mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00

* Coin items received or found in the Game Corner are now shuffled, locations require Coin Case * Prizesanity option (shuffle Game Corner Prizes) * DexSanity option: location checks for marking Pokémon as caught in your Pokédex. Also an option to set all Pokémon in your Pokédex as seen from the start, to aid in locating them. * Option to randomize the layout of the Rock Tunnel. * Area 1-to-1 mapping: When one instance of a Wild Pokémon in a given area is randomized, all instances of that Pokémon will be the same. So that if a route had 3 different Pokémon before, it will have 3 after randomization. * Option to randomize the moves taught by TMs. * Exact controls for TM/HM compatibility chances. * Option to randomize Pokémon's pallets or set them based on primary type. * Added Cinnabar Gym trainers to Trainersanity and randomized the quiz questions and answers. Getting a correct answer will flag the trainer as defeated so that you can obtain the Trainersanity check without defeating the trainer if you answer correctly.
668 lines
32 KiB
Python
668 lines
32 KiB
Python
import logging
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import copy
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import os
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import random
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import threading
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from typing import Dict, Set, TextIO
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from BaseClasses import Region, Entrance, Location, MultiWorld, Item, ItemClassification, CollectionState, \
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Tutorial
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from worlds.generic.Rules import set_rule
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from worlds.smz3.TotalSMZ3.Item import ItemType
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import worlds.smz3.TotalSMZ3.Item as TotalSMZ3Item
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from worlds.smz3.TotalSMZ3.World import World as TotalSMZ3World
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from worlds.smz3.TotalSMZ3.Regions.Zelda.GanonsTower import GanonsTower
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from worlds.smz3.TotalSMZ3.Config import Config, GameMode, Goal, KeyShuffle, MorphLocation, SMLogic, SwordLocation, Z3Logic, OpenTower, GanonVulnerable, OpenTourian
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from worlds.smz3.TotalSMZ3.Location import LocationType, locations_start_id, Location as TotalSMZ3Location
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from worlds.smz3.TotalSMZ3.Patch import Patch as TotalSMZ3Patch, getWord, getWordArray
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from worlds.smz3.TotalSMZ3.WorldState import WorldState
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from worlds.smz3.TotalSMZ3.Region import IReward, IMedallionAccess
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from ..AutoWorld import World, AutoLogicRegister, WebWorld
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from .Client import SMZ3SNIClient
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from .Rom import get_base_rom_bytes, SMZ3DeltaPatch
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from .ips import IPS_Patch
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from .Options import smz3_options
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from Options import Accessibility
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world_folder = os.path.dirname(__file__)
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logger = logging.getLogger("SMZ3")
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# Location IDs in the range 256+196 to 256+202 shifted +34 between 11.2 and 11.3
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# this is required to keep backward compatibility
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def convertLocSMZ3IDToAPID(value):
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return (value - 34) if value >= 256+230 and value <= 256+236 else value
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class SMZ3CollectionState(metaclass=AutoLogicRegister):
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def init_mixin(self, parent: MultiWorld):
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# for unit tests where MultiWorld is instantiated before worlds
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if hasattr(parent, "state"):
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self.smz3state = {player: TotalSMZ3Item.Progression([]) for player in parent.get_game_players("SMZ3")}
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for player, group in parent.groups.items():
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if (group["game"] == "SMZ3"):
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self.smz3state[player] = TotalSMZ3Item.Progression([])
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if player not in parent.state.smz3state:
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parent.state.smz3state[player] = TotalSMZ3Item.Progression([])
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else:
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self.smz3state = {}
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def copy_mixin(self, ret) -> CollectionState:
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ret.smz3state = {player: copy.deepcopy(self.smz3state[player]) for player in self.smz3state}
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return ret
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class SMZ3Web(WebWorld):
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tutorials = [Tutorial(
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"Multiworld Setup Guide",
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"A guide to setting up the Archipelago Super Metroid and A Link to the Past Crossover randomizer on your computer. This guide covers single-player, multiworld, and related software.",
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"English",
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"multiworld_en.md",
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"multiworld/en",
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["lordlou"]
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)]
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class SMZ3World(World):
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"""
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A python port of Super Metroid & A Link To The Past Crossover Item Randomizer based on v11.2 of Total's SMZ3.
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This is allowed as long as we keep features and logic as close as possible as the original.
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"""
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game: str = "SMZ3"
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topology_present = False
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data_version = 3
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option_definitions = smz3_options
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item_names: Set[str] = frozenset(TotalSMZ3Item.lookup_name_to_id)
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location_names: Set[str]
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item_name_to_id = TotalSMZ3Item.lookup_name_to_id
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location_name_to_id: Dict[str, int] = {key : locations_start_id + convertLocSMZ3IDToAPID(value.Id)
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for key, value in TotalSMZ3World(Config(), "", 0, "").locationLookup.items()}
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web = SMZ3Web()
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locationNamesGT: Set[str] = {loc.Name for loc in GanonsTower(None, None).Locations}
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# first added for 0.2.6
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required_client_version = (0, 2, 6)
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def __init__(self, world: MultiWorld, player: int):
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self.rom_name_available_event = threading.Event()
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self.locations: Dict[str, Location] = {}
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self.unreachable = []
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super().__init__(world, player)
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@classmethod
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def isProgression(cls, itemType):
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progressionTypes = {
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ItemType.ProgressiveShield,
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ItemType.ProgressiveSword,
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ItemType.Bow,
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ItemType.Hookshot,
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ItemType.Mushroom,
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ItemType.Powder,
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ItemType.Firerod,
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ItemType.Icerod,
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ItemType.Bombos,
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ItemType.Ether,
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ItemType.Quake,
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ItemType.Lamp,
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ItemType.Hammer,
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ItemType.Shovel,
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ItemType.Flute,
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ItemType.Bugnet,
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ItemType.Book,
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ItemType.Bottle,
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ItemType.Somaria,
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ItemType.Byrna,
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ItemType.Cape,
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ItemType.Mirror,
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ItemType.Boots,
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ItemType.ProgressiveGlove,
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ItemType.Flippers,
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ItemType.MoonPearl,
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ItemType.HalfMagic,
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ItemType.Grapple,
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ItemType.Charge,
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ItemType.Ice,
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ItemType.Wave,
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ItemType.Plasma,
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ItemType.Varia,
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ItemType.Gravity,
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ItemType.Morph,
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ItemType.Bombs,
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ItemType.SpringBall,
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ItemType.ScrewAttack,
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ItemType.HiJump,
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ItemType.SpaceJump,
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ItemType.SpeedBooster,
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ItemType.ETank,
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ItemType.ReserveTank,
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ItemType.BigKeyGT,
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ItemType.KeyGT,
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ItemType.BigKeyEP,
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ItemType.BigKeyDP,
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ItemType.BigKeyTH,
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ItemType.BigKeyPD,
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ItemType.BigKeySP,
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ItemType.BigKeySW,
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ItemType.BigKeyTT,
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ItemType.BigKeyIP,
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ItemType.BigKeyMM,
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ItemType.BigKeyTR,
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ItemType.KeyHC,
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ItemType.KeyCT,
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ItemType.KeyDP,
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ItemType.KeyTH,
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ItemType.KeyPD,
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ItemType.KeySP,
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ItemType.KeySW,
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ItemType.KeyTT,
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ItemType.KeyIP,
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ItemType.KeyMM,
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ItemType.KeyTR,
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ItemType.CardCrateriaL1,
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ItemType.CardCrateriaL2,
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ItemType.CardCrateriaBoss,
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ItemType.CardBrinstarL1,
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ItemType.CardBrinstarL2,
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ItemType.CardBrinstarBoss,
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ItemType.CardNorfairL1,
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ItemType.CardNorfairL2,
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ItemType.CardNorfairBoss,
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ItemType.CardMaridiaL1,
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ItemType.CardMaridiaL2,
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ItemType.CardMaridiaBoss,
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ItemType.CardWreckedShipL1,
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ItemType.CardWreckedShipBoss,
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ItemType.CardLowerNorfairL1,
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ItemType.CardLowerNorfairBoss,
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}
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return itemType in progressionTypes
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@classmethod
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def stage_assert_generate(cls, multiworld: MultiWorld):
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base_combined_rom = get_base_rom_bytes()
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def generate_early(self):
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self.config = Config()
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self.config.GameMode = GameMode.Multiworld
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self.config.Z3Logic = Z3Logic.Normal
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self.config.SMLogic = SMLogic(self.multiworld.sm_logic[self.player].value)
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self.config.SwordLocation = SwordLocation(self.multiworld.sword_location[self.player].value)
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self.config.MorphLocation = MorphLocation(self.multiworld.morph_location[self.player].value)
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self.config.Goal = Goal(self.multiworld.goal[self.player].value)
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self.config.KeyShuffle = KeyShuffle(self.multiworld.key_shuffle[self.player].value)
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self.config.OpenTower = OpenTower(self.multiworld.open_tower[self.player].value)
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self.config.GanonVulnerable = GanonVulnerable(self.multiworld.ganon_vulnerable[self.player].value)
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self.config.OpenTourian = OpenTourian(self.multiworld.open_tourian[self.player].value)
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self.local_random = random.Random(self.multiworld.random.randint(0, 1000))
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self.smz3World = TotalSMZ3World(self.config, self.multiworld.get_player_name(self.player), self.player, self.multiworld.seed_name)
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self.smz3DungeonItems = []
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SMZ3World.location_names = frozenset(self.smz3World.locationLookup.keys())
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self.multiworld.state.smz3state[self.player] = TotalSMZ3Item.Progression([])
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def generate_basic(self):
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self.smz3World.Setup(WorldState.Generate(self.config, self.multiworld.random))
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self.dungeon = TotalSMZ3Item.Item.CreateDungeonPool(self.smz3World)
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self.dungeon.reverse()
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self.progression = TotalSMZ3Item.Item.CreateProgressionPool(self.smz3World)
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self.keyCardsItems = TotalSMZ3Item.Item.CreateKeycards(self.smz3World)
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self.SmMapsItems = TotalSMZ3Item.Item.CreateSmMaps(self.smz3World)
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niceItems = TotalSMZ3Item.Item.CreateNicePool(self.smz3World)
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junkItems = TotalSMZ3Item.Item.CreateJunkPool(self.smz3World)
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allJunkItems = niceItems + junkItems
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self.junkItemsNames = [item.Type.name for item in junkItems]
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if (self.smz3World.Config.Keysanity):
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progressionItems = self.progression + self.dungeon + self.keyCardsItems + self.SmMapsItems
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else:
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progressionItems = self.progression
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for item in self.keyCardsItems:
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self.multiworld.push_precollected(SMZ3Item(item.Type.name, ItemClassification.filler, item.Type, self.item_name_to_id[item.Type.name], self.player, item))
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itemPool = [SMZ3Item(item.Type.name, ItemClassification.progression, item.Type, self.item_name_to_id[item.Type.name], self.player, item) for item in progressionItems] + \
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[SMZ3Item(item.Type.name, ItemClassification.filler, item.Type, self.item_name_to_id[item.Type.name], self.player, item) for item in allJunkItems]
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self.smz3DungeonItems = [SMZ3Item(item.Type.name, ItemClassification.progression, item.Type, self.item_name_to_id[item.Type.name], self.player, item) for item in self.dungeon]
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self.multiworld.itempool += itemPool
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def set_rules(self):
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# SM G4 is logically required to access Ganon's Tower in SMZ3
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self.multiworld.completion_condition[self.player] = lambda state: \
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self.smz3World.GetRegion("Ganon's Tower").CanEnter(state.smz3state[self.player]) and \
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self.smz3World.GetRegion("Ganon's Tower").TowerAscend(state.smz3state[self.player]) and \
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self.smz3World.GetRegion("Ganon's Tower").CanComplete(state.smz3state[self.player])
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for region in self.smz3World.Regions:
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entrance = self.multiworld.get_entrance('Menu' + "->" + region.Name, self.player)
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set_rule(entrance, lambda state, region=region: region.CanEnter(state.smz3state[self.player]))
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for loc in region.Locations:
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l = self.locations[loc.Name]
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if self.multiworld.accessibility[self.player] != 'locations':
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l.always_allow = lambda state, item, loc=loc: \
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item.game == "SMZ3" and \
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loc.alwaysAllow(item.item, state.smz3state[self.player])
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old_rule = l.item_rule
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l.item_rule = lambda item, loc=loc, region=region: (\
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item.game != "SMZ3" or \
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loc.allow(item.item, None) and \
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region.CanFill(item.item)) and old_rule(item)
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set_rule(l, lambda state, loc=loc: loc.Available(state.smz3state[self.player]))
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def create_regions(self):
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self.create_locations(self.player)
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startRegion = self.create_region(self.multiworld, self.player, 'Menu')
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self.multiworld.regions.append(startRegion)
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for region in self.smz3World.Regions:
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currentRegion = self.create_region(self.multiworld, self.player, region.Name, region.locationLookup.keys(), [region.Name + "->" + 'Menu'])
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self.multiworld.regions.append(currentRegion)
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entrance = self.multiworld.get_entrance(region.Name + "->" + 'Menu', self.player)
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entrance.connect(startRegion)
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exit = Entrance(self.player, 'Menu' + "->" + region.Name, startRegion)
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startRegion.exits.append(exit)
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exit.connect(currentRegion)
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def apply_sm_custom_sprite(self):
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itemSprites = ["off_world_prog_item.bin", "off_world_item.bin"]
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itemSpritesAddress = [0xF800, 0xF900]
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idx = 0
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offworldSprites = {}
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for fileName in itemSprites:
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with open(world_folder + "/data/custom_sprite/" + fileName, 'rb') as stream:
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buffer = bytearray(stream.read())
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offworldSprites[0x04Eff2 + 10*((0x6B + 0x40) + idx)] = bytearray(getWordArray(itemSpritesAddress[idx])) + buffer[0:8]
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offworldSprites[0x090000 + itemSpritesAddress[idx]] = buffer[8:264]
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idx += 1
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return offworldSprites
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def convert_to_sm_item_name(self, itemName):
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charMap = { "A" : 0x3CE0,
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"B" : 0x3CE1,
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"C" : 0x3CE2,
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"D" : 0x3CE3,
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"E" : 0x3CE4,
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"F" : 0x3CE5,
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"G" : 0x3CE6,
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"H" : 0x3CE7,
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"I" : 0x3CE8,
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"J" : 0x3CE9,
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"K" : 0x3CEA,
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"L" : 0x3CEB,
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"M" : 0x3CEC,
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"N" : 0x3CED,
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"O" : 0x3CEE,
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"P" : 0x3CEF,
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"Q" : 0x3CF0,
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"R" : 0x3CF1,
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"S" : 0x3CF2,
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"T" : 0x3CF3,
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"U" : 0x3CF4,
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"V" : 0x3CF5,
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"W" : 0x3CF6,
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"X" : 0x3CF7,
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"Y" : 0x3CF8,
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"Z" : 0x3CF9,
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" " : 0x3C4E,
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"!" : 0x3CFF,
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"?" : 0x3CFE,
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"'" : 0x3CFD,
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"," : 0x3CFB,
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"." : 0x3CFA,
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"-" : 0x3CCF,
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"_" : 0x000E,
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"1" : 0x3C00,
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"2" : 0x3C01,
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"3" : 0x3C02,
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"4" : 0x3C03,
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"5" : 0x3C04,
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"6" : 0x3C05,
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"7" : 0x3C06,
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"8" : 0x3C07,
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"9" : 0x3C08,
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"0" : 0x3C09,
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"%" : 0x3C0A}
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data = []
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itemName = itemName.upper()[:26]
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itemName = itemName.strip()
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itemName = itemName.center(26, " ")
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itemName = "___" + itemName + "___"
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for char in itemName:
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(w0, w1) = getWord(charMap.get(char, 0x3C4E))
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data.append(w0)
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data.append(w1)
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return data
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def convert_to_lttp_item_name(self, itemName):
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return bytearray(itemName[:19].center(19, " "), 'utf8') + bytearray(0)
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def apply_item_names(self):
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patch = {}
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sm_remote_idx = 0
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lttp_remote_idx = 0
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for location in self.smz3World.Locations:
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if self.multiworld.worlds[location.APLocation.item.player].game != self.game:
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if location.Type == LocationType.Visible or location.Type == LocationType.Chozo or location.Type == LocationType.Hidden:
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patch[0x390000 + sm_remote_idx*64] = self.convert_to_sm_item_name(location.APLocation.item.name)
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sm_remote_idx += 1
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progressionItem = (0 if location.APLocation.item.advancement else 0x8000) + sm_remote_idx
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patch[0x386000 + (location.Id * 8) + 6] = bytearray(getWordArray(progressionItem))
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else:
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patch[0x390000 + 100 * 64 + lttp_remote_idx * 20] = self.convert_to_lttp_item_name(location.APLocation.item.name)
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lttp_remote_idx += 1
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progressionItem = (0 if location.APLocation.item.advancement else 0x8000) + lttp_remote_idx
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patch[0x386000 + (location.Id * 8) + 6] = bytearray(getWordArray(progressionItem))
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return patch
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def SnesCustomization(self, addr: int):
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addr = (0x400000 if addr < 0x800000 else 0)| (addr & 0x3FFFFF)
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return addr
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def apply_customization(self):
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patch = {}
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# smSpinjumps
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if (self.multiworld.spin_jumps_animation[self.player].value == 1):
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patch[self.SnesCustomization(0x9B93FE)] = bytearray([0x01])
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# z3HeartBeep
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values = [ 0x00, 0x80, 0x40, 0x20, 0x10]
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index = self.multiworld.heart_beep_speed[self.player].value
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patch[0x400033] = bytearray([values[index if index < len(values) else 2]])
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# z3HeartColor
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values = [
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[0x24, [0x18, 0x00]],
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[0x3C, [0x04, 0x17]],
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[0x2C, [0xC9, 0x69]],
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[0x28, [0xBC, 0x02]]
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]
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index = self.multiworld.heart_color[self.player].value
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(hud, fileSelect) = values[index if index < len(values) else 0]
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for i in range(0, 20, 2):
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patch[self.SnesCustomization(0xDFA1E + i)] = bytearray([hud])
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patch[self.SnesCustomization(0x1BD6AA)] = bytearray(fileSelect)
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# z3QuickSwap
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patch[0x40004B] = bytearray([0x01 if self.multiworld.quick_swap[self.player].value else 0x00])
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# smEnergyBeepOff
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if (self.multiworld.energy_beep[self.player].value == 0):
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for ([addr, value]) in [
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[0x90EA9B, 0x80],
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[0x90F337, 0x80],
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[0x91E6D5, 0x80]
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]:
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patch[self.SnesCustomization(addr)] = bytearray([value])
|
|
|
|
return patch
|
|
|
|
def generate_output(self, output_directory: str):
|
|
try:
|
|
base_combined_rom = get_base_rom_bytes()
|
|
basepatch = IPS_Patch.load(world_folder + "/data/zsm.ips")
|
|
base_combined_rom = basepatch.apply(base_combined_rom)
|
|
|
|
patcher = TotalSMZ3Patch(self.smz3World,
|
|
[world.smz3World for key, world in self.multiworld.worlds.items() if isinstance(world, SMZ3World) and hasattr(world, "smz3World")],
|
|
self.multiworld.seed_name,
|
|
self.multiworld.seed,
|
|
self.local_random,
|
|
{v: k for k, v in self.multiworld.player_name.items()},
|
|
next(iter(loc.player for loc in self.multiworld.get_locations() if (loc.item.name == "SilverArrows" and loc.item.player == self.player))))
|
|
patches = patcher.Create(self.smz3World.Config)
|
|
patches.update(self.apply_sm_custom_sprite())
|
|
patches.update(self.apply_item_names())
|
|
patches.update(self.apply_customization())
|
|
for addr, bytes in patches.items():
|
|
offset = 0
|
|
for byte in bytes:
|
|
base_combined_rom[addr + offset] = byte
|
|
offset += 1
|
|
|
|
outfilebase = self.multiworld.get_out_file_name_base(self.player)
|
|
|
|
filename = os.path.join(output_directory, f"{outfilebase}.sfc")
|
|
with open(filename, "wb") as binary_file:
|
|
binary_file.write(base_combined_rom)
|
|
patch = SMZ3DeltaPatch(os.path.splitext(filename)[0] + SMZ3DeltaPatch.patch_file_ending, player=self.player,
|
|
player_name=self.multiworld.player_name[self.player], patched_path=filename)
|
|
patch.write()
|
|
os.remove(filename)
|
|
self.rom_name = bytearray(patcher.title, 'utf8')
|
|
except:
|
|
raise
|
|
finally:
|
|
self.rom_name_available_event.set() # make sure threading continues and errors are collected
|
|
|
|
def modify_multidata(self, multidata: dict):
|
|
import base64
|
|
if (not self.smz3World.Config.Keysanity):
|
|
for item_name in self.keyCardsItems:
|
|
item_id = self.item_name_to_id.get(item_name.Type.name, None)
|
|
try:
|
|
multidata["precollected_items"][self.player].remove(item_id)
|
|
except ValueError as e:
|
|
logger.warning(f"Attempted to remove nonexistent item id {item_id} from smz3 precollected items ({item_name})")
|
|
|
|
# wait for self.rom_name to be available.
|
|
self.rom_name_available_event.wait()
|
|
rom_name = getattr(self, "rom_name", None)
|
|
# we skip in case of error, so that the original error in the output thread is the one that gets raised
|
|
if rom_name:
|
|
new_name = base64.b64encode(bytes(self.rom_name)).decode()
|
|
payload = multidata["connect_names"][self.multiworld.player_name[self.player]]
|
|
multidata["connect_names"][new_name] = payload
|
|
|
|
def fill_slot_data(self):
|
|
slot_data = {}
|
|
return slot_data
|
|
|
|
def collect(self, state: CollectionState, item: Item) -> bool:
|
|
state.smz3state[self.player].Add([TotalSMZ3Item.Item(TotalSMZ3Item.ItemType[item.name], self.smz3World if hasattr(self, "smz3World") else None)])
|
|
if item.advancement:
|
|
state.prog_items[item.name, item.player] += 1
|
|
return True # indicate that a logical state change has occured
|
|
return False
|
|
|
|
def remove(self, state: CollectionState, item: Item) -> bool:
|
|
name = self.collect_item(state, item, True)
|
|
if name:
|
|
state.smz3state[item.player].Remove([TotalSMZ3Item.Item(TotalSMZ3Item.ItemType[item.name], self.smz3World if hasattr(self, "smz3World") else None)])
|
|
state.prog_items[name, item.player] -= 1
|
|
if state.prog_items[name, item.player] < 1:
|
|
del (state.prog_items[name, item.player])
|
|
return True
|
|
return False
|
|
|
|
def create_item(self, name: str) -> Item:
|
|
return SMZ3Item(name,
|
|
ItemClassification.progression if SMZ3World.isProgression(TotalSMZ3Item.ItemType[name]) else ItemClassification.filler,
|
|
TotalSMZ3Item.ItemType[name], self.item_name_to_id[name],
|
|
self.player,
|
|
TotalSMZ3Item.Item(TotalSMZ3Item.ItemType[name], self))
|
|
|
|
def pre_fill(self):
|
|
from Fill import fill_restrictive
|
|
self.InitialFillInOwnWorld()
|
|
|
|
if (not self.smz3World.Config.Keysanity):
|
|
locations = [loc for loc in self.locations.values() if loc.item is None]
|
|
self.multiworld.random.shuffle(locations)
|
|
|
|
all_state = self.multiworld.get_all_state(False)
|
|
for item in self.smz3DungeonItems:
|
|
all_state.remove(item)
|
|
|
|
all_dungeonItems = self.smz3DungeonItems[:]
|
|
fill_restrictive(self.multiworld, all_state, locations, all_dungeonItems, True, True)
|
|
self.JunkFillGT(0.5)
|
|
|
|
def get_pre_fill_items(self):
|
|
if (not self.smz3World.Config.Keysanity):
|
|
return self.smz3DungeonItems
|
|
else:
|
|
return []
|
|
|
|
def post_fill(self):
|
|
# some small or big keys (those always_allow) can be unreachable in-game
|
|
# while logic still collects some of them (probably to simulate the player collecting pot keys in the logic), some others don't
|
|
# so we need to remove those exceptions as progression items
|
|
if self.multiworld.accessibility[self.player] == 'items':
|
|
state = CollectionState(self.multiworld)
|
|
locs = [self.multiworld.get_location("Swamp Palace - Big Chest", self.player),
|
|
self.multiworld.get_location("Skull Woods - Big Chest", self.player),
|
|
self.multiworld.get_location("Tower of Hera - Big Key Chest", self.player)]
|
|
for loc in locs:
|
|
if (loc.item.player == self.player and loc.always_allow(state, loc.item)):
|
|
loc.item.classification = ItemClassification.filler
|
|
loc.item.item.Progression = False
|
|
loc.item.location.event = False
|
|
self.unreachable.append(loc)
|
|
|
|
def get_filler_item_name(self) -> str:
|
|
return self.multiworld.random.choice(self.junkItemsNames)
|
|
|
|
def write_spoiler(self, spoiler_handle: TextIO):
|
|
self.multiworld.spoiler.unreachables.update(self.unreachable)
|
|
player_name = f'{self.multiworld.get_player_name(self.player)}: ' if self.multiworld.players > 1 else ''
|
|
spoiler_handle.write('\n\nRewards:\n\n')
|
|
spoiler_handle.write('\n'.join([
|
|
f"{player_name}{region.Name}: {region.Reward.name}"
|
|
for region in self.smz3World.Regions
|
|
if isinstance(region, IReward)
|
|
]))
|
|
spoiler_handle.write('\n\nMedallions:\n\n')
|
|
spoiler_handle.write('\n'.join([
|
|
f"{player_name}{region.Name}: {region.Medallion.name}"
|
|
for region in self.smz3World.Regions
|
|
if isinstance(region, IMedallionAccess)
|
|
]))
|
|
|
|
def JunkFillGT(self, factor):
|
|
poolLength = len(self.multiworld.itempool)
|
|
playerGroups = self.multiworld.get_player_groups(self.player)
|
|
playerGroups.add(self.player)
|
|
junkPoolIdx = [i for i in range(0, poolLength)
|
|
if self.multiworld.itempool[i].classification in (ItemClassification.filler, ItemClassification.trap) and
|
|
self.multiworld.itempool[i].player in playerGroups]
|
|
toRemove = []
|
|
for loc in self.locations.values():
|
|
# commenting this for now since doing a partial GT pre fill would allow for non SMZ3 progression in GT
|
|
# which isnt desirable (SMZ3 logic only filters for SMZ3 items). Having progression in GT can only happen in Single Player.
|
|
# if len(toRemove) >= int(len(self.locationNamesGT) * factor * self.smz3World.TowerCrystals / 7):
|
|
# break
|
|
if loc.name in self.locationNamesGT and loc.item is None:
|
|
poolLength = len(junkPoolIdx)
|
|
# start looking at a random starting index and loop at start if no match found
|
|
start = self.multiworld.random.randint(0, poolLength)
|
|
for off in range(0, poolLength):
|
|
i = (start + off) % poolLength
|
|
candidate = self.multiworld.itempool[junkPoolIdx[i]]
|
|
if junkPoolIdx[i] not in toRemove and loc.can_fill(self.multiworld.state, candidate, False):
|
|
itemFromPool = candidate
|
|
toRemove.append(junkPoolIdx[i])
|
|
break
|
|
self.multiworld.push_item(loc, itemFromPool, False)
|
|
loc.event = False
|
|
toRemove.sort(reverse = True)
|
|
for i in toRemove:
|
|
self.multiworld.itempool.pop(i)
|
|
|
|
def FillItemAtLocation(self, itemPool, itemType, location):
|
|
itemToPlace = TotalSMZ3Item.Item.Get(itemPool, itemType, self.smz3World)
|
|
if (itemToPlace == None):
|
|
raise Exception(f"Tried to place item {itemType} at {location.Name}, but there is no such item in the item pool")
|
|
else:
|
|
location.Item = itemToPlace
|
|
itemFromPool = next((i for i in self.multiworld.itempool if i.player == self.player and i.name == itemToPlace.Type.name), None)
|
|
if itemFromPool is not None:
|
|
self.multiworld.get_location(location.Name, self.player).place_locked_item(itemFromPool)
|
|
self.multiworld.itempool.remove(itemFromPool)
|
|
else:
|
|
itemFromPool = next((i for i in self.smz3DungeonItems if i.player == self.player and i.name == itemToPlace.Type.name), None)
|
|
if itemFromPool is not None:
|
|
self.multiworld.get_location(location.Name, self.player).place_locked_item(itemFromPool)
|
|
self.smz3DungeonItems.remove(itemFromPool)
|
|
itemPool.remove(itemToPlace)
|
|
|
|
def FrontFillItemInOwnWorld(self, itemPool, itemType):
|
|
item = TotalSMZ3Item.Item.Get(itemPool, itemType, self.smz3World)
|
|
location = next(iter(self.multiworld.random.sample(TotalSMZ3Location.AvailableGlobal(TotalSMZ3Location.Empty(self.smz3World.Locations), self.smz3World.Items()), 1)), None)
|
|
if (location == None):
|
|
raise Exception(f"Tried to front fill {item.Name} in, but no location was available")
|
|
|
|
location.Item = item
|
|
itemFromPool = next((i for i in self.multiworld.itempool if i.player == self.player and i.name == item.Type.name and i.advancement == item.Progression), None)
|
|
if itemFromPool is not None:
|
|
self.multiworld.get_location(location.Name, self.player).place_locked_item(itemFromPool)
|
|
self.multiworld.itempool.remove(itemFromPool)
|
|
itemPool.remove(item)
|
|
|
|
def InitialFillInOwnWorld(self):
|
|
self.FillItemAtLocation(self.dungeon, TotalSMZ3Item.ItemType.KeySW, self.smz3World.GetLocation("Skull Woods - Pinball Room"))
|
|
if (not self.smz3World.Config.Keysanity):
|
|
self.FillItemAtLocation(self.dungeon, TotalSMZ3Item.ItemType.KeySP, self.smz3World.GetLocation("Swamp Palace - Entrance"))
|
|
|
|
# /* Check Swords option and place as needed */
|
|
if self.smz3World.Config.SwordLocation == SwordLocation.Uncle:
|
|
self.FillItemAtLocation(self.progression, TotalSMZ3Item.ItemType.ProgressiveSword, self.smz3World.GetLocation("Link's Uncle"))
|
|
|
|
# /* Check Morph option and place as needed */
|
|
if self.smz3World.Config.MorphLocation == MorphLocation.Original:
|
|
self.FillItemAtLocation(self.progression, TotalSMZ3Item.ItemType.Morph, self.smz3World.GetLocation("Morphing Ball"))
|
|
elif self.smz3World.Config.MorphLocation == MorphLocation.Early:
|
|
self.FrontFillItemInOwnWorld(self.progression, TotalSMZ3Item.ItemType.Morph)
|
|
|
|
# We do early Sword placement after Morph in case its Original location
|
|
if self.smz3World.Config.SwordLocation == SwordLocation.Early:
|
|
self.FrontFillItemInOwnWorld(self.progression, TotalSMZ3Item.ItemType.ProgressiveSword)
|
|
|
|
# /* We place a PB and Super in Sphere 1 to make sure the filler
|
|
# * doesn't start locking items behind this when there are a
|
|
# * high chance of the trash fill actually making them available */
|
|
self.FrontFillItemInOwnWorld(self.progression, TotalSMZ3Item.ItemType.Super)
|
|
self.FrontFillItemInOwnWorld(self.progression, TotalSMZ3Item.ItemType.PowerBomb)
|
|
|
|
def create_locations(self, player: int):
|
|
for name, id in SMZ3World.location_name_to_id.items():
|
|
newLoc = SMZ3Location(player, name, id)
|
|
self.locations[name] = newLoc
|
|
self.smz3World.locationLookup[name].APLocation = newLoc
|
|
|
|
def create_region(self, world: MultiWorld, player: int, name: str, locations=None, exits=None):
|
|
ret = Region(name, player, world)
|
|
if locations:
|
|
for loc in locations:
|
|
location = self.locations[loc]
|
|
location.parent_region = ret
|
|
ret.locations.append(location)
|
|
if exits:
|
|
for exit in exits:
|
|
ret.exits.append(Entrance(player, exit, ret))
|
|
return ret
|
|
|
|
|
|
class SMZ3Location(Location):
|
|
game: str = "SMZ3"
|
|
|
|
def __init__(self, player: int, name: str, address=None, parent=None):
|
|
super(SMZ3Location, self).__init__(player, name, address, parent)
|
|
|
|
|
|
class SMZ3Item(Item):
|
|
game = "SMZ3"
|
|
type: ItemType
|
|
item: Item
|
|
|
|
def __init__(self, name, classification, type: ItemType, code, player: int, item: Item):
|
|
super(SMZ3Item, self).__init__(name, classification, code, player)
|
|
self.type = type
|
|
self.item = item
|