[player] = val
set_player_attr('tech_tree_layout_prerequisites', {})
set_player_attr('_region_cache', {})
set_player_attr('shuffle', "vanilla")
set_player_attr('logic', "noglitches")
set_player_attr('mode', 'open')
set_player_attr('swordless', False)
set_player_attr('difficulty', 'normal')
set_player_attr('item_functionality', 'normal')
set_player_attr('timer', False)
set_player_attr('goal', 'ganon')
set_player_attr('accessibility', 'items')
set_player_attr('retro', False)
set_player_attr('hints', True)
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('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('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('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('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('shuffle_prizes', "g")
set_player_attr('sprite_pool', [])
set_player_attr('dark_room_logic', "lamp")
set_player_attr('restrict_dungeon_item_on_boss', False)
set_player_attr('plando_items', [])
set_player_attr('plando_texts', {})
set_player_attr('plando_connections', [])
set_player_attr('game', "A Link to the Past")
set_player_attr('completion_condition', lambda state: True)
self.custom_data = {}
self.worlds = {}
def set_options(self, args):
from worlds import AutoWorld
for player in self.player_ids:
self.custom_data[player] = {}
world_type = AutoWorld.AutoWorldRegister.world_types[self.game[player]]
for option in world_type.options:
setattr(self, option, getattr(args, option, {}))
self.worlds[player] = world_type(self, player)
def secure(self):
self.random = secrets.SystemRandom()
self.is_race = True
@functools.cached_property
def player_ids(self):
return tuple(range(1, self.players + 1))
@functools.lru_cache()
def get_game_players(self, game_name: str):
return tuple(player for player in self.player_ids if self.game[player] == game_name)
@functools.lru_cache()
def get_game_worlds(self, game_name: str):
return tuple(world for player, world in self.worlds.items() if self.game[player] == game_name)
def get_name_string_for_object(self, obj) -> str:
return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_name(obj.player)})'
def get_player_name(self, player: int) -> str:
return self.player_name[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
@functools.cached_property
def world_name_lookup(self):
return {self.player_name[player_id]: player_id for player_id in self.player_ids}
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 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 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 get_dungeon(self, dungeonname: str, player: int) -> Dungeon:
try:
return self.dungeons[dungeonname, player]
except KeyError as e:
raise KeyError('No such dungeon %s for player %d' % (dungeonname, player)) from e
def get_all_state(self, use_cache: bool) -> CollectionState:
cached = getattr(self, "_all_state", None)
if use_cache and cached:
return cached.copy()
ret = CollectionState(self)
for item in self.itempool:
self.worlds[item.player].collect(ret, item)
from worlds.alttp.Dungeons import get_dungeon_item_pool
for item in get_dungeon_item_pool(self):
subworld = self.worlds[item.player]
if item.name in subworld.dungeon_local_item_names:
subworld.collect(ret, item)
ret.sweep_for_events()
if use_cache:
self._all_state = ret
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[Location]:
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 find_item(self, item, player: int) -> Location:
return next(location for location in self.get_locations() if
location.item and location.item.name == item and location.item.player == player)
def create_item(self, item_name: str, player: int) -> Item:
return self.worlds[player].create_item(item_name)
def push_precollected(self, item: Item):
item.world = self
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 # try to not have this here anymore
if collect:
self.state.collect(item, location.event, location)
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 get_unfilled_locations_for_players(self, location_name: str, players: Iterable[int]):
for player in players:
location = self.get_location(location_name, player)
if location.item is None:
yield location
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 self.completion_condition[player](state)
else:
return all((self.has_beaten_game(state, p) for p in range(1, self.players + 1)))
def can_beat_game(self, starting_state : Optional[CollectionState]=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
and location.item.advancement and location not in state.locations_checked}
while prog_locations:
sphere = set()
# 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.add(location)
if not sphere:
# ran out of places and did not finish yet, quit
return False
for location in sphere:
state.collect(location.item, True, location)
prog_locations -= sphere
if self.has_beaten_game(state):
return True
return False
def get_spheres(self):
state = CollectionState(self)
locations = set(self.get_filled_locations())
while locations:
sphere = set()
for location in locations:
if location.can_reach(state):
sphere.add(location)
yield sphere
if not sphere:
if locations:
yield locations # unreachable locations
break
for location in sphere:
state.collect(location.item, True, location)
locations -= sphere
def fulfills_accessibility(self, state: Optional[CollectionState] = None):
"""Check if accessibility rules are fulfilled with current or supplied state."""
if not state:
state = CollectionState(self)
players = {"none" : set(),
"items": set(),
"locations": set()}
for player, access in self.accessibility.items():
players[access].add(player)
beatable_fulfilled = False
def location_conditition(location : Location):
"""Determine if this location has to be accessible, location is already filtered by location_relevant"""
if location.player in players["none"]:
return False
return True
def location_relevant(location : Location):
"""Determine if this location is relevant to sweep."""
if location.player in players["locations"] or location.event or \
(location.item and location.item.advancement):
return True
return False
def all_done():
"""Check if all access rules are fulfilled"""
if beatable_fulfilled:
if any(location_conditition(location) for location in locations):
return False # still locations required to be collected
return True
locations = {location for location in self.get_locations() if location_relevant(location)}
while locations:
sphere = set()
for location in locations:
if location.can_reach(state):
sphere.add(location)
if not sphere:
# ran out of places and did not finish yet, quit
logging.warning(f"Could not access required locations for accessibility check."
f" Missing: {locations}")
return False
for location in sphere:
locations.remove(location)
state.collect(location.item, True, location)
if self.has_beaten_game(state):
beatable_fulfilled = True
if all_done():
return True
return False
class CollectionState(object):
def __init__(self, parent: MultiWorld):
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):
from worlds.alttp.EntranceShuffle import indirect_connections
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
# since the loop has a good chance to run more than once, only filter the events once
locations = {location for location in locations if location.event}
while new_locations:
reachable_events = {location for location in locations if
(not key_only or getattr(location.item, "locked_dungeon_item", False))
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_all(self, items: Set[str], player:int):
return all(self.prog_items[item, player] for item in items)
def has_any(self, items: Set[str], player:int):
return any(self.prog_items[item, player] for item in items)
def has_group(self, item_name_group: str, player: int, count: int = 1):
found: int = 0
for item_name in self.world.worlds[player].item_name_groups[item_name_group]:
found += self.prog_items[item_name, player]
if found >= count:
return True
return False
def count_group(self, item_name_group: str, player: int):
found: int = 0
for item_name in self.world.worlds[player].item_name_groups[item_name_group]:
found += self.prog_items[item_name, player]
return found
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 bottle_count(self, player: int) -> int:
return min(self.world.difficulty_requirements[player].progressive_bottle_limit,
self.count_group("Bottles", player))
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.item_functionality[player] == 'hard' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.5 * self.bottle_count(player))
elif self.world.item_functionality[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_group("Bottles", player) and
self.has('Bug Catching Net', player) and
(self.has('Pegasus 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.swordless[player] 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_fire_source(self, player: int) -> bool:
return self.has('Fire Rod', player) or self.has('Lamp', player)
def can_melt_things(self, player: int) -> bool:
return self.has('Fire Rod', player) or \
(self.has('Bombos', player) and
(self.world.swordless[player] 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('Moon 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('Pegasus Boots', player) and self.has('Moon Pearl', player)
return self.has('Pegasus Boots', player)
def can_boots_clip_dw(self, player):
if self.world.mode[player] != 'inverted':
return self.has('Pegasus Boots', player) and self.has('Moon Pearl', player)
return self.has('Pegasus Boots', player)
def can_get_glitched_speed_lw(self, player):
rules = [self.has('Pegasus Boots', player), any([self.has('Hookshot', player), self.has_sword(player)])]
if self.world.mode[player] == 'inverted':
rules.append(self.has('Moon Pearl', player))
return all(rules)
def can_superbunny_mirror_with_sword(self, player):
return self.has('Magic Mirror', player) and self.has_sword(player)
def can_get_glitched_speed_dw(self, player: int):
rules = [self.has('Pegasus Boots', player), any([self.has('Hookshot', player), self.has_sword(player)])]
if self.world.mode[player] != 'inverted':
rules.append(self.has('Moon Pearl', player))
return all(rules)
def can_bomb_clip(self, region: Region, player: int) -> bool:
return self.is_not_bunny(region, player) and self.has('Pegasus Boots', player)
def collect(self, item: Item, event: bool = False, location: Location = None) -> bool:
if location:
self.locations_checked.add(location)
changed = self.world.worlds[item.player].collect(self, item)
if not changed and event:
self.prog_items[item.name, item.player] += 1
changed = True
self.stale[item.player] = True
if changed and not event:
self.sweep_for_events()
return changed
def remove(self, item):
changed = self.world.worlds[item.player].remove(self, item)
if changed:
# 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(int, Enum):
Generic = 0
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, world: Optional[MultiWorld] = None):
self.name = name
self.type = type
self.entrances = []
self.exits = []
self.locations = []
self.dungeon = None
self.shop = None
self.world = world
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.player = player
def can_reach(self, state: CollectionState):
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 __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):
spot_type = 'Entrance'
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.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):
self.connected_region = region
self.target = target
self.addresses = addresses
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: Dungeon) -> bool:
if not other:
return False
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():
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)
def __repr__(self):
return f"Boss({self.name})"
class Location():
# If given as integer, then this is the shop's inventory index
shop_slot: Optional[int] = None
shop_slot_disabled: bool = False
event: bool = False
locked: bool = False
spot_type = 'Location'
game: str = "Generic"
show_in_spoiler: bool = True
excluded: bool = False
crystal: bool = False
always_allow = staticmethod(lambda item, state: False)
access_rule = staticmethod(lambda state: True)
item_rule = staticmethod(lambda item: True)
def __init__(self, player: int, name: str = '', address:int = None, parent=None):
self.name: str = name
self.address: Optional[int] = address
self.parent_region: Region = parent
self.player: int = player
self.item: Optional[Item] = None
def can_fill(self, state: CollectionState, item: Item, check_access=True) -> bool:
return self.always_allow(state, item) or (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 place_locked_item(self, item: Item):
if self.item:
raise Exception(f"Location {self} already filled.")
self.item = item
self.event = item.advancement
self.item.world = self.parent_region.world
self.locked = True
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))
def __lt__(self, other):
return (self.player, self.name) < (other.player, other.name)
@property
def native_item(self) -> bool:
"""Returns True if the item in this location matches game."""
return self.item and self.item.game == self.game
@property
def hint_text(self):
hint_text = getattr(self, "_hint_text", None)
if hint_text:
return hint_text
return "at " + self.name.replace("_", " ").replace("-", " ")
class Item():
location: Optional[Location] = None
world: Optional[MultiWorld] = None
code: Optional[str] = None # an item with ID None is called an Event, and does not get written to multidata
game: str = "Generic"
type: str = None
# change manually to ensure that a specific non-progression item never goes on an excluded location
never_exclude = False
# need to find a decent place for these to live and to allow other games to register texts if they want.
pedestal_credit_text: str = "and the Unknown Item"
sickkid_credit_text: Optional[str] = None
magicshop_credit_text: Optional[str] = None
zora_credit_text: Optional[str] = None
fluteboy_credit_text: Optional[str] = None
# hopefully temporary attributes to satisfy legacy LttP code, proper implementation in subclass ALttPItem
smallkey: bool = False
bigkey: bool = False
map: bool = False
compass: bool = False
def __init__(self, name: str, advancement: bool, code: Optional[int], player: int):
self.name = name
self.advancement = advancement
self.player = player
self.code = code
@property
def hint_text(self):
return getattr(self, "_hint_text", self.name.replace("_", " ").replace("-", " "))
@property
def pedestal_hint_text(self):
return getattr(self, "_pedestal_hint_text", self.name.replace("_", " ").replace("-", " "))
def __eq__(self, other):
return self.name == other.name and self.player == other.player
def __lt__(self, other):
if other.player != self.player:
return other.player < self.player
return self.name < other.name
def __hash__(self):
return hash((self.name, self.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 Spoiler():
world: MultiWorld
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()
for player in self.world.get_game_players("A Link to the Past"):
self.medallions[f'Misery Mire ({self.world.get_player_name(player)})'] = self.world.required_medallions[player][0]
self.medallions[f'Turtle Rock ({self.world.get_player_name(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 and loc.show_in_spoiler]
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 and loc.show_in_spoiler]
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 and loc.show_in_spoiler]
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.values():
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 and loc.show_in_spoiler]
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 and loc.show_in_spoiler]
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 = []
from worlds.alttp.Shops import ShopType
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 self.world.get_game_players("A Link to the Past"):
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"
from Utils import __version__ as APVersion
self.metadata = {'version': APVersion,
'logic': self.world.logic,
'dark_room_logic': self.world.dark_room_logic,
'mode': self.world.mode,
'retro': self.world.retro,
'swordless': self.world.swordless,
'goal': self.world.goal,
'shuffle': self.world.shuffle,
'item_pool': self.world.difficulty,
'item_functionality': self.world.item_functionality,
'open_pyramid': self.world.open_pyramid,
'accessibility': self.world.accessibility,
'hints': self.world.hints,
'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,
'shufflepots': self.world.shufflepots,
'players': self.world.players,
'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,
'shuffle_prizes': self.world.shuffle_prizes,
'sprite_pool': self.world.sprite_pool,
'restrict_dungeon_item_on_boss': self.world.restrict_dungeon_item_on_boss,
'game': self.world.game,
'er_seeds': self.world.er_seeds
}
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'] = self.hashes
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(
'Archipelago 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)
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_name(player)))
outfile.write('Game: %s\n' % self.world.game[player])
if self.world.players > 1:
outfile.write('Progression Balanced: %s\n' % (
'Yes' if self.metadata['progression_balancing'][player] else 'No'))
outfile.write('Accessibility: %s\n' % self.metadata['accessibility'][player])
options = self.world.worlds[player].options
if options:
for f_option, option in options.items():
res = getattr(self.world, f_option)[player]
displayname = getattr(option, "displayname", f_option)
outfile.write(f'{displayname + ":":33}{res.get_current_option_name()}\n')
if player in self.world.get_game_players("A Link to the Past"):
outfile.write('%s%s\n' % ('Hash: ', self.hashes[player]))
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]))
outfile.write('Mode: %s\n' % self.metadata['mode'][player])
outfile.write('Retro: %s\n' %
('Yes' if self.metadata['retro'][player] else 'No'))
outfile.write('Swordless: %s\n' % ('Yes' if self.metadata['swordless'][player] else 'No'))
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('Entrance Shuffle: %s\n' % self.metadata['shuffle'][player])
if self.metadata['shuffle'][player] != "vanilla":
outfile.write('Entrance Shuffle Seed %s\n' % self.metadata['er_seeds'][player])
outfile.write('Pyramid hole pre-opened: %s\n' % (
'Yes' if self.metadata['open_pyramid'][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('New Shop inventory: %s\n' %
bool_to_text("g" in self.metadata["shop_shuffle"][player] or
"f" in self.metadata["shop_shuffle"][player]))
outfile.write('Custom Potion Shop: %s\n' %
bool_to_text("w" 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_name(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()]))
if self.medallions:
outfile.write('\n\nMedallions:\n')
for dungeon, medallion in self.medallions.items():
outfile.write(f'\n{dungeon}: {medallion}')
factorio_players = self.world.get_game_players("Factorio")
if factorio_players:
outfile.write('\n\nRecipes:\n')
for player in factorio_players:
name = self.world.get_player_name(player)
for recipe in self.world.worlds[player].custom_recipes.values():
outfile.write(f"\n{recipe.name} ({name}): {recipe.ingredients} -> {recipe.products}")
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()]))
if self.shops:
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 self.world.get_game_players("A Link to the Past"):
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_name(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]))
if self.paths:
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))