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https://github.com/MarioSpore/Grinch-AP.git
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This is the starting point for the new custom item pool feature that will let users specify the item pool. It is functional, perhaps due for some minor tweaking and definitely needs more testing. The command line side is bad, just two parameters that hopefully don't do anything under any circumstance if the user tries to use them (don't really intend to support a command line version of this feature); maybe there's a better way to let the command line ER work in general without having any opportunity to activate this feature. The GUI should probably show the user the sum of the current item pool out of 153 so the user knows how to size the item pool more easily, but that's a todo.
292 lines
13 KiB
Python
292 lines
13 KiB
Python
from collections import OrderedDict
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from itertools import zip_longest
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import json
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import logging
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import random
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import time
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from BaseClasses import World, CollectionState, Item
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from Regions import create_regions, mark_light_world_regions
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from EntranceShuffle import link_entrances
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from Rom import patch_rom, Sprite, LocalRom, JsonRom
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from Rules import set_rules
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from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive
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from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, flood_items
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from ItemList import generate_itempool, difficulties
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from Utils import output_path
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__version__ = '0.5.2.1-dev'
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logic_hash = [85, 160, 173, 64, 16, 14, 97, 193, 219, 26, 11, 156, 198, 142, 213, 141,
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55, 60, 32, 174, 77, 128, 147, 3, 1, 118, 74, 50, 243, 6, 251, 36,
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194, 65, 217, 120, 94, 150, 108, 99, 222, 233, 96, 70, 225, 236, 103, 21,
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241, 138, 144, 95, 164, 62, 183, 25, 203, 33, 240, 228, 224, 181, 176, 155,
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247, 151, 140, 24, 221, 53, 83, 37, 71, 195, 188, 184, 90, 61, 13, 154,
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57, 230, 179, 45, 23, 59, 238, 130, 121, 5, 165, 38, 216, 136, 199, 132,
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255, 34, 212, 208, 227, 126, 226, 104, 98, 75, 166, 158, 40, 234, 111, 72,
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58, 133, 157, 252, 192, 84, 152, 116, 177, 124, 190, 46, 214, 8, 10, 81,
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244, 67, 182, 2, 0, 237, 145, 80, 7, 197, 137, 168, 102, 235, 204, 91,
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69, 9, 100, 139, 54, 172, 232, 105, 162, 115, 242, 170, 169, 254, 20, 117,
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180, 220, 191, 110, 93, 163, 223, 185, 211, 210, 39, 47, 114, 207, 73, 146,
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112, 12, 78, 4, 88, 171, 106, 87, 127, 123, 41, 178, 43, 201, 202, 167,
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35, 30, 122, 44, 209, 19, 249, 18, 113, 186, 49, 52, 161, 86, 200, 149,
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218, 107, 29, 27, 135, 159, 66, 17, 131, 129, 76, 250, 15, 248, 82, 239,
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68, 63, 143, 28, 153, 48, 101, 119, 51, 31, 215, 42, 187, 92, 109, 245,
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22, 56, 89, 206, 148, 229, 175, 134, 189, 205, 79, 196, 246, 253, 231, 125]
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def main(args, seed=None):
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start = time.clock()
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# initialize the world
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world = World(args.shuffle, args.logic, args.mode, args.difficulty, args.timer, args.progressive, args.goal, args.algorithm, not args.nodungeonitems, args.beatableonly, args.shuffleganon, args.quickswap, args.fastmenu, args.disablemusic, args.keysanity, args.custom, args.customitemarray)
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logger = logging.getLogger('')
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if seed is None:
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random.seed(None)
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world.seed = random.randint(0, 999999999)
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else:
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world.seed = int(seed)
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random.seed(world.seed)
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logger.info('ALttP Entrance Randomizer Version %s - Seed: %s\n\n', __version__, world.seed)
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world.difficulty_requirements = difficulties[world.difficulty]
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create_regions(world)
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create_dungeons(world)
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logger.info('Shuffling the World about.')
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link_entrances(world)
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mark_light_world_regions(world)
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logger.info('Calculating Access Rules.')
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set_rules(world)
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logger.info('Generating Item Pool.')
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generate_itempool(world)
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logger.info('Placing Dungeon Items.')
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shuffled_locations = None
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if args.algorithm in ['balanced', 'vt26'] or args.keysanity:
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shuffled_locations = world.get_unfilled_locations()
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random.shuffle(shuffled_locations)
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fill_dungeons_restrictive(world, shuffled_locations)
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else:
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fill_dungeons(world)
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logger.info('Fill the world.')
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if args.algorithm == 'flood':
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flood_items(world) # different algo, biased towards early game progress items
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elif args.algorithm == 'vt21':
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distribute_items_cutoff(world, 1)
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elif args.algorithm == 'vt22':
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distribute_items_cutoff(world, 0.66)
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elif args.algorithm == 'freshness':
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distribute_items_staleness(world)
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elif args.algorithm == 'vt25':
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distribute_items_restrictive(world, 0)
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elif args.algorithm == 'vt26':
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distribute_items_restrictive(world, random.randint(0, 15), shuffled_locations)
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elif args.algorithm == 'balanced':
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distribute_items_restrictive(world, random.randint(0, 15))
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logger.info('Calculating playthrough.')
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create_playthrough(world)
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logger.info('Patching ROM.')
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if args.sprite is not None:
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if isinstance(args.sprite, Sprite):
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sprite = args.sprite
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else:
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sprite = Sprite(args.sprite)
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else:
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sprite = None
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outfilebase = 'ER_%s_%s-%s-%s%s_%s-%s%s%s%s_%s' % (world.logic, world.difficulty, world.mode, world.goal, "" if world.timer in ['none', 'display'] else "-" + world.timer, world.shuffle, world.algorithm, "-keysanity" if world.keysanity else "", "-prog_" + world.progressive if world.progressive in ['off', 'random'] else "", "-shuffleganon" if world.shuffle_ganon else "", world.seed)
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if not args.suppress_rom:
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if args.jsonout:
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rom = JsonRom()
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else:
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rom = LocalRom(args.rom)
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patch_rom(world, rom, bytearray(logic_hash), args.heartbeep, sprite)
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if args.jsonout:
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print(json.dumps({'patch': rom.patches, 'spoiler': world.spoiler.to_json()}))
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else:
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rom.write_to_file(args.jsonout or output_path('%s.sfc' % outfilebase))
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if args.create_spoiler and not args.jsonout:
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world.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))
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logger.info('Done. Enjoy.')
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logger.debug('Total Time: %s', time.clock() - start)
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return world
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def copy_world(world):
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# ToDo: Not good yet
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ret = World(world.shuffle, world.logic, world.mode, world.difficulty, world.timer, world.progressive, world.goal, world.algorithm, world.place_dungeon_items, world.check_beatable_only, world.shuffle_ganon, world.quickswap, world.fastmenu, world.disable_music, world.keysanity, world.custom, world.customitemarray)
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ret.required_medallions = list(world.required_medallions)
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ret.swamp_patch_required = world.swamp_patch_required
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ret.ganon_at_pyramid = world.ganon_at_pyramid
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ret.treasure_hunt_count = world.treasure_hunt_count
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ret.treasure_hunt_icon = world.treasure_hunt_icon
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ret.sewer_light_cone = world.sewer_light_cone
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ret.light_world_light_cone = world.light_world_light_cone
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ret.dark_world_light_cone = world.dark_world_light_cone
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ret.seed = world.seed
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ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge
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ret.can_take_damage = world.can_take_damage
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ret.difficulty_requirements = world.difficulty_requirements
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create_regions(ret)
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create_dungeons(ret)
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# connect copied world
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for region in world.regions:
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copied_region = ret.get_region(region.name)
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copied_region.is_light_world = region.is_light_world
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for entrance in region.entrances:
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ret.get_entrance(entrance.name).connect(copied_region)
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# fill locations
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for location in world.get_locations():
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if location.item is not None:
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item = Item(location.item.name, location.item.advancement, location.item.priority, location.item.type)
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ret.get_location(location.name).item = item
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item.location = ret.get_location(location.name)
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if location.event:
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ret.get_location(location.name).event = True
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# copy remaining itempool. No item in itempool should have an assigned location
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for item in world.itempool:
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ret.itempool.append(Item(item.name, item.advancement, item.priority, item.type))
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# copy progress items in state
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ret.state.prog_items = list(world.state.prog_items)
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set_rules(ret)
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return ret
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def create_playthrough(world):
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# create a copy as we will modify it
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old_world = world
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world = copy_world(world)
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# in treasure hunt and pedestal goals, ganon is invincible
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if world.goal in ['pedestal', 'triforcehunt']:
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world.get_location('Ganon').item = None
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# if we only check for beatable, we can do this sanity check first before writing down spheres
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if world.check_beatable_only and not world.can_beat_game():
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raise RuntimeError('Cannot beat game. Something went terribly wrong here!')
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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 = list(prog_locations)
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logging.getLogger('').debug('Building up collection spheres.')
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while sphere_candidates:
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if not world.keysanity:
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state.sweep_for_events(key_only=True)
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sphere = []
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# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
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for location in sphere_candidates:
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if state.can_reach(location):
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sphere.append(location)
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for location in sphere:
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sphere_candidates.remove(location)
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state.collect(location.item, True, location)
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collection_spheres.append(sphere)
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state_cache.append(state.copy())
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logging.getLogger('').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.getLogger('').debug('The following items could not be reached: %s', ['%s at %s' % (location.item.name, location.name) for location in sphere_candidates])
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if not world.check_beatable_only:
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raise RuntimeError('Not all progression items reachable. Something went terribly wrong here.')
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else:
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break
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# 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
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for num, sphere in reversed(list(enumerate(collection_spheres))):
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to_delete = []
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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
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logging.getLogger('').debug('Checking if %s is required to beat the game.', location.item.name)
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old_item = location.item
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location.item = None
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state.remove(old_item)
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if world.can_beat_game(state_cache[num]):
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to_delete.append(location)
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else:
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# still required, got to keep it around
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location.item = old_item
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# cull entries in spheres for spoiler walkthrough at end
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for location in to_delete:
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sphere.remove(location)
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# we are now down to just the required progress items in collection_spheres. Unfortunately
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# the previous pruning stage could potentially have made certain items dependant on others
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# in the same or later sphere (because the location had 2 ways to access but the item originally
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# used to access it was deemed not required.) So we need to do one final sphere collection pass
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# to build up the correct spheres
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required_locations = [item for sphere in collection_spheres for item in sphere]
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state = CollectionState(world)
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collection_spheres = []
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while required_locations:
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if not world.keysanity:
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state.sweep_for_events(key_only=True)
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sphere = list(filter(state.can_reach, required_locations))
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for location in sphere:
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required_locations.remove(location)
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state.collect(location.item, True, location)
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collection_spheres.append(sphere)
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logging.getLogger('').debug('Calculated final sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(required_locations))
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if not sphere:
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raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
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# store the required locations for statistical analysis
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old_world.required_locations = [location.name for sphere in collection_spheres for location in sphere]
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def flist_to_iter(node):
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while node:
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value, node = node
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yield value
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def get_path(state, region):
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reversed_path_as_flist = state.path.get(region, (region, None))
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string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist))))
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# Now we combine the flat string list into (region, exit) pairs
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pathsiter = iter(string_path_flat)
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pathpairs = zip_longest(pathsiter, pathsiter)
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return list(pathpairs)
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old_world.spoiler.paths = {location.name : get_path(state, location.parent_region) for sphere in collection_spheres for location in sphere}
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if any(exit == 'Pyramid Fairy' for path in old_world.spoiler.paths.values() for (_, exit) in path):
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old_world.spoiler.paths['Big Bomb Shop'] = get_path(state, world.get_region('Big Bomb Shop'))
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print(world.seed)
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# we can finally output our playthrough
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old_world.spoiler.playthrough = OrderedDict([(str(i + 1), {str(location): str(location.item) for location in sphere}) for i, sphere in enumerate(collection_spheres)])
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