486 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			486 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from itertools import zip_longest, chain
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import logging
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import os
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import time
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import zlib
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import concurrent.futures
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import pickle
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import tempfile
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import zipfile
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from typing import Dict, Tuple, Optional
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from BaseClasses import MultiWorld, CollectionState, Region, RegionType
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from worlds.alttp.Items import item_name_groups
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from worlds.alttp.Regions import lookup_vanilla_location_to_entrance
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from Fill import distribute_items_restrictive, flood_items, balance_multiworld_progression, distribute_planned
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from worlds.alttp.Shops import SHOP_ID_START, total_shop_slots, FillDisabledShopSlots
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from Utils import output_path, get_options, __version__, version_tuple
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from worlds.generic.Rules import locality_rules, exclusion_rules
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from worlds import AutoWorld
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ordered_areas = (
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    '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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)
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def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = None):
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    if not baked_server_options:
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        baked_server_options = get_options()["server_options"]
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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 = MultiWorld(args.multi)
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    logger = logging.getLogger()
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    world.set_seed(seed, args.race, str(args.outputname if args.outputname else world.seed))
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    world.shuffle = args.shuffle.copy()
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    world.logic = args.logic.copy()
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    world.mode = args.mode.copy()
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    world.difficulty = args.difficulty.copy()
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    world.item_functionality = args.item_functionality.copy()
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    world.timer = args.timer.copy()
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    world.goal = args.goal.copy()
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    if hasattr(args, "algorithm"):  # current GUI options
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        world.algorithm = args.algorithm
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        world.shuffleganon = args.shuffleganon
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        world.custom = args.custom
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        world.customitemarray = args.customitemarray
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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_health = args.enemy_health.copy()
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    world.enemy_damage = args.enemy_damage.copy()
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    world.beemizer_total_chance = args.beemizer_total_chance.copy()
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    world.beemizer_trap_chance = args.beemizer_trap_chance.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.dungeon_counters = args.dungeon_counters.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.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.required_medallions = args.required_medallions.copy()
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    world.game = args.game.copy()
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    world.set_options(args)
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    world.player_name = args.name.copy()
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    world.enemizer = args.enemizercli
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    world.sprite = args.sprite.copy()
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    world.glitch_triforce = args.glitch_triforce  # This is enabled/disabled globally, no per player option.
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    logger.info('Archipelago Version %s  -  Seed: %s\n', __version__, world.seed)
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    logger.info("Found World Types:")
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    longest_name = max(len(text) for text in AutoWorld.AutoWorldRegister.world_types)
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    numlength = 8
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    for name, cls in AutoWorld.AutoWorldRegister.world_types.items():
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        if not cls.hidden:
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            logger.info(f"  {name:{longest_name}}: {len(cls.item_names):3} Items | "
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                        f"{len(cls.location_names):3} Locations")
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            logger.info(f"   Item IDs: {min(cls.item_id_to_name):{numlength}} - "
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                        f"{max(cls.item_id_to_name):{numlength}} | "
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                        f"Location IDs: {min(cls.location_id_to_name):{numlength}} - "
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                        f"{max(cls.location_id_to_name):{numlength}}")
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    AutoWorld.call_all(world, "generate_early")
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    logger.info('')
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    for player in world.player_ids:
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        for item_name, count in world.start_inventory[player].value.items():
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            for _ in range(count):
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                world.push_precollected(world.create_item(item_name, player))
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    for player in world.player_ids:
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        if player in world.get_game_players("A Link to the Past"):
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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].value.add('Triforce Piece')
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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].value -= item_name_groups['Pendants']
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            world.non_local_items[player].value -= item_name_groups['Crystals']
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        # items can't be both local and non-local, prefer local
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        world.non_local_items[player].value -= world.local_items[player].value
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    logger.info('Creating World.')
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    AutoWorld.call_all(world, "create_regions")
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    logger.info('Creating Items.')
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    AutoWorld.call_all(world, "create_items")
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    logger.info('Calculating Access Rules.')
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    if world.players > 1:
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        for player in world.player_ids:
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            locality_rules(world, player)
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    else:
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        world.non_local_items[1].value = set()
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        world.local_items[1].value = set()
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    AutoWorld.call_all(world, "set_rules")
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    for player in world.player_ids:
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        exclusion_rules(world, player, world.exclude_locations[player].value)
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    AutoWorld.call_all(world, "generate_basic")
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    logger.info("Running Item Plando")
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    for item in world.itempool:
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        item.world = world
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    distribute_planned(world)
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    logger.info('Running Pre Main Fill.')
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    AutoWorld.call_all(world, "pre_fill")
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    logger.info(f'Filling the world with {len(world.itempool)} items.')
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    if world.algorithm == 'flood':
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        flood_items(world)  # different algo, biased towards early game progress items
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    elif world.algorithm == 'balanced':
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        distribute_items_restrictive(world)
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    AutoWorld.call_all(world, 'post_fill')
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    if world.players > 1:
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        balance_multiworld_progression(world)
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    logger.info(f'Beginning output...')
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    outfilebase = 'AP_' + world.seed_name
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    output = tempfile.TemporaryDirectory()
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    with output as temp_dir:
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        with concurrent.futures.ThreadPoolExecutor(world.players + 2) as pool:
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            check_accessibility_task = pool.submit(world.fulfills_accessibility)
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            output_file_futures = [pool.submit(AutoWorld.call_stage, world, "generate_output", temp_dir)]
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            for player in world.player_ids:
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                # skip starting a thread for methods that say "pass".
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                if AutoWorld.World.generate_output.__code__ is not world.worlds[player].generate_output.__code__:
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                    output_file_futures.append(
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                        pool.submit(AutoWorld.call_single, world, "generate_output", player, temp_dir))
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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, RegionType.Generic):
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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 world.get_game_players("A Link to the Past") if
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                            world.shuffle[player] != "vanilla" or world.retro[player]}
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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 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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            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 world.get_filled_locations():
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                if type(location.address) is int:
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                    main_entrance = get_entrance_to_region(location.parent_region)
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                    if location.game != "A Link to the Past":
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                        checks_in_area[location.player]["Light World"].append(location.address)
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                    elif 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 location.parent_region.type == RegionType.LightWorld:
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                        checks_in_area[location.player]["Light World"].append(location.address)
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                    elif location.parent_region.type == RegionType.DarkWorld:
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                        checks_in_area[location.player]["Dark World"].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"]
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            for index, take_any in enumerate(takeanyregions):
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                for region in [world.get_region(take_any, player) for player in
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                               world.get_game_players("A Link to the Past") if world.retro[player]]:
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                    item = world.create_item(
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                        region.shop.inventory[(0 if take_any == "Old Man Sword Cave" else 1)]['item'],
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                        region.player)
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                    player = region.player
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                    location_id = SHOP_ID_START + total_shop_slots + index
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                    main_entrance = get_entrance_to_region(region)
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                    if main_entrance.parent_region.type == RegionType.LightWorld:
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                        checks_in_area[player]["Light World"].append(location_id)
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                    else:
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                        checks_in_area[player]["Dark World"].append(location_id)
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                    checks_in_area[player]["Total"] += 1
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                    er_hint_data[player][location_id] = main_entrance.name
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                    oldmancaves.append(((location_id, player), (item.code, player)))
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            FillDisabledShopSlots(world)
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            def write_multidata():
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                import NetUtils
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                slot_data = {}
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                client_versions = {}
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                minimum_versions = {"server": (0, 1, 8), "clients": client_versions}
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                games = {}
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                for slot in world.player_ids:
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                    client_versions[slot] = world.worlds[slot].get_required_client_version()
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                    games[slot] = world.game[slot]
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                precollected_items = {player: [item.code for item in world_precollected]
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                                      for player, world_precollected in world.precollected_items.items()}
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                precollected_hints = {player: set() for player in range(1, world.players + 1)}
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                # for now special case Factorio tech_tree_information
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                sending_visible_players = set()
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                for slot in world.player_ids:
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                    slot_data[slot] = world.worlds[slot].fill_slot_data()
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                    if world.worlds[slot].sending_visible:
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                        sending_visible_players.add(slot)
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                def precollect_hint(location):
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                    hint = NetUtils.Hint(location.item.player, location.player, location.address,
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                                         location.item.code, False)
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                    precollected_hints[location.player].add(hint)
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                    precollected_hints[location.item.player].add(hint)
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                locations_data: Dict[int, Dict[int, Tuple[int, int]]] = {player: {} for player in world.player_ids}
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                for location in world.get_filled_locations():
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                    if type(location.address) == int:
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                        # item code None should be event, location.address should then also be None
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                        assert location.item.code is not None
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                        locations_data[location.player][location.address] = location.item.code, location.item.player
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                        if location.player in sending_visible_players:
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                            precollect_hint(location)
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                        elif location.name in world.start_location_hints[location.player]:
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                            precollect_hint(location)
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                        elif location.item.name in world.start_hints[location.item.player]:
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                            precollect_hint(location)
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                multidata = {
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                    "slot_data": slot_data,
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                    "games": games,
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                    "names": [[name for player, name in sorted(world.player_name.items())]],
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                    "connect_names": {name: (0, player) for player, name in world.player_name.items()},
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                    "remote_items": {player for player in world.player_ids if
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                                     world.worlds[player].remote_items},
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                    "remote_start_inventory": {player for player in world.player_ids if
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                                               world.worlds[player].remote_start_inventory},
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                    "locations": locations_data,
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                    "checks_in_area": checks_in_area,
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                    "server_options": baked_server_options,
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                    "er_hint_data": er_hint_data,
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                    "precollected_items": precollected_items,
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                    "precollected_hints": precollected_hints,
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                    "version": tuple(version_tuple),
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                    "tags": ["AP"],
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                    "minimum_versions": minimum_versions,
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                    "seed_name": world.seed_name
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                }
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                AutoWorld.call_all(world, "modify_multidata", multidata)
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                multidata = zlib.compress(pickle.dumps(multidata), 9)
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                with open(os.path.join(temp_dir, f'{outfilebase}.archipelago'), 'wb') as f:
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                    f.write(bytes([1]))  # version of format
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                    f.write(multidata)
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            multidata_task = pool.submit(write_multidata)
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            if not check_accessibility_task.result():
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                if not world.can_beat_game():
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                    raise Exception("Game appears as unbeatable. Aborting.")
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                else:
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                    logger.warning("Location Accessibility requirements not fulfilled.")
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            # retrieve exceptions via .result() if they occured.
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            multidata_task.result()
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            for i, future in enumerate(concurrent.futures.as_completed(output_file_futures), start=1):
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                if i % 10 == 0 or i == len(output_file_futures):
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                    logger.info(f'Generating output files ({i}/{len(output_file_futures)}).')
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                future.result()
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        if args.spoiler > 1:
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            logger.info('Calculating playthrough.')
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            create_playthrough(world)
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        if args.spoiler:
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            world.spoiler.to_file(os.path.join(temp_dir, '%s_Spoiler.txt' % outfilebase))
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        zipfilename = output_path(f"AP_{world.seed_name}.zip")
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        logger.info(f'Creating final archive at {zipfilename}.')
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        with zipfile.ZipFile(zipfilename, mode="w", compression=zipfile.ZIP_DEFLATED,
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                             compresslevel=9) as zf:
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            for file in os.scandir(temp_dir):
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                zf.write(file.path, arcname=file.name)
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    logger.info('Done. Enjoy. Total Time: %s', time.perf_counter() - start)
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    return world
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def create_playthrough(world):
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    """Destructive to the world while it is run, damage gets repaired afterwards."""
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    # get locations containing progress items
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    prog_locations = {location for location in world.get_filled_locations() if location.item.advancement}
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    state_cache = [None]
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    collection_spheres = []
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    state = CollectionState(world)
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    sphere_candidates = set(prog_locations)
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    logging.debug('Building up collection spheres.')
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    while sphere_candidates:
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        # build up spheres of collection radius.
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        # Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
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        sphere = {location for location in sphere_candidates if state.can_reach(location)}
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        for location in sphere:
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            state.collect(location.item, True, location)
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        sphere_candidates -= sphere
 | 
						|
        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] != 'minimal' for location in sphere_candidates]):
 | 
						|
                raise RuntimeError(f'Not all progression items reachable ({sphere_candidates}). '
 | 
						|
                                   f'Something went terribly wrong here.')
 | 
						|
            else:
 | 
						|
                world.spoiler.unreachables = sphere_candidates
 | 
						|
                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
 | 
						|
    restore_later = {}
 | 
						|
    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.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)
 | 
						|
                restore_later[location] = old_item
 | 
						|
            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
 | 
						|
    removed_precollected = []
 | 
						|
    for item in (i for i in chain.from_iterable(world.precollected_items.values()) if i.advancement):
 | 
						|
        logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
 | 
						|
        world.precollected_items[item.player].remove(item)
 | 
						|
        world.state.remove(item)
 | 
						|
        if not world.can_beat_game():
 | 
						|
            world.push_precollected(item)
 | 
						|
        else:
 | 
						|
            removed_precollected.append(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:
 | 
						|
            state.collect(location.item, True, location)
 | 
						|
 | 
						|
        required_locations -= sphere
 | 
						|
 | 
						|
        collection_spheres.append(sphere)
 | 
						|
 | 
						|
        logging.debug('Calculated final sphere %i, containing %i of %i progress items.', len(collection_spheres),
 | 
						|
                      len(sphere), len(required_locations))
 | 
						|
        if not sphere:
 | 
						|
            raise RuntimeError(f'Not all required items reachable. Unreachable locations: {required_locations}')
 | 
						|
 | 
						|
    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)
 | 
						|
 | 
						|
    world.spoiler.paths = {}
 | 
						|
    topology_worlds = (player for player in world.player_ids if world.worlds[player].topology_present)
 | 
						|
    for player in topology_worlds:
 | 
						|
        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})
 | 
						|
        if player in world.get_game_players("A Link to the Past"):
 | 
						|
            # If Pyramid Fairy Entrance needs to be reached, also path to Big Bomb Shop
 | 
						|
            # Maybe move the big bomb over to the Event system instead?
 | 
						|
            if any(exit_path == 'Pyramid Fairy' for path in world.spoiler.paths.values() for (_, exit_path) in path):
 | 
						|
                if world.mode[player] != 'inverted':
 | 
						|
                    world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = \
 | 
						|
                        get_path(state, world.get_region('Big Bomb Shop', player))
 | 
						|
                else:
 | 
						|
                    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
 | 
						|
    world.spoiler.playthrough = {"0": sorted([str(item) for item in
 | 
						|
                                              chain.from_iterable(world.precollected_items.values())
 | 
						|
                                              if item.advancement])}
 | 
						|
 | 
						|
    for i, sphere in enumerate(collection_spheres):
 | 
						|
        world.spoiler.playthrough[str(i + 1)] = {str(location): str(location.item) for location in sorted(sphere)}
 | 
						|
 | 
						|
    # repair the world again
 | 
						|
    for location, item in restore_later.items():
 | 
						|
        location.item = item
 | 
						|
 | 
						|
    for item in removed_precollected:
 | 
						|
        world.push_precollected(item)
 |