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Also adds new VT26 algorithm type that uses this, and makes it the default. the new type also includes the GT junk items randomization.
617 lines
28 KiB
Python
617 lines
28 KiB
Python
from BaseClasses import World, CollectionState, Item
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from Regions import create_regions
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from EntranceShuffle import link_entrances
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from Rom import patch_rom, 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 Items import ItemFactory
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from collections import OrderedDict
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import random
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import time
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import logging
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import json
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__version__ = '0.4.7-dev'
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logic_hash = [118, 17, 154, 187, 209, 19, 0, 97, 63, 62, 164, 160, 155, 28, 136, 220, 251, 76, 55, 109, 174, 36, 82, 140, 87, 226, 26, 150, 200, 115, 6, 238,
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85, 229, 49, 141, 66, 199, 112, 212, 182, 98, 249, 54, 201, 161, 148, 126, 179, 5, 47, 162, 108, 152, 67, 203, 239, 15, 211, 132, 198, 124, 221, 81,
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217, 191, 177, 37, 145, 216, 84, 56, 65, 190, 163, 138, 186, 157, 9, 23, 189, 8, 188, 69, 204, 29, 22, 114, 79, 175, 59, 202, 107, 231, 96, 91,
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45, 64, 228, 2, 43, 74, 89, 205, 246, 123, 166, 83, 219, 248, 117, 241, 94, 60, 227, 20, 35, 18, 1, 252, 250, 110, 137, 58, 42, 102, 106, 93,
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101, 105, 193, 77, 39, 119, 223, 73, 51, 218, 78, 100, 21, 247, 41, 214, 170, 185, 237, 130, 12, 24, 92, 180, 16, 178, 235, 4, 240, 158, 57, 197,
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133, 88, 142, 234, 147, 196, 146, 224, 139, 207, 31, 232, 243, 3, 121, 210, 167, 99, 13, 44, 70, 213, 168, 244, 153, 127, 171, 233, 172, 75, 34, 236,
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113, 25, 149, 134, 53, 222, 122, 80, 195, 254, 27, 169, 255, 242, 143, 159, 225, 135, 230, 151, 48, 33, 72, 10, 95, 103, 253, 184, 52, 125, 206, 144,
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128, 32, 61, 176, 215, 50, 194, 40, 183, 173, 131, 46, 111, 90, 192, 208, 86, 181, 68, 104, 129, 116, 165, 156, 11, 14, 120, 30, 71, 245, 7, 38]
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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.goal, args.algorithm, not args.nodungeonitems, args.beatableonly, args.shuffleganon, args.quickswap)
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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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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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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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if args.algorithm == 'vt26':
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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 == '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))
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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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sprite = bytearray(open(args.sprite, 'rb').read())
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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' % (world.logic, world.difficulty, world.mode, world.goal, world.shuffle, world.algorithm, "-quickswap" if world.quickswap 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 '%s.sfc' % outfilebase)
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if args.create_spoiler and not args.jsonout:
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world.spoiler.to_file('%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 distribute_items_cutoff(world, cutoffrate=0.33):
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# get list of locations to fill in
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fill_locations = world.get_unfilled_locations()
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random.shuffle(fill_locations)
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# get items to distribute
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random.shuffle(world.itempool)
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itempool = world.itempool
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total_advancement_items = len([item for item in itempool if item.advancement])
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placed_advancement_items = 0
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progress_done = False
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advancement_placed = False
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# sweep once to pick up preplaced items
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world.state.sweep_for_events()
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while itempool and fill_locations:
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candidate_item_to_place = None
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item_to_place = None
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for item in itempool:
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if advancement_placed or (progress_done and (item.advancement or item.priority)):
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item_to_place = item
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break
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if item.advancement:
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candidate_item_to_place = item
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if world.unlocks_new_location(item):
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item_to_place = item
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placed_advancement_items += 1
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break
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if item_to_place is None:
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# check if we can reach all locations and that is why we find no new locations to place
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if not progress_done and len(world.get_reachable_locations()) == len(world.get_locations()):
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progress_done = True
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continue
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# check if we have now placed all advancement items
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if progress_done:
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advancement_placed = True
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continue
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# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
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if candidate_item_to_place is not None:
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item_to_place = candidate_item_to_place
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placed_advancement_items += 1
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else:
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# we placed all available progress items. Maybe the game can be beaten anyway?
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if world.can_beat_game():
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logging.getLogger('').warning('Not all locations reachable. Game beatable anyway.')
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progress_done = True
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continue
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raise RuntimeError('No more progress items left to place.')
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spot_to_fill = None
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for location in (fill_locations if placed_advancement_items/total_advancement_items < cutoffrate else reversed(fill_locations)):
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if world.state.can_reach(location) and location.can_fill(item_to_place):
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spot_to_fill = location
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break
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if spot_to_fill is None:
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# we filled all reachable spots. Maybe the game can be beaten anyway?
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if world.can_beat_game():
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logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
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break
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raise RuntimeError('No more spots to place %s' % item_to_place)
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world.push_item(spot_to_fill, item_to_place, True)
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itempool.remove(item_to_place)
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fill_locations.remove(spot_to_fill)
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logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s' % ([item.name for item in itempool], [location.name for location in fill_locations]))
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def distribute_items_staleness(world):
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# get list of locations to fill in
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fill_locations = world.get_unfilled_locations()
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random.shuffle(fill_locations)
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# get items to distribute
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random.shuffle(world.itempool)
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itempool = world.itempool
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progress_done = False
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advancement_placed = False
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# sweep once to pick up preplaced items
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world.state.sweep_for_events()
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while itempool and fill_locations:
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candidate_item_to_place = None
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item_to_place = None
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for item in itempool:
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if advancement_placed or (progress_done and (item.advancement or item.priority)):
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item_to_place = item
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break
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if item.advancement:
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candidate_item_to_place = item
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if world.unlocks_new_location(item):
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item_to_place = item
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break
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if item_to_place is None:
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# check if we can reach all locations and that is why we find no new locations to place
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if not progress_done and len(world.get_reachable_locations()) == len(world.get_locations()):
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progress_done = True
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continue
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# check if we have now placed all advancement items
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if progress_done:
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advancement_placed = True
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continue
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# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
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if candidate_item_to_place is not None:
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item_to_place = candidate_item_to_place
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else:
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# we placed all available progress items. Maybe the game can be beaten anyway?
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if world.can_beat_game():
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logging.getLogger('').warning('Not all locations reachable. Game beatable anyway.')
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progress_done = True
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continue
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raise RuntimeError('No more progress items left to place.')
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spot_to_fill = None
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for location in fill_locations:
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# increase likelyhood of skipping a location if it has been found stale
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if not progress_done and random.randint(0, location.staleness_count) > 2:
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continue
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if world.state.can_reach(location) and location.can_fill(item_to_place):
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spot_to_fill = location
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break
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else:
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location.staleness_count += 1
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# might have skipped too many locations due to potential staleness. Do not check for staleness now to find a candidate
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if spot_to_fill is None:
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for location in fill_locations:
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if world.state.can_reach(location) and location.can_fill(item_to_place):
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spot_to_fill = location
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break
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if spot_to_fill is None:
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# we filled all reachable spots. Maybe the game can be beaten anyway?
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if world.can_beat_game():
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logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
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break
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raise RuntimeError('No more spots to place %s' % item_to_place)
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world.push_item(spot_to_fill, item_to_place, True)
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itempool.remove(item_to_place)
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fill_locations.remove(spot_to_fill)
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logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s' % ([item.name for item in itempool], [location.name for location in fill_locations]))
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def fill_restrictive(world, base_state, locations, itempool):
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def sweep_from_pool():
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new_state = base_state.copy()
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for item in itempool:
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new_state.collect(item, True)
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new_state.sweep_for_events()
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return new_state
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while itempool and locations:
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item_to_place = itempool.pop()
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maximum_exploration_state = sweep_from_pool()
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spot_to_fill = None
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for location in locations:
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if location.can_fill(item_to_place):
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if world.check_beatable_only:
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starting_state = base_state.copy()
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for item in itempool:
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starting_state.collect(item, True)
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if maximum_exploration_state.can_reach(location):
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if world.check_beatable_only:
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starting_state.collect(item_to_place, True)
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else:
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spot_to_fill = location
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break
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if world.check_beatable_only and world.can_beat_game(starting_state):
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spot_to_fill = location
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break
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if spot_to_fill is None:
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# we filled all reachable spots. Maybe the game can be beaten anyway?
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if world.can_beat_game():
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if not world.check_beatable_only:
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logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
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break
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raise RuntimeError('No more spots to place %s' % item_to_place)
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world.push_item(spot_to_fill, item_to_place, False)
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locations.remove(spot_to_fill)
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spot_to_fill.event = True
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def distribute_items_restrictive(world, gftower_trash_count=0):
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# get list of locations to fill in
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fill_locations = world.get_unfilled_locations()
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# get items to distribute
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random.shuffle(world.itempool)
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progitempool = [item for item in world.itempool if item.advancement]
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prioitempool = [item for item in world.itempool if not item.advancement and item.priority]
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restitempool = [item for item in world.itempool if not item.advancement and not item.priority]
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# fill in gtower locations with trash first
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gtower_locations = [location for location in fill_locations if 'Ganons Tower' in location.name]
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random.shuffle(gtower_locations)
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trashcnt = 0
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while gtower_locations and restitempool and trashcnt < gftower_trash_count:
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spot_to_fill = gtower_locations.pop()
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item_to_place = restitempool.pop()
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world.push_item(spot_to_fill, item_to_place, False)
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fill_locations.remove(spot_to_fill)
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trashcnt += 1
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random.shuffle(fill_locations)
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fill_restrictive(world, world.state, fill_locations, progitempool)
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random.shuffle(fill_locations)
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while prioitempool and fill_locations:
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spot_to_fill = fill_locations.pop()
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item_to_place = prioitempool.pop()
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world.push_item(spot_to_fill, item_to_place, False)
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while restitempool and fill_locations:
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spot_to_fill = fill_locations.pop()
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item_to_place = restitempool.pop()
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world.push_item(spot_to_fill, item_to_place, False)
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logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s' % ([item.name for item in progitempool + prioitempool + restitempool], [location.name for location in fill_locations]))
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def flood_items(world):
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# get items to distribute
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random.shuffle(world.itempool)
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itempool = world.itempool
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progress_done = False
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# sweep once to pick up preplaced items
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world.state.sweep_for_events()
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# fill world from top of itempool while we can
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while not progress_done:
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location_list = world.get_unfilled_locations()
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random.shuffle(location_list)
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spot_to_fill = None
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for location in location_list:
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if world.state.can_reach(location) and location.can_fill(itempool[0]):
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spot_to_fill = location
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break
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if spot_to_fill:
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item = itempool.pop(0)
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world.push_item(spot_to_fill, item, True)
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continue
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# ran out of spots, check if we need to step in and correct things
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if len(world.get_reachable_locations()) == len(world.get_locations()):
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progress_done = True
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continue
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# need to place a progress item instead of an already placed item, find candidate
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item_to_place = None
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candidate_item_to_place = None
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for item in itempool:
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if item.advancement:
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candidate_item_to_place = item
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if world.unlocks_new_location(item):
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item_to_place = item
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break
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# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
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if item_to_place is None:
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if candidate_item_to_place is not None:
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item_to_place = candidate_item_to_place
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else:
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raise RuntimeError('No more progress items left to place.')
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# find item to replace with progress item
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location_list = world.get_reachable_locations()
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random.shuffle(location_list)
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for location in location_list:
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if location.item is not None and not location.item.advancement and not location.item.priority and not location.item.key:
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# safe to replace
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replace_item = location.item
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replace_item.location = None
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itempool.append(replace_item)
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world.push_item(location, item_to_place, True)
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itempool.remove(item_to_place)
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break
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def generate_itempool(world):
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if world.difficulty not in ['normal', 'timed', 'timed-ohko', 'timed-countdown'] or world.goal not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals'] or world.mode not in ['open', 'standard', 'swordless']:
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raise NotImplementedError('Not supported yet')
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world.push_item('Ganon', ItemFactory('Triforce'), False)
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world.push_item('Agahnim 1', ItemFactory('Beat Agahnim 1'), False)
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world.get_location('Agahnim 1').event = True
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world.push_item('Agahnim 2', ItemFactory('Beat Agahnim 2'), False)
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world.get_location('Agahnim 2').event = True
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# set up item pool
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if world.difficulty in ['timed', 'timed-countdown']:
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world.itempool = ItemFactory(['Arrow Upgrade (+5)'] * 2 + ['Bomb Upgrade (+5)'] * 2 + ['Arrow Upgrade (+10)'] * 3 + ['Bomb Upgrade (+10)'] * 3 +
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['Progressive Armor'] * 2 + ['Progressive Shield'] * 3 + ['Progressive Glove'] * 2 +
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['Bottle'] * 4 +
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['Bombos', 'Book of Mudora', 'Blue Boomerang', 'Bow', 'Bug Catching Net', 'Cane of Byrna', 'Cane of Somaria',
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'Ether', 'Fire Rod', 'Flippers', 'Ocarina', 'Hammer', 'Hookshot', 'Ice Rod', 'Lamp', 'Cape', 'Magic Powder',
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'Red Boomerang', 'Mushroom', 'Pegasus Boots', 'Quake', 'Shovel', 'Silver Arrows'] +
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['Sanctuary Heart Container'] + ['Rupees (100)'] * 2 + ['Boss Heart Container'] * 12 + ['Piece of Heart'] * 16 +
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['Rupees (50)'] * 8 + ['Rupees (300)'] * 6 + ['Rupees (20)'] * 4 +
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['Arrows (10)'] * 3 + ['Bombs (3)'] * 10 + ['Red Clock'] * 10 + ['Blue Clock'] * 10 + ['Green Clock'] * 20)
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world.clock_mode = 'stopwatch' if world.difficulty == 'timed' else 'countdown'
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elif world.difficulty == 'timed-ohko':
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world.itempool = ItemFactory(['Arrow Upgrade (+5)'] * 6 + ['Bomb Upgrade (+5)'] * 6 + ['Arrow Upgrade (+10)', 'Bomb Upgrade (+10)'] +
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['Progressive Armor'] * 2 + ['Progressive Shield'] * 3 + ['Progressive Glove'] * 2 +
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['Bottle'] * 4 +
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['Bombos', 'Book of Mudora', 'Blue Boomerang', 'Bow', 'Bug Catching Net', 'Cane of Byrna', 'Cane of Somaria',
|
|
'Ether', 'Fire Rod', 'Flippers', 'Ocarina', 'Hammer', 'Hookshot', 'Ice Rod', 'Lamp', 'Cape', 'Magic Powder',
|
|
'Red Boomerang', 'Mushroom', 'Pegasus Boots', 'Quake', 'Shovel', 'Silver Arrows'] +
|
|
['Single Arrow', 'Sanctuary Heart Container'] + ['Rupees (100)'] * 3 + ['Boss Heart Container'] * 10 + ['Piece of Heart'] * 24 +
|
|
['Rupees (50)'] * 7 + ['Rupees (300)'] * 7 + ['Rupees (20)'] * 5 +
|
|
['Arrows (10)'] * 5 + ['Bombs (3)'] * 10 + ['Green Clock'] * 25)
|
|
world.clock_mode = 'ohko'
|
|
else:
|
|
world.itempool = ItemFactory(['Arrow Upgrade (+5)'] * 6 + ['Bomb Upgrade (+5)'] * 6 + ['Arrow Upgrade (+10)', 'Bomb Upgrade (+10)'] +
|
|
['Progressive Armor'] * 2 + ['Progressive Shield'] * 3 + ['Progressive Glove'] * 2 +
|
|
['Bottle'] * 4 +
|
|
['Bombos', 'Book of Mudora', 'Blue Boomerang', 'Bow', 'Bug Catching Net', 'Cane of Byrna', 'Cane of Somaria',
|
|
'Ether', 'Fire Rod', 'Flippers', 'Ocarina', 'Hammer', 'Hookshot', 'Ice Rod', 'Lamp', 'Cape', 'Magic Powder',
|
|
'Red Boomerang', 'Mushroom', 'Pegasus Boots', 'Quake', 'Shovel', 'Silver Arrows'] +
|
|
['Single Arrow', 'Sanctuary Heart Container', 'Rupees (100)'] + ['Boss Heart Container'] * 10 + ['Piece of Heart'] * 24 +
|
|
['Rupees (50)'] * 7 + ['Rupees (5)'] * 4 + ['Rupee (1)'] * 2 + ['Rupees (300)'] * 5 + ['Rupees (20)'] * 28 +
|
|
['Arrows (10)'] * 5 + ['Bombs (3)'] * 10)
|
|
|
|
if world.mode == 'swordless':
|
|
world.push_item('Ether Tablet', ItemFactory('Rupees (20)'), False)
|
|
world.push_item('Bombos Tablet', ItemFactory('Rupees (20)'), False)
|
|
world.itempool.extend(ItemFactory(['Rupees (20)', 'Rupees (20)']))
|
|
elif world.mode == 'standard':
|
|
world.push_item('Uncle', ItemFactory('Progressive Sword'), False)
|
|
world.get_location('Uncle').event = True
|
|
world.itempool.extend(ItemFactory(['Progressive Sword'] * 3))
|
|
else:
|
|
world.itempool.extend(ItemFactory(['Progressive Sword'] * 4))
|
|
|
|
# provide mirror and pearl so you can avoid fake DW/LW and do dark world exploration as intended by algorithm, for now
|
|
if world.shuffle == 'insanity':
|
|
world.push_item('[cave-040] Links House', ItemFactory('Magic Mirror'), False)
|
|
world.get_location('[cave-040] Links House').event = True
|
|
world.push_item('[dungeon-C-1F] Sanctuary', ItemFactory('Moon Pearl'), False)
|
|
world.get_location('[dungeon-C-1F] Sanctuary').event = True
|
|
else:
|
|
world.itempool.extend(ItemFactory(['Magic Mirror', 'Moon Pearl']))
|
|
|
|
if world.goal == 'pedestal':
|
|
world.push_item('Altar', ItemFactory('Triforce'), False)
|
|
elif world.goal == 'triforcehunt':
|
|
world.treasure_hunt_count = 20
|
|
world.treasure_hunt_icon = 'Triforce Piece'
|
|
world.itempool.extend(ItemFactory(['Triforce Piece'] * 30))
|
|
|
|
if random.randint(0, 3) == 0:
|
|
world.itempool.append(ItemFactory('Magic Upgrade (1/4)'))
|
|
else:
|
|
world.itempool.append(ItemFactory('Magic Upgrade (1/2)'))
|
|
|
|
# shuffle medallions
|
|
mm_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
|
|
tr_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
|
|
world.required_medallions = (mm_medallion, tr_medallion)
|
|
|
|
# distribute crystals
|
|
crystals = ItemFactory(['Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6'])
|
|
crystal_locations = [world.get_location('Trinexx - Crystal'), world.get_location('Armos - Pendant'), world.get_location('Lanmolas - Pendant'), world.get_location('Moldorm - Pendant'), world.get_location('Helmasaur - Crystal'),
|
|
world.get_location('Blind - Crystal'), world.get_location('Mothula - Crystal'), world.get_location('Arrghus - Crystal'), world.get_location('Kholdstare - Crystal'),
|
|
world.get_location('Vitreous - Crystal')]
|
|
|
|
random.shuffle(crystal_locations)
|
|
|
|
fill_restrictive(world, world.get_all_state(keys=True), crystal_locations, crystals)
|
|
|
|
|
|
def copy_world(world):
|
|
# ToDo: Not good yet
|
|
ret = World(world.shuffle, world.logic, world.mode, world.difficulty, world.goal, world.algorithm, world.place_dungeon_items, world.check_beatable_only, world.shuffle_ganon, world.quickswap)
|
|
ret.required_medallions = list(world.required_medallions)
|
|
ret.swamp_patch_required = world.swamp_patch_required
|
|
ret.ganon_at_pyramid = world.ganon_at_pyramid
|
|
ret.treasure_hunt_count = world.treasure_hunt_count
|
|
ret.treasure_hunt_icon = world.treasure_hunt_icon
|
|
ret.sewer_light_cone = world.sewer_light_cone
|
|
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
|
|
create_regions(ret)
|
|
create_dungeons(ret)
|
|
|
|
# connect copied world
|
|
for region in world.regions:
|
|
for entrance in region.entrances:
|
|
ret.get_entrance(entrance.name).connect(ret.get_region(region.name))
|
|
|
|
# fill locations
|
|
for location in world.get_locations():
|
|
if location.item is not None:
|
|
item = Item(location.item.name, location.item.advancement, location.item.priority, location.item.type)
|
|
ret.get_location(location.name).item = item
|
|
item.location = ret.get_location(location.name)
|
|
if location.event:
|
|
ret.get_location(location.name).event = 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.priority, item.type))
|
|
|
|
# copy progress items in state
|
|
ret.state.prog_items = list(world.state.prog_items)
|
|
|
|
set_rules(ret)
|
|
|
|
return ret
|
|
|
|
|
|
def create_playthrough(world):
|
|
# create a copy as we will modify it
|
|
old_world = world
|
|
world = copy_world(world)
|
|
|
|
# in treasure hunt and pedestal goals, ganon is invincible
|
|
if world.goal in ['pedestal', 'triforcehunt']:
|
|
world.get_location('Ganon').item = None
|
|
|
|
# if we only check for beatable, we can do this sanity check first before writing down spheres
|
|
if world.check_beatable_only and not world.can_beat_game():
|
|
raise RuntimeError('Cannot beat game. Something went terribly wrong here!')
|
|
|
|
# get locations containing progress items
|
|
prog_locations = [location for location in world.get_locations() if location.item is not None and location.item.advancement]
|
|
|
|
collection_spheres = []
|
|
state = CollectionState(world)
|
|
sphere_candidates = list(prog_locations)
|
|
logging.getLogger('').debug('Building up collection spheres.')
|
|
while sphere_candidates:
|
|
state.sweep_for_events(key_only=True)
|
|
|
|
sphere = []
|
|
# 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.append(location)
|
|
|
|
for location in sphere:
|
|
sphere_candidates.remove(location)
|
|
state.collect(location.item, True)
|
|
|
|
collection_spheres.append(sphere)
|
|
|
|
logging.getLogger('').debug('Calculated sphere %i, containing %i of %i progress items.' % (len(collection_spheres), len(sphere), len(prog_locations)))
|
|
|
|
if not sphere:
|
|
logging.getLogger('').debug('The following items could not be reached: %s' % ['%s at %s' % (location.item.name, location.name) for location in sphere_candidates])
|
|
if not world.check_beatable_only:
|
|
raise RuntimeError('Not all progression items reachable. Something went terribly wrong here.')
|
|
else:
|
|
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 sphere in reversed(collection_spheres):
|
|
to_delete = []
|
|
for location in sphere:
|
|
# we remove the item at location and check if game is still beatable
|
|
logging.getLogger('').debug('Checking if %s is required to beat the game.' % location.item.name)
|
|
old_item = location.item
|
|
location.item = None
|
|
state.remove(old_item)
|
|
world._item_cache = {} # need to invalidate
|
|
if world.can_beat_game():
|
|
to_delete.append(location)
|
|
else:
|
|
# still required, got to keep it around
|
|
location.item = old_item
|
|
|
|
# cull entries in spheres for spoiler walkthrough at end
|
|
for location in to_delete:
|
|
sphere.remove(location)
|
|
|
|
# we are now down to just the required progress items in collection_spheres in a minimum number of spheres. As a cleanup, we right trim empty spheres (can happen if we have multiple triforces)
|
|
collection_spheres = [sphere for sphere in collection_spheres if sphere]
|
|
|
|
# store the required locations for statistical analysis
|
|
old_world.required_locations = [location.name for sphere in collection_spheres for location in sphere]
|
|
|
|
# we can finally output our playthrough
|
|
old_world.spoiler.playthrough = OrderedDict([(str(i + 1), {str(location): str(location.item) for location in sphere}) for i, sphere in enumerate(collection_spheres)])
|
|
|