176 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			176 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from BaseClasses import Dungeon
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from worlds.alttp.Bosses import BossFactory
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from Fill import fill_restrictive
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from worlds.alttp.Items import ItemFactory
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from worlds.alttp.Regions import lookup_boss_drops
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from worlds.alttp.Options import  smallkey_shuffle
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def create_dungeons(world, player):
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    def make_dungeon(name, default_boss, dungeon_regions, big_key, small_keys, dungeon_items):
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        dungeon = Dungeon(name, dungeon_regions, big_key,
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                          [] if world.smallkey_shuffle[player] == smallkey_shuffle.option_universal else small_keys,
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                          dungeon_items, player)
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        for item in dungeon.all_items:
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            item.dungeon = dungeon
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        dungeon.boss = BossFactory(default_boss, player) if default_boss else None
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        for region in dungeon.regions:
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            world.get_region(region, player).dungeon = dungeon
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            dungeon.world = world
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        return dungeon
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    ES = make_dungeon('Hyrule Castle', None, ['Hyrule Castle', 'Sewers', 'Sewer Drop', 'Sewers (Dark)', 'Sanctuary'],
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                      None, [ItemFactory('Small Key (Hyrule Castle)', player)],
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                      [ItemFactory('Map (Hyrule Castle)', player)])
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    EP = make_dungeon('Eastern Palace', 'Armos Knights', ['Eastern Palace'],
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                      ItemFactory('Big Key (Eastern Palace)', player), [],
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                      ItemFactory(['Map (Eastern Palace)', 'Compass (Eastern Palace)'], player))
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    DP = make_dungeon('Desert Palace', 'Lanmolas',
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                      ['Desert Palace North', 'Desert Palace Main (Inner)', 'Desert Palace Main (Outer)',
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                       'Desert Palace East'], ItemFactory('Big Key (Desert Palace)', player),
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                      [ItemFactory('Small Key (Desert Palace)', player)],
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                      ItemFactory(['Map (Desert Palace)', 'Compass (Desert Palace)'], player))
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    ToH = make_dungeon('Tower of Hera', 'Moldorm',
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                       ['Tower of Hera (Bottom)', 'Tower of Hera (Basement)', 'Tower of Hera (Top)'],
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                       ItemFactory('Big Key (Tower of Hera)', player),
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                       [ItemFactory('Small Key (Tower of Hera)', player)],
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                       ItemFactory(['Map (Tower of Hera)', 'Compass (Tower of Hera)'], player))
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    PoD = make_dungeon('Palace of Darkness', 'Helmasaur King',
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                       ['Palace of Darkness (Entrance)', 'Palace of Darkness (Center)',
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                        'Palace of Darkness (Big Key Chest)', 'Palace of Darkness (Bonk Section)',
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                        'Palace of Darkness (North)', 'Palace of Darkness (Maze)',
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                        'Palace of Darkness (Harmless Hellway)', 'Palace of Darkness (Final Section)'],
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                       ItemFactory('Big Key (Palace of Darkness)', player),
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                       ItemFactory(['Small Key (Palace of Darkness)'] * 6, player),
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                       ItemFactory(['Map (Palace of Darkness)', 'Compass (Palace of Darkness)'], player))
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    TT = make_dungeon('Thieves Town', 'Blind', ['Thieves Town (Entrance)', 'Thieves Town (Deep)', 'Blind Fight'],
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                      ItemFactory('Big Key (Thieves Town)', player), [ItemFactory('Small Key (Thieves Town)', player)],
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                      ItemFactory(['Map (Thieves Town)', 'Compass (Thieves Town)'], player))
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    SW = make_dungeon('Skull Woods', 'Mothula', ['Skull Woods Final Section (Entrance)', 'Skull Woods First Section',
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                                                 'Skull Woods Second Section', 'Skull Woods Second Section (Drop)',
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                                                 'Skull Woods Final Section (Mothula)',
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                                                 'Skull Woods First Section (Right)',
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                                                 'Skull Woods First Section (Left)', 'Skull Woods First Section (Top)'],
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                      ItemFactory('Big Key (Skull Woods)', player),
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                      ItemFactory(['Small Key (Skull Woods)'] * 3, player),
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                      ItemFactory(['Map (Skull Woods)', 'Compass (Skull Woods)'], player))
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    SP = make_dungeon('Swamp Palace', 'Arrghus',
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                      ['Swamp Palace (Entrance)', 'Swamp Palace (First Room)', 'Swamp Palace (Starting Area)',
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                       'Swamp Palace (Center)', 'Swamp Palace (North)'], ItemFactory('Big Key (Swamp Palace)', player),
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                      [ItemFactory('Small Key (Swamp Palace)', player)],
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                      ItemFactory(['Map (Swamp Palace)', 'Compass (Swamp Palace)'], player))
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    IP = make_dungeon('Ice Palace', 'Kholdstare',
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                      ['Ice Palace (Entrance)', 'Ice Palace (Main)', 'Ice Palace (East)', 'Ice Palace (East Top)',
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                       'Ice Palace (Kholdstare)'], ItemFactory('Big Key (Ice Palace)', player),
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                      ItemFactory(['Small Key (Ice Palace)'] * 2, player),
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                      ItemFactory(['Map (Ice Palace)', 'Compass (Ice Palace)'], player))
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    MM = make_dungeon('Misery Mire', 'Vitreous',
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                      ['Misery Mire (Entrance)', 'Misery Mire (Main)', 'Misery Mire (West)', 'Misery Mire (Final Area)',
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                       'Misery Mire (Vitreous)'], ItemFactory('Big Key (Misery Mire)', player),
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                      ItemFactory(['Small Key (Misery Mire)'] * 3, player),
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                      ItemFactory(['Map (Misery Mire)', 'Compass (Misery Mire)'], player))
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    TR = make_dungeon('Turtle Rock', 'Trinexx',
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                      ['Turtle Rock (Entrance)', 'Turtle Rock (First Section)', 'Turtle Rock (Chain Chomp Room)',
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                       'Turtle Rock (Second Section)', 'Turtle Rock (Big Chest)', 'Turtle Rock (Crystaroller Room)',
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                       'Turtle Rock (Dark Room)', 'Turtle Rock (Eye Bridge)', 'Turtle Rock (Trinexx)'],
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                      ItemFactory('Big Key (Turtle Rock)', player),
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                      ItemFactory(['Small Key (Turtle Rock)'] * 4, player),
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                      ItemFactory(['Map (Turtle Rock)', 'Compass (Turtle Rock)'], player))
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    if world.mode[player] != 'inverted':
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        AT = make_dungeon('Agahnims Tower', 'Agahnim', ['Agahnims Tower', 'Agahnim 1'], None,
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                          ItemFactory(['Small Key (Agahnims Tower)'] * 2, player), [])
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        GT = make_dungeon('Ganons Tower', 'Agahnim2',
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                          ['Ganons Tower (Entrance)', 'Ganons Tower (Tile Room)', 'Ganons Tower (Compass Room)',
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                           'Ganons Tower (Hookshot Room)', 'Ganons Tower (Map Room)', 'Ganons Tower (Firesnake Room)',
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                           'Ganons Tower (Teleport Room)', 'Ganons Tower (Bottom)', 'Ganons Tower (Top)',
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                           'Ganons Tower (Before Moldorm)', 'Ganons Tower (Moldorm)', 'Agahnim 2'],
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                          ItemFactory('Big Key (Ganons Tower)', player),
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                          ItemFactory(['Small Key (Ganons Tower)'] * 4, player),
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                          ItemFactory(['Map (Ganons Tower)', 'Compass (Ganons Tower)'], player))
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    else:
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        AT = make_dungeon('Inverted Agahnims Tower', 'Agahnim', ['Inverted Agahnims Tower', 'Agahnim 1'], None,
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                          ItemFactory(['Small Key (Agahnims Tower)'] * 2, player), [])
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        GT = make_dungeon('Inverted Ganons Tower', 'Agahnim2',
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                          ['Inverted Ganons Tower (Entrance)', 'Ganons Tower (Tile Room)',
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                           'Ganons Tower (Compass Room)', 'Ganons Tower (Hookshot Room)', 'Ganons Tower (Map Room)',
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                           'Ganons Tower (Firesnake Room)', 'Ganons Tower (Teleport Room)', 'Ganons Tower (Bottom)',
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                           'Ganons Tower (Top)', 'Ganons Tower (Before Moldorm)', 'Ganons Tower (Moldorm)',
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                           'Agahnim 2'], ItemFactory('Big Key (Ganons Tower)', player),
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                          ItemFactory(['Small Key (Ganons Tower)'] * 4, player),
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                          ItemFactory(['Map (Ganons Tower)', 'Compass (Ganons Tower)'], player))
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    GT.bosses['bottom'] = BossFactory('Armos Knights', player)
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    GT.bosses['middle'] = BossFactory('Lanmolas', player)
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    GT.bosses['top'] = BossFactory('Moldorm', player)
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    for dungeon in [ES, EP, DP, ToH, AT, PoD, TT, SW, SP, IP, MM, TR, GT]:
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        world.dungeons[dungeon.name, dungeon.player] = dungeon
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def get_dungeon_item_pool(world):
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    items = [item for dungeon in world.dungeons.values() for item in dungeon.all_items]
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    for item in items:
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        item.world = world
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    return items
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def get_dungeon_item_pool_player(world, player):
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    items = [item for dungeon in world.dungeons.values() if dungeon.player == player for item in dungeon.all_items]
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    for item in items:
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        item.world = world
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    return items
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def fill_dungeons_restrictive(autoworld, world):
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    """Places dungeon-native items into their dungeons, places nothing if everything is shuffled outside."""
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    localized: set = set()
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    dungeon_specific: set = set()
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    for subworld in world.get_game_worlds("A Link to the Past"):
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        player = subworld.player
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        localized |= {(player, item_name) for item_name in
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                      subworld.dungeon_local_item_names}
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        dungeon_specific |= {(player, item_name) for item_name in
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                             subworld.dungeon_specific_item_names}
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    if localized:
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        in_dungeon_items = [item for item in get_dungeon_item_pool(world) if (item.player, item.name) in localized]
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        if in_dungeon_items:
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            restricted_players = {player for player, restricted in world.restrict_dungeon_item_on_boss.items() if
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                                  restricted}
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            locations = [location for location in world.get_unfilled_dungeon_locations()
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                         # filter boss
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                         if not (location.player in restricted_players and location.name in lookup_boss_drops)]
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            if dungeon_specific:
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                for location in locations:
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                    dungeon = location.parent_region.dungeon
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                    orig_rule = location.item_rule
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                    location.item_rule = lambda item, dungeon=dungeon, orig_rule=orig_rule: \
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                        (not (item.player, item.name) in dungeon_specific or item.dungeon is dungeon) and orig_rule(item)
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            world.random.shuffle(locations)
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            all_state_base = world.get_all_state()
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            # Dungeon-locked items have to be placed first, to not run out of spaces for dungeon-locked items
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            # subsort in the order Big Key, Small Key, Other before placing dungeon items
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            sort_order = {"BigKey": 3, "SmallKey": 2}
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            in_dungeon_items.sort(
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                key=lambda item: sort_order.get(item.type, 1) +
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                                 (5 if (item.player, item.name) in dungeon_specific else 0))
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            for item in in_dungeon_items:
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                all_state_base.remove(item)
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            fill_restrictive(world, all_state_base, locations, in_dungeon_items, True, True)
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dungeon_music_addresses = {'Eastern Palace - Prize': [0x1559A],
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                           'Desert Palace - Prize': [0x1559B, 0x1559C, 0x1559D, 0x1559E],
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                           'Tower of Hera - Prize': [0x155C5, 0x1107A, 0x10B8C],
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                           'Palace of Darkness - Prize': [0x155B8],
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                           'Swamp Palace - Prize': [0x155B7],
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                           'Thieves\' Town - Prize': [0x155C6],
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                           'Skull Woods - Prize': [0x155BA, 0x155BB, 0x155BC, 0x155BD, 0x15608, 0x15609, 0x1560A,
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                                                   0x1560B],
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                           'Ice Palace - Prize': [0x155BF],
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                           'Misery Mire - Prize': [0x155B9],
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                           'Turtle Rock - Prize': [0x155C7, 0x155A7, 0x155AA, 0x155AB]}
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