mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 04:01:32 -06:00

This is done by assigning a unique seed to each player who doesn't have one set. er layout seed is output in spoiler log.
727 lines
36 KiB
Python
727 lines
36 KiB
Python
from collections import OrderedDict
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import copy
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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 os
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import random
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import time
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import zlib
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import concurrent.futures
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from BaseClasses import World, CollectionState, Item, Region, Location
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from Shops import ShopSlotFill, create_shops, SHOP_ID_START, FillDisabledShopSlots, total_shop_slots
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from Items import ItemFactory, item_table, item_name_groups
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from Regions import create_regions, mark_light_world_regions, lookup_vanilla_location_to_entrance
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from InvertedRegions import create_inverted_regions, mark_dark_world_regions
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from EntranceShuffle import link_entrances, link_inverted_entrances, plando_connect
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from Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, get_hash_string
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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_restrictive, flood_items, balance_multiworld_progression, distribute_planned
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from ItemPool import generate_itempool, difficulties, fill_prizes
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from Utils import output_path, parse_player_names, get_options, __version__, _version_tuple
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import Patch
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seeddigits = 20
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def get_seed(seed=None):
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if seed is None:
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random.seed(None)
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return random.randint(0, pow(10, seeddigits) - 1)
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return seed
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def main(args, seed=None):
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if args.outputpath:
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os.makedirs(args.outputpath, exist_ok=True)
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output_path.cached_path = args.outputpath
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start = time.perf_counter()
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# initialize the world
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world = World(args.multi, args.shuffle, args.logic, args.mode, args.swords, args.difficulty,
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args.item_functionality, args.timer, args.progressive.copy(), args.goal, args.algorithm,
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args.accessibility, args.shuffleganon, args.retro, args.custom, args.customitemarray, args.hints)
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logger = logging.getLogger('')
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world.seed = get_seed(seed)
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if args.race:
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world.secure()
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else:
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world.random.seed(world.seed)
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world.remote_items = args.remote_items.copy()
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world.mapshuffle = args.mapshuffle.copy()
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world.compassshuffle = args.compassshuffle.copy()
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world.keyshuffle = args.keyshuffle.copy()
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world.bigkeyshuffle = args.bigkeyshuffle.copy()
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world.crystals_needed_for_ganon = {
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player: world.random.randint(0, 7) if args.crystals_ganon[player] == 'random' else int(
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args.crystals_ganon[player]) for player in range(1, world.players + 1)}
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world.crystals_needed_for_gt = {
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player: world.random.randint(0, 7) if args.crystals_gt[player] == 'random' else int(args.crystals_gt[player])
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for player in range(1, world.players + 1)}
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world.open_pyramid = args.open_pyramid.copy()
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world.boss_shuffle = args.shufflebosses.copy()
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world.enemy_shuffle = args.enemy_shuffle.copy()
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world.enemy_health = args.enemy_health.copy()
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world.enemy_damage = args.enemy_damage.copy()
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world.killable_thieves = args.killable_thieves.copy()
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world.bush_shuffle = args.bush_shuffle.copy()
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world.tile_shuffle = args.tile_shuffle.copy()
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world.beemizer = args.beemizer.copy()
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world.timer = args.timer.copy()
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world.countdown_start_time = args.countdown_start_time.copy()
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world.red_clock_time = args.red_clock_time.copy()
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world.blue_clock_time = args.blue_clock_time.copy()
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world.green_clock_time = args.green_clock_time.copy()
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world.shufflepots = args.shufflepots.copy()
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world.progressive = args.progressive.copy()
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world.dungeon_counters = args.dungeon_counters.copy()
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world.glitch_boots = args.glitch_boots.copy()
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world.triforce_pieces_available = args.triforce_pieces_available.copy()
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world.triforce_pieces_required = args.triforce_pieces_required.copy()
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world.shop_shuffle = args.shop_shuffle.copy()
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world.shop_shuffle_slots = args.shop_shuffle_slots.copy()
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world.progression_balancing = {player: not balance for player, balance in args.skip_progression_balancing.items()}
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world.shuffle_prizes = args.shuffle_prizes.copy()
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world.sprite_pool = args.sprite_pool.copy()
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world.dark_room_logic = args.dark_room_logic.copy()
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world.plando_items = args.plando_items.copy()
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world.plando_texts = args.plando_texts.copy()
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world.plando_connections = args.plando_connections.copy()
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world.er_seeds = args.er_seeds.copy()
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world.restrict_dungeon_item_on_boss = args.restrict_dungeon_item_on_boss.copy()
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world.required_medallions = args.required_medallions.copy()
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world.rom_seeds = {player: random.Random(world.random.randint(0, 999999999)) for player in range(1, world.players + 1)}
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for player in range(1, world.players+1):
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world.er_seeds[player] = str(world.random.randint(0, 2 ** 64))
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if "-" in world.shuffle[player]:
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shuffle, seed = world.shuffle[player].split("-")
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world.shuffle[player] = shuffle
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world.er_seeds[player] = seed
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logger.info('ALttP Berserker\'s Multiworld Version %s - Seed: %s\n', __version__, world.seed)
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parsed_names = parse_player_names(args.names, world.players, args.teams)
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world.teams = len(parsed_names)
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for i, team in enumerate(parsed_names, 1):
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if world.players > 1:
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logger.info('%s%s', 'Team%d: ' % i if world.teams > 1 else 'Players: ', ', '.join(team))
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for player, name in enumerate(team, 1):
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world.player_names[player].append(name)
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logger.info('')
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for player in range(1, world.players + 1):
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world.difficulty_requirements[player] = difficulties[world.difficulty[player]]
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if world.open_pyramid[player] == 'goal':
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world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt', 'localganontriforcehunt', 'ganonpedestal'}
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elif world.open_pyramid[player] == 'auto':
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world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt', 'localganontriforcehunt', 'ganonpedestal'} and \
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(world.shuffle[player] in {'vanilla', 'dungeonssimple', 'dungeonsfull'} or not world.shuffle_ganon)
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else:
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world.open_pyramid[player] = {'on': True, 'off': False, 'yes': True, 'no': False}.get(world.open_pyramid[player], world.open_pyramid[player])
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for tok in filter(None, args.startinventory[player].split(',')):
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item = ItemFactory(tok.strip(), player)
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if item:
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world.push_precollected(item)
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# item in item_table gets checked in mystery, but not CLI - so we double-check here
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world.local_items[player] = {item.strip() for item in args.local_items[player].split(',') if
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item.strip() in item_table}
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world.non_local_items[player] = {item.strip() for item in args.non_local_items[player].split(',') if
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item.strip() in item_table}
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# enforce pre-defined local items.
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if world.goal[player] in ["localtriforcehunt", "localganontriforcehunt"]:
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world.local_items[player].add('Triforce Piece')
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# items can't be both local and non-local, prefer local
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world.non_local_items[player] -= world.local_items[player]
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# dungeon items can't be in non-local if the appropriate dungeon item shuffle setting is not set.
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if not world.mapshuffle[player]:
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world.non_local_items[player] -= item_name_groups['Maps']
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if not world.compassshuffle[player]:
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world.non_local_items[player] -= item_name_groups['Compasses']
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if not world.keyshuffle[player]:
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world.non_local_items[player] -= item_name_groups['Small Keys']
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if not world.bigkeyshuffle[player]:
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world.non_local_items[player] -= item_name_groups['Big Keys']
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# Not possible to place pendants/crystals out side of boss prizes yet.
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world.non_local_items[player] -= item_name_groups['Pendants']
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world.non_local_items[player] -= item_name_groups['Crystals']
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world.triforce_pieces_available[player] = max(world.triforce_pieces_available[player], world.triforce_pieces_required[player])
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if world.mode[player] != 'inverted':
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create_regions(world, player)
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else:
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create_inverted_regions(world, player)
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create_shops(world, player)
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create_dungeons(world, player)
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logger.info('Shuffling the World about.')
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for player in range(1, world.players + 1):
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if world.logic[player] not in ["noglitches", "minorglitches"] and world.shuffle[player] in \
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{"vanilla", "dungeonssimple", "dungeonsfull", "simple", "restricted", "full"}:
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world.fix_fake_world[player] = False
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# seeded entrance shuffle
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old_random = world.random
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world.random = random.Random(world.er_seeds[player])
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if world.mode[player] != 'inverted':
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link_entrances(world, player)
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mark_light_world_regions(world, player)
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else:
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link_inverted_entrances(world, player)
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mark_dark_world_regions(world, player)
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world.random = old_random
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plando_connect(world, player)
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logger.info('Generating Item Pool.')
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for player in range(1, world.players + 1):
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generate_itempool(world, player)
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logger.info('Calculating Access Rules.')
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for player in range(1, world.players + 1):
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set_rules(world, player)
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logger.info("Running Item Plando")
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distribute_planned(world)
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logger.info('Placing Dungeon Prizes.')
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fill_prizes(world)
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logger.info('Placing Dungeon Items.')
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if args.algorithm in ['balanced', 'vt26'] or any(
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list(args.mapshuffle.values()) + list(args.compassshuffle.values()) +
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list(args.keyshuffle.values()) + list(args.bigkeyshuffle.values())):
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fill_dungeons_restrictive(world)
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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 == 'vt25':
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distribute_items_restrictive(world, False)
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elif args.algorithm == 'vt26':
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distribute_items_restrictive(world, True)
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elif args.algorithm == 'balanced':
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distribute_items_restrictive(world, True)
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logger.info("Filling Shop Slots")
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ShopSlotFill(world)
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if world.players > 1:
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balance_multiworld_progression(world)
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logger.info('Patching ROM.')
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outfilebase = 'BM_%s' % (args.outputname if args.outputname else world.seed)
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rom_names = []
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def _gen_rom(team: int, player: int):
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use_enemizer = (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player]
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or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default'
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or world.shufflepots[player] or world.bush_shuffle[player]
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or world.killable_thieves[player])
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rom = LocalRom(args.rom)
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patch_rom(world, rom, player, team, use_enemizer)
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if use_enemizer:
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patch_enemizer(world, team, player, rom, args.enemizercli)
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if args.race:
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patch_race_rom(rom, world, player)
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world.spoiler.hashes[(player, team)] = get_hash_string(rom.hash)
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palettes_options={}
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palettes_options['dungeon']=args.uw_palettes[player]
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palettes_options['overworld']=args.ow_palettes[player]
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palettes_options['hud']=args.hud_palettes[player]
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palettes_options['sword']=args.sword_palettes[player]
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palettes_options['shield']=args.shield_palettes[player]
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palettes_options['link']=args.link_palettes[player]
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apply_rom_settings(rom, args.heartbeep[player], args.heartcolor[player], args.quickswap[player],
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args.fastmenu[player], args.disablemusic[player], args.sprite[player],
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palettes_options, world, player, True, reduceflashing=args.reduceflashing[player] if not args.race else True)
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mcsb_name = ''
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if all([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player],
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world.bigkeyshuffle[player]]):
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mcsb_name = '-keysanity'
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elif [world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player],
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world.bigkeyshuffle[player]].count(True) == 1:
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mcsb_name = '-mapshuffle' if world.mapshuffle[player] else \
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'-compassshuffle' if world.compassshuffle[player] else \
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'-universal_keys' if world.keyshuffle[player] == "universal" else \
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'-keyshuffle' if world.keyshuffle[player] else '-bigkeyshuffle'
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elif any([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player],
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world.bigkeyshuffle[player]]):
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mcsb_name = '-%s%s%s%sshuffle' % (
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'M' if world.mapshuffle[player] else '', 'C' if world.compassshuffle[player] else '',
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'U' if world.keyshuffle[player] == "universal" else 'S' if world.keyshuffle[player] else '',
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'B' if world.bigkeyshuffle[player] else '')
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outfilepname = f'_T{team + 1}' if world.teams > 1 else ''
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outfilepname += f'_P{player}'
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outfilepname += f"_{world.player_names[player][team].replace(' ', '_')}" \
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if world.player_names[player][team] != 'Player%d' % player else ''
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outfilestuffs = {
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"logic": world.logic[player], # 0
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"difficulty": world.difficulty[player], # 1
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"item_functionality": world.item_functionality[player], # 2
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"mode": world.mode[player], # 3
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"goal": world.goal[player], # 4
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"timer": str(world.timer[player]), # 5
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"shuffle": world.shuffle[player], # 6
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"algorithm": world.algorithm, # 7
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"mscb": mcsb_name, # 8
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"retro": world.retro[player], # 9
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"progressive": world.progressive, # A
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"hints": 'True' if world.hints[player] else 'False' # B
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}
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# 0 1 2 3 4 5 6 7 8 9 A B
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outfilesuffix = ('_%s_%s-%s-%s-%s%s_%s-%s%s%s%s%s' % (
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# 0 1 2 3 4 5 6 7 8 9 A B C
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# _noglitches_normal-normal-open-ganon-ohko_simple-balanced-keysanity-retro-prog_random-nohints
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# _noglitches_normal-normal-open-ganon _simple-balanced-keysanity-retro
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# _noglitches_normal-normal-open-ganon _simple-balanced-keysanity -prog_random
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# _noglitches_normal-normal-open-ganon _simple-balanced-keysanity -nohints
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outfilestuffs["logic"], # 0
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outfilestuffs["difficulty"], # 1
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outfilestuffs["item_functionality"], # 2
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outfilestuffs["mode"], # 3
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outfilestuffs["goal"], # 4
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"" if outfilestuffs["timer"] in ['False', 'none', 'display'] else "-" + outfilestuffs["timer"], # 5
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outfilestuffs["shuffle"], # 6
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outfilestuffs["algorithm"], # 7
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outfilestuffs["mscb"], # 8
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"-retro" if outfilestuffs["retro"] == "True" else "", # 9
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"-prog_" + outfilestuffs["progressive"] if outfilestuffs["progressive"] in ['off', 'random'] else "", # A
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"-nohints" if not outfilestuffs["hints"] == "True" else "") # B
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) if not args.outputname else ''
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rompath = output_path(f'{outfilebase}{outfilepname}{outfilesuffix}.sfc')
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rom.write_to_file(rompath, hide_enemizer=True)
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if args.create_diff:
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Patch.create_patch_file(rompath)
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return player, team, bytes(rom.name).decode()
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pool = concurrent.futures.ThreadPoolExecutor()
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multidata_task = None
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check_accessibility_task = pool.submit(world.fulfills_accessibility)
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if not args.suppress_rom:
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rom_futures = []
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for team in range(world.teams):
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for player in range(1, world.players + 1):
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rom_futures.append(pool.submit(_gen_rom, team, player))
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def get_entrance_to_region(region: Region):
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for entrance in region.entrances:
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if entrance.parent_region.type in (RegionType.DarkWorld, RegionType.LightWorld):
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return entrance
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for entrance in region.entrances: # BFS might be better here, trying DFS for now.
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return get_entrance_to_region(entrance.parent_region)
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# collect ER hint info
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er_hint_data = {player: {} for player in range(1, world.players + 1) if world.shuffle[player] != "vanilla" or world.retro[player]}
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from Regions import RegionType
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for region in world.regions:
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if region.player in er_hint_data and region.locations:
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main_entrance = get_entrance_to_region(region)
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for location in region.locations:
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if type(location.address) == int: # skips events and crystals
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if location.address >= SHOP_ID_START + 33: continue
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if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name:
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er_hint_data[region.player][location.address] = main_entrance.name
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ordered_areas = ('Light World', 'Dark World', 'Hyrule Castle', 'Agahnims Tower', 'Eastern Palace', 'Desert Palace',
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'Tower of Hera', 'Palace of Darkness', 'Swamp Palace', 'Skull Woods', 'Thieves Town', 'Ice Palace',
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'Misery Mire', 'Turtle Rock', 'Ganons Tower', "Total")
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checks_in_area = {player: {area: list() for area in ordered_areas}
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for player in range(1, world.players + 1)}
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for player in range(1, world.players + 1):
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checks_in_area[player]["Total"] = 0
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for location in [loc for loc in world.get_filled_locations() if type(loc.address) is int]:
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main_entrance = get_entrance_to_region(location.parent_region)
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if location.parent_region.dungeon:
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dungeonname = {'Inverted Agahnims Tower': 'Agahnims Tower',
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'Inverted Ganons Tower': 'Ganons Tower'}\
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.get(location.parent_region.dungeon.name, location.parent_region.dungeon.name)
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checks_in_area[location.player][dungeonname].append(location.address)
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elif main_entrance.parent_region.type == RegionType.LightWorld:
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checks_in_area[location.player]["Light World"].append(location.address)
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elif main_entrance.parent_region.type == RegionType.DarkWorld:
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checks_in_area[location.player]["Dark World"].append(location.address)
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checks_in_area[location.player]["Total"] += 1
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oldmancaves = []
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takeanyregions = ["Old Man Sword Cave", "Take-Any #1", "Take-Any #2", "Take-Any #3", "Take-Any #4"]
|
|
for index, take_any in enumerate(takeanyregions):
|
|
for region in [world.get_region(take_any, player) for player in range(1, world.players + 1) if world.retro[player]]:
|
|
item = ItemFactory(region.shop.inventory[(0 if take_any == "Old Man Sword Cave" else 1)]['item'], region.player)
|
|
player = region.player
|
|
location_id = SHOP_ID_START + total_shop_slots + index
|
|
|
|
main_entrance = get_entrance_to_region(region)
|
|
if main_entrance.parent_region.type == RegionType.LightWorld:
|
|
checks_in_area[player]["Light World"].append(location_id)
|
|
else:
|
|
checks_in_area[player]["Dark World"].append(location_id)
|
|
checks_in_area[player]["Total"] += 1
|
|
|
|
er_hint_data[player][location_id] = main_entrance.name
|
|
oldmancaves.append(((location_id, player), (item.code, player)))
|
|
|
|
precollected_items = [[] for player in range(world.players)]
|
|
for item in world.precollected_items:
|
|
precollected_items[item.player - 1].append(item.code)
|
|
|
|
FillDisabledShopSlots(world)
|
|
|
|
def write_multidata(roms):
|
|
for future in roms:
|
|
rom_name = future.result()
|
|
rom_names.append(rom_name)
|
|
multidatatags = ["ER"]
|
|
if args.race:
|
|
multidatatags.append("Race")
|
|
if args.create_spoiler:
|
|
multidatatags.append("Spoiler")
|
|
if not args.skip_playthrough:
|
|
multidatatags.append("Play through")
|
|
minimum_versions = {"server": (1, 0, 0)}
|
|
minimum_versions["clients"] = client_versions = []
|
|
for (slot, team, name) in rom_names:
|
|
if world.shop_shuffle_slots[slot]:
|
|
client_versions.append([team, slot, [3, 6, 1]])
|
|
multidata = zlib.compress(json.dumps({"names": parsed_names,
|
|
# backwards compat for < 2.4.1
|
|
"roms": [(slot, team, list(name.encode()))
|
|
for (slot, team, name) in rom_names],
|
|
"rom_strings": rom_names,
|
|
"remote_items": [player for player in range(1, world.players + 1) if
|
|
world.remote_items[player]],
|
|
"locations": [((location.address, location.player),
|
|
(location.item.code, location.item.player))
|
|
for location in world.get_filled_locations() if
|
|
type(location.address) is int] + oldmancaves,
|
|
"checks_in_area": checks_in_area,
|
|
"server_options": get_options()["server_options"],
|
|
"er_hint_data": er_hint_data,
|
|
"precollected_items": precollected_items,
|
|
"version": _version_tuple,
|
|
"tags": multidatatags,
|
|
"minimum_versions": minimum_versions
|
|
}).encode("utf-8"), 9)
|
|
|
|
with open(output_path('%s.multidata' % outfilebase), 'wb') as f:
|
|
f.write(multidata)
|
|
|
|
multidata_task = pool.submit(write_multidata, rom_futures)
|
|
if not check_accessibility_task.result():
|
|
if not world.can_beat_game():
|
|
raise Exception("Game appears is unbeatable. Aborting.")
|
|
else:
|
|
logger.warning("Location Accessibility requirements not fulfilled.")
|
|
if not args.skip_playthrough:
|
|
logger.info('Calculating playthrough.')
|
|
create_playthrough(world)
|
|
if multidata_task:
|
|
multidata_task.result() # retrieve exception if one exists
|
|
pool.shutdown() # wait for all queued tasks to complete
|
|
if args.create_spoiler: # needs spoiler.hashes to be filled, that depend on rom_futures being done
|
|
world.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))
|
|
|
|
logger.info('Done. Enjoy. Total Time: %s', time.perf_counter() - start)
|
|
return world
|
|
|
|
|
|
|
|
def copy_world(world):
|
|
# ToDo: Not good yet
|
|
ret = World(world.players, world.shuffle, world.logic, world.mode, world.swords, world.difficulty, world.item_functionality, world.timer, world.progressive, world.goal, world.algorithm, world.accessibility, world.shuffle_ganon, world.retro, world.custom, world.customitemarray, world.hints)
|
|
ret.teams = world.teams
|
|
ret.player_names = copy.deepcopy(world.player_names)
|
|
ret.remote_items = world.remote_items.copy()
|
|
ret.required_medallions = world.required_medallions.copy()
|
|
ret.swamp_patch_required = world.swamp_patch_required.copy()
|
|
ret.ganon_at_pyramid = world.ganon_at_pyramid.copy()
|
|
ret.powder_patch_required = world.powder_patch_required.copy()
|
|
ret.ganonstower_vanilla = world.ganonstower_vanilla.copy()
|
|
ret.treasure_hunt_count = world.treasure_hunt_count.copy()
|
|
ret.treasure_hunt_icon = world.treasure_hunt_icon.copy()
|
|
ret.sewer_light_cone = world.sewer_light_cone.copy()
|
|
ret.light_world_light_cone = world.light_world_light_cone
|
|
ret.dark_world_light_cone = world.dark_world_light_cone
|
|
ret.seed = world.seed
|
|
ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge.copy()
|
|
ret.can_access_trock_front = world.can_access_trock_front.copy()
|
|
ret.can_access_trock_big_chest = world.can_access_trock_big_chest.copy()
|
|
ret.can_access_trock_middle = world.can_access_trock_middle.copy()
|
|
ret.can_take_damage = world.can_take_damage
|
|
ret.difficulty_requirements = world.difficulty_requirements.copy()
|
|
ret.fix_fake_world = world.fix_fake_world.copy()
|
|
ret.mapshuffle = world.mapshuffle.copy()
|
|
ret.compassshuffle = world.compassshuffle.copy()
|
|
ret.keyshuffle = world.keyshuffle.copy()
|
|
ret.bigkeyshuffle = world.bigkeyshuffle.copy()
|
|
ret.crystals_needed_for_ganon = world.crystals_needed_for_ganon.copy()
|
|
ret.crystals_needed_for_gt = world.crystals_needed_for_gt.copy()
|
|
ret.open_pyramid = world.open_pyramid.copy()
|
|
ret.boss_shuffle = world.boss_shuffle.copy()
|
|
ret.enemy_shuffle = world.enemy_shuffle.copy()
|
|
ret.enemy_health = world.enemy_health.copy()
|
|
ret.enemy_damage = world.enemy_damage.copy()
|
|
ret.beemizer = world.beemizer.copy()
|
|
ret.timer = world.timer.copy()
|
|
ret.shufflepots = world.shufflepots.copy()
|
|
ret.shuffle_prizes = world.shuffle_prizes.copy()
|
|
ret.shop_shuffle = world.shop_shuffle.copy()
|
|
ret.shop_shuffle_slots = world.shop_shuffle_slots.copy()
|
|
ret.dark_room_logic = world.dark_room_logic.copy()
|
|
ret.restrict_dungeon_item_on_boss = world.restrict_dungeon_item_on_boss.copy()
|
|
|
|
for player in range(1, world.players + 1):
|
|
if world.mode[player] != 'inverted':
|
|
create_regions(ret, player)
|
|
else:
|
|
create_inverted_regions(ret, player)
|
|
create_shops(ret, player)
|
|
create_dungeons(ret, player)
|
|
|
|
copy_dynamic_regions_and_locations(world, ret)
|
|
|
|
# copy bosses
|
|
for dungeon in world.dungeons:
|
|
for level, boss in dungeon.bosses.items():
|
|
ret.get_dungeon(dungeon.name, dungeon.player).bosses[level] = boss
|
|
|
|
for shop in world.shops:
|
|
copied_shop = ret.get_region(shop.region.name, shop.region.player).shop
|
|
copied_shop.inventory = copy.copy(shop.inventory)
|
|
|
|
# connect copied world
|
|
for region in world.regions:
|
|
copied_region = ret.get_region(region.name, region.player)
|
|
copied_region.is_light_world = region.is_light_world
|
|
copied_region.is_dark_world = region.is_dark_world
|
|
for exit in copied_region.exits:
|
|
old_connection = world.get_entrance(exit.name, exit.player).connected_region
|
|
exit.connect(ret.get_region(old_connection.name, old_connection.player))
|
|
|
|
# fill locations
|
|
for location in world.get_locations():
|
|
if location.item is not None:
|
|
item = Item(location.item.name, location.item.advancement, location.item.type, player = location.item.player)
|
|
ret.get_location(location.name, location.player).item = item
|
|
item.location = ret.get_location(location.name, location.player)
|
|
item.world = ret
|
|
if location.event:
|
|
ret.get_location(location.name, location.player).event = True
|
|
if location.locked:
|
|
ret.get_location(location.name, location.player).locked = True
|
|
|
|
# copy remaining itempool. No item in itempool should have an assigned location
|
|
for item in world.itempool:
|
|
ret.itempool.append(Item(item.name, item.advancement, item.type, player = item.player))
|
|
|
|
for item in world.precollected_items:
|
|
ret.push_precollected(ItemFactory(item.name, item.player))
|
|
|
|
# copy progress items in state
|
|
ret.state.prog_items = world.state.prog_items.copy()
|
|
ret.state.stale = {player: True for player in range(1, world.players + 1)}
|
|
|
|
for player in range(1, world.players + 1):
|
|
set_rules(ret, player)
|
|
|
|
|
|
return ret
|
|
|
|
|
|
def copy_dynamic_regions_and_locations(world, ret):
|
|
for region in world.dynamic_regions:
|
|
new_reg = Region(region.name, region.type, region.hint_text, region.player)
|
|
ret.regions.append(new_reg)
|
|
ret.initialize_regions([new_reg])
|
|
ret.dynamic_regions.append(new_reg)
|
|
|
|
# Note: ideally exits should be copied here, but the current use case (Take anys) do not require this
|
|
|
|
if region.shop:
|
|
new_reg.shop = region.shop.__class__(new_reg, region.shop.room_id, region.shop.shopkeeper_config,
|
|
region.shop.custom, region.shop.locked, region.shop.sram_offset)
|
|
ret.shops.append(new_reg.shop)
|
|
|
|
for location in world.dynamic_locations:
|
|
new_reg = ret.get_region(location.parent_region.name, location.parent_region.player)
|
|
new_loc = Location(location.player, location.name, location.address, location.crystal, location.hint_text, new_reg)
|
|
# todo: this is potentially dangerous. later refactor so we
|
|
# can apply dynamic region rules on top of copied world like other rules
|
|
new_loc.access_rule = location.access_rule
|
|
new_loc.always_allow = location.always_allow
|
|
new_loc.item_rule = location.item_rule
|
|
new_reg.locations.append(new_loc)
|
|
|
|
ret.clear_location_cache()
|
|
|
|
|
|
def create_playthrough(world):
|
|
# create a copy as we will modify it
|
|
old_world = world
|
|
world = copy_world(world)
|
|
|
|
# get locations containing progress items
|
|
prog_locations = [location for location in world.get_filled_locations() if location.item.advancement]
|
|
state_cache = [None]
|
|
collection_spheres = []
|
|
state = CollectionState(world)
|
|
sphere_candidates = list(prog_locations)
|
|
logging.debug('Building up collection spheres.')
|
|
while sphere_candidates:
|
|
state.sweep_for_events(key_only=True)
|
|
|
|
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 sphere_candidates:
|
|
if state.can_reach(location):
|
|
sphere.add(location)
|
|
|
|
for location in sphere:
|
|
sphere_candidates.remove(location)
|
|
state.collect(location.item, True, location)
|
|
|
|
collection_spheres.append(sphere)
|
|
|
|
state_cache.append(state.copy())
|
|
|
|
logging.debug('Calculated sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere),
|
|
len(prog_locations))
|
|
if not sphere:
|
|
logging.debug('The following items could not be reached: %s', ['%s (Player %d) at %s (Player %d)' % (
|
|
location.item.name, location.item.player, location.name, location.player) for location in
|
|
sphere_candidates])
|
|
if any([world.accessibility[location.item.player] != 'none' for location in sphere_candidates]):
|
|
raise RuntimeError(f'Not all progression items reachable ({sphere_candidates}). '
|
|
f'Something went terribly wrong here.')
|
|
else:
|
|
old_world.spoiler.unreachables = sphere_candidates.copy()
|
|
break
|
|
|
|
# in the second phase, we cull each sphere such that the game is still beatable, reducing each range of influence to the bare minimum required inside it
|
|
for num, sphere in reversed(tuple(enumerate(collection_spheres))):
|
|
to_delete = set()
|
|
for location in sphere:
|
|
# we remove the item at location and check if game is still beatable
|
|
logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', location.item.name, location.item.player)
|
|
old_item = location.item
|
|
location.item = None
|
|
if world.can_beat_game(state_cache[num]):
|
|
to_delete.add(location)
|
|
else:
|
|
# still required, got to keep it around
|
|
location.item = old_item
|
|
|
|
# cull entries in spheres for spoiler walkthrough at end
|
|
sphere -= to_delete
|
|
|
|
# second phase, sphere 0
|
|
for item in (i for i in world.precollected_items if i.advancement):
|
|
logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
|
|
world.precollected_items.remove(item)
|
|
world.state.remove(item)
|
|
if not world.can_beat_game():
|
|
world.push_precollected(item)
|
|
|
|
# we are now down to just the required progress items in collection_spheres. Unfortunately
|
|
# the previous pruning stage could potentially have made certain items dependant on others
|
|
# in the same or later sphere (because the location had 2 ways to access but the item originally
|
|
# used to access it was deemed not required.) So we need to do one final sphere collection pass
|
|
# to build up the correct spheres
|
|
|
|
required_locations = {item for sphere in collection_spheres for item in sphere}
|
|
state = CollectionState(world)
|
|
collection_spheres = []
|
|
while required_locations:
|
|
state.sweep_for_events(key_only=True)
|
|
|
|
sphere = set(filter(state.can_reach, required_locations))
|
|
|
|
for location in sphere:
|
|
required_locations.remove(location)
|
|
state.collect(location.item, True, location)
|
|
|
|
collection_spheres.append(sphere)
|
|
|
|
logging.getLogger('').debug('Calculated final sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(required_locations))
|
|
if not sphere:
|
|
raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
|
|
|
|
def flist_to_iter(node):
|
|
while node:
|
|
value, node = node
|
|
yield value
|
|
|
|
def get_path(state, region):
|
|
reversed_path_as_flist = state.path.get(region, (region, None))
|
|
string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist))))
|
|
# Now we combine the flat string list into (region, exit) pairs
|
|
pathsiter = iter(string_path_flat)
|
|
pathpairs = zip_longest(pathsiter, pathsiter)
|
|
return list(pathpairs)
|
|
|
|
old_world.spoiler.paths = dict()
|
|
for player in range(1, world.players + 1):
|
|
old_world.spoiler.paths.update({ str(location) : get_path(state, location.parent_region) for sphere in collection_spheres for location in sphere if location.player == player})
|
|
for path in dict(old_world.spoiler.paths).values():
|
|
if any(exit == 'Pyramid Fairy' for (_, exit) in path):
|
|
if world.mode[player] != 'inverted':
|
|
old_world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = get_path(state, world.get_region('Big Bomb Shop', player))
|
|
else:
|
|
old_world.spoiler.paths[str(world.get_region('Inverted Big Bomb Shop', player))] = get_path(state, world.get_region('Inverted Big Bomb Shop', player))
|
|
|
|
# we can finally output our playthrough
|
|
old_world.spoiler.playthrough = {"0": sorted([str(item) for item in world.precollected_items if item.advancement])}
|
|
|
|
for i, sphere in enumerate(collection_spheres):
|
|
old_world.spoiler.playthrough[str(i + 1)] = {str(location): str(location.item) for location in sorted(sphere)}
|