Adds The Legend of Zelda: The Wind Waker as a supported game in Archipelago. The game uses [LagoLunatic's randomizer](https://github.com/LagoLunatic/wwrando) as its base (regarding logic, options, etc.) and builds from there.
		
			
				
	
	
		
			206 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			206 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from typing import TYPE_CHECKING
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from BaseClasses import ItemClassification as IC
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from Fill import FillError
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from ..Items import ITEM_TABLE, item_factory
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from ..Options import DungeonItem
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from .Dungeons import get_dungeon_item_pool_player
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if TYPE_CHECKING:
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    from .. import TWWWorld
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VANILLA_DUNGEON_ITEM_LOCATIONS: dict[str, list[str]] = {
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    "DRC Small Key": [
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        "Dragon Roost Cavern - First Room",
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        "Dragon Roost Cavern - Boarded Up Chest",
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        "Dragon Roost Cavern - Rat Room Boarded Up Chest",
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        "Dragon Roost Cavern - Bird's Nest",
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    ],
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    "FW Small Key": [
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        "Forbidden Woods - Vine Maze Right Chest"
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    ],
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    "TotG Small Key": [
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        "Tower of the Gods - Hop Across Floating Boxes",
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        "Tower of the Gods - Floating Platforms Room"
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    ],
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    "ET Small Key": [
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        "Earth Temple - Transparent Chest in First Crypt",
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        "Earth Temple - Casket in Second Crypt",
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        "Earth Temple - End of Foggy Room With Floormasters",
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    ],
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    "WT Small Key": [
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        "Wind Temple - Spike Wall Room - First Chest",
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        "Wind Temple - Chest Behind Seven Armos"
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    ],
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    "DRC Big Key":  ["Dragon Roost Cavern - Big Key Chest"],
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    "FW Big Key":   ["Forbidden Woods - Big Key Chest"],
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    "TotG Big Key": ["Tower of the Gods - Big Key Chest"],
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    "ET Big Key":   ["Earth Temple - Big Key Chest"],
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    "WT Big Key":   ["Wind Temple - Big Key Chest"],
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    "DRC Dungeon Map":  ["Dragon Roost Cavern - Alcove With Water Jugs"],
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    "FW Dungeon Map":   ["Forbidden Woods - First Room"],
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    "TotG Dungeon Map": ["Tower of the Gods - Chest Behind Bombable Walls"],
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    "FF Dungeon Map":   ["Forsaken Fortress - Chest Outside Upper Jail Cell"],
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    "ET Dungeon Map":   ["Earth Temple - Transparent Chest In Warp Pot Room"],
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    "WT Dungeon Map":   ["Wind Temple - Chest In Many Cyclones Room"],
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    "DRC Compass":  ["Dragon Roost Cavern - Rat Room"],
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    "FW Compass":   ["Forbidden Woods - Vine Maze Left Chest"],
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    "TotG Compass": ["Tower of the Gods - Skulls Room Chest"],
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    "FF Compass":   ["Forsaken Fortress - Chest Guarded By Bokoblin"],
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    "ET Compass":   ["Earth Temple - Chest In Three Blocks Room"],
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    "WT Compass":   ["Wind Temple - Chest In Middle Of Hub Room"],
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}
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def generate_itempool(world: "TWWWorld") -> None:
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    """
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    Generate the item pool for the world.
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    :param world: The Wind Waker game world.
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    """
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    multiworld = world.multiworld
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    # Get the core pool of items.
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    pool, precollected_items = get_pool_core(world)
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    # Add precollected items to the multiworld's `precollected_items` list.
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    for item in precollected_items:
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        multiworld.push_precollected(item_factory(item, world))
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    # Place a "Victory" item on "Defeat Ganondorf" for the spoiler log.
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    world.get_location("Defeat Ganondorf").place_locked_item(item_factory("Victory", world))
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    # Create the pool of the remaining shuffled items.
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    items = item_factory(pool, world)
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    world.random.shuffle(items)
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    multiworld.itempool += items
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    # Dungeon items should already be created, so handle those separately.
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    handle_dungeon_items(world)
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def get_pool_core(world: "TWWWorld") -> tuple[list[str], list[str]]:
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    """
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    Get the core pool of items and precollected items for the world.
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    :param world: The Wind Waker game world.
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    :return: A tuple of the item pool and precollected items.
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    """
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    pool: list[str] = []
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    precollected_items: list[str] = []
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    # Split items into three different pools: progression, useful, and filler.
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    progression_pool: list[str] = []
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    useful_pool: list[str] = []
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    filler_pool: list[str] = []
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    for item, data in ITEM_TABLE.items():
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        if data.type == "Item":
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            adjusted_classification = world.item_classification_overrides.get(item)
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            classification = data.classification if adjusted_classification is None else adjusted_classification
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            if classification & IC.progression:
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                progression_pool.extend([item] * data.quantity)
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            elif classification & IC.useful:
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                useful_pool.extend([item] * data.quantity)
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            else:
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                filler_pool.extend([item] * data.quantity)
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    # Assign useful and filler items to item pools in the world.
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    world.random.shuffle(useful_pool)
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    world.random.shuffle(filler_pool)
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    world.useful_pool = useful_pool
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    world.filler_pool = filler_pool
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    # Add filler items to place into excluded locations.
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    pool.extend([world.get_filler_item_name() for _ in world.options.exclude_locations])
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    # The remaining of items left to place should be the same as the number of non-excluded locations in the world.
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    nonexcluded_locations = [
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        location
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        for location in world.multiworld.get_locations(world.player)
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        if location.name not in world.options.exclude_locations
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    ]
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    num_items_left_to_place = len(nonexcluded_locations) - 1
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    # Account for the dungeon items that have already been created.
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    for dungeon in world.dungeons.values():
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        num_items_left_to_place -= len(dungeon.all_items)
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    # All progression items are added to the item pool.
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    if len(progression_pool) > num_items_left_to_place:
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        raise FillError(
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            "There are insufficient locations to place progression items! "
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            f"Trying to place {len(progression_pool)} items in only {num_items_left_to_place} locations."
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        )
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    pool.extend(progression_pool)
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    num_items_left_to_place -= len(progression_pool)
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    # If the player starts with a sword, add one to the precollected items list and remove one from the item pool.
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    if world.options.sword_mode == "start_with_sword":
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        precollected_items.append("Progressive Sword")
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        num_items_left_to_place += 1
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        pool.remove("Progressive Sword")
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    # Or, if it's swordless mode, remove all swords from the item pool.
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    elif world.options.sword_mode == "swordless":
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        while "Progressive Sword" in pool:
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            num_items_left_to_place += 1
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            pool.remove("Progressive Sword")
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    # Place useful items, then filler items to fill out the remaining locations.
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    pool.extend([world.get_filler_item_name(strict=False) for _ in range(num_items_left_to_place)])
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    return pool, precollected_items
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def handle_dungeon_items(world: "TWWWorld") -> None:
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    """
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    Handle the placement of dungeon items in the world.
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    :param world: The Wind Waker game world.
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    """
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    player = world.player
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    multiworld = world.multiworld
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    options = world.options
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    dungeon_items = [
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        item
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        for item in get_dungeon_item_pool_player(world)
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        if item.name not in multiworld.worlds[player].dungeon_local_item_names
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    ]
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    for x in range(len(dungeon_items) - 1, -1, -1):
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        item = dungeon_items[x]
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        # Consider dungeon items in non-required dungeons as filler.
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        if item.dungeon.name in world.boss_reqs.banned_dungeons:
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            item.classification = IC.filler
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        option: DungeonItem
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        if item.type == "Big Key":
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            option = options.randomize_bigkeys
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        elif item.type == "Small Key":
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            option = options.randomize_smallkeys
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        else:
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            option = options.randomize_mapcompass
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        if option == "startwith":
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            dungeon_items.pop(x)
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            multiworld.push_precollected(item)
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            multiworld.itempool.append(item_factory(world.get_filler_item_name(), world))
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        elif option == "vanilla":
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            for location_name in VANILLA_DUNGEON_ITEM_LOCATIONS[item.name]:
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                location = world.get_location(location_name)
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                if location.item is None:
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                    dungeon_items.pop(x)
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                    location.place_locked_item(item)
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                    break
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            else:
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                raise FillError(f"Could not place dungeon item in vanilla location: {item}")
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    multiworld.itempool.extend([item for item in dungeon_items])
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