Merge branch 'OverworldShuffle' of github.com:codemann8/ALttPDoorRandomizer into OverworldShuffle

This commit is contained in:
2022-11-16 14:59:36 -08:00
27 changed files with 1705 additions and 903 deletions

166
Main.py
View File

@@ -14,7 +14,7 @@ from Items import ItemFactory
from KeyDoorShuffle import validate_key_placement
from OverworldGlitchRules import create_owg_connections
from PotShuffle import shuffle_pots, shuffle_pot_switches
from Regions import create_regions, create_shops, mark_light_world_regions, mark_dark_world_regions, create_dungeon_regions, adjust_locations
from Regions import create_regions, create_shops, mark_light_dark_world_regions, create_dungeon_regions, adjust_locations
from OWEdges import create_owedges
from OverworldShuffle import link_overworld, update_world_regions, create_flute_exits
from EntranceShuffle import link_entrances
@@ -26,7 +26,7 @@ from Rules import set_rules
from Dungeons import create_dungeons
from Fill import distribute_items_restrictive, promote_dungeon_items, fill_dungeons_restrictive, ensure_good_pots
from Fill import sell_potions, sell_keys, balance_multiworld_progression, balance_money_progression, lock_shop_locations, set_prize_drops
from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops
from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops, create_farm_locations
from Utils import output_path, parse_player_names
from source.item.FillUtil import create_item_pool_config, massage_item_pool, district_item_pool_config
@@ -115,6 +115,7 @@ def main(args, seed=None, fish=None):
world.crystals_gt_orig = args.crystals_gt.copy()
world.ganon_item = {player: get_random_ganon_item(args.swords) if args.ganon_item[player] == 'random' else args.ganon_item[player] for player in range(1, world.players + 1)}
world.ganon_item_orig = args.ganon_item.copy()
world.owTerrain = args.ow_terrain.copy()
world.owKeepSimilar = args.ow_keepsimilar.copy()
world.owWhirlpoolShuffle = args.ow_whirlpool.copy()
world.owFluteShuffle = args.ow_fluteshuffle.copy()
@@ -189,8 +190,6 @@ def main(args, seed=None, fish=None):
for player in range(1, world.players + 1):
create_regions(world, player)
if world.logic[player] in ('owglitches', 'nologic'):
create_owg_connections(world, player)
create_dungeon_regions(world, player)
create_owedges(world, player)
create_shops(world, player)
@@ -215,6 +214,7 @@ def main(args, seed=None, fish=None):
link_overworld(world, player)
create_shops(world, player)
update_world_regions(world, player)
mark_light_dark_world_regions(world, player)
create_flute_exits(world, player)
logger.info(world.fish.translate("cli","cli","shuffling.world"))
@@ -232,12 +232,13 @@ def main(args, seed=None, fish=None):
for player in range(1, world.players + 1):
link_doors(world, player)
if world.mode[player] != 'inverted':
mark_light_world_regions(world, player)
else:
mark_dark_world_regions(world, player)
mark_light_dark_world_regions(world, player)
logger.info(world.fish.translate("cli", "cli", "generating.itempool"))
for player in range(1, world.players + 1):
set_prize_drops(world, player)
create_farm_locations(world, player)
for player in range(1, world.players + 1):
generate_itempool(world, player)
@@ -255,9 +256,6 @@ def main(args, seed=None, fish=None):
else:
lock_shop_locations(world, player)
for player in range(1, world.players + 1):
set_prize_drops(world, player)
massage_item_pool(world)
logger.info(world.fish.translate("cli", "cli", "placing.dungeon.prizes"))
@@ -462,11 +460,14 @@ def copy_world(world):
ret.crystals_gt_orig = world.crystals_gt_orig.copy()
ret.ganon_item = world.ganon_item.copy()
ret.ganon_item_orig = world.ganon_item_orig.copy()
ret.owTerrain = world.owTerrain.copy()
ret.owKeepSimilar = world.owKeepSimilar.copy()
ret.owWhirlpoolShuffle = world.owWhirlpoolShuffle.copy()
ret.owFluteShuffle = world.owFluteShuffle.copy()
ret.shuffle_bonk_drops = world.shuffle_bonk_drops.copy()
ret.open_pyramid = world.open_pyramid.copy()
ret.shufflelinks = world.shufflelinks.copy()
ret.shuffle_ganon = world.shuffle_ganon.copy()
ret.boss_shuffle = world.boss_shuffle.copy()
ret.enemy_shuffle = world.enemy_shuffle.copy()
ret.enemy_health = world.enemy_health.copy()
@@ -484,17 +485,19 @@ def copy_world(world):
ret.owflutespots = world.owflutespots.copy()
ret.prizes = world.prizes.copy()
ret.restrict_boss_items = world.restrict_boss_items.copy()
ret.inaccessible_regions = world.inaccessible_regions.copy()
for player in range(1, world.players + 1):
create_regions(ret, player)
update_world_regions(ret, player)
if world.logic[player] in ('owglitches', 'nologic'):
create_owg_connections(ret, player)
create_flute_exits(ret, player)
create_dungeon_regions(ret, player)
create_owedges(ret, player)
create_shops(ret, player)
create_rooms(ret, player)
create_dungeons(ret, player)
if world.logic[player] in ('owglitches', 'nologic'):
create_owg_connections(ret, player)
# there are region references here they must be migrated to preserve integrity
# ret.exp_cache = world.exp_cache.copy()
@@ -530,6 +533,10 @@ def copy_world(world):
location.parent_region = copied_region
for entrance in region.entrances:
ret.get_entrance(entrance.name, entrance.player).connect(copied_region)
for exit in region.exits:
if exit.connected_region:
dest_region = ret.get_region(exit.connected_region.name, region.player)
ret.get_entrance(exit.name, exit.player).connect(dest_region)
# fill locations
for location in world.get_locations():
@@ -543,6 +550,8 @@ def copy_world(world):
new_location.event = True
if location.locked:
new_location.locked = True
if location.skip:
new_location.skip = True
# these need to be modified properly by set_rules
new_location.access_rule = lambda state: True
new_location.item_rule = lambda state: True
@@ -560,15 +569,21 @@ def copy_world(world):
ret.state.prog_items = world.state.prog_items.copy()
ret.state.stale = {player: True for player in range(1, world.players + 1)}
ret.owedges = world.owedges
for edge in world.owedges:
if edge.dest:
copiededge = ret.check_for_owedge(edge.name, edge.player)
copiededge.dest = ret.check_for_owedge(edge.dest.name, edge.dest.player)
# everything below this line is changing the original object, seems to be complicated to replicate similar objects organically
ret.doors = world.doors
for door in ret.doors:
entrance = ret.check_for_entrance(door.name, door.player)
if entrance is not None:
entrance.door = door
copied_entrance = ret.check_for_entrance(door.entrance.name, door.player)
door.entrance = copied_entrance
if copied_entrance:
copied_entrance.door = door
ret.paired_doors = world.paired_doors
ret.rooms = world.rooms
ret.inaccessible_regions = world.inaccessible_regions
ret.dungeon_layouts = world.dungeon_layouts
ret.key_logic = world.key_logic
ret.dungeon_portals = world.dungeon_portals
@@ -580,12 +595,13 @@ def copy_world(world):
from OverworldShuffle import categorize_world_regions
for player in range(1, world.players + 1):
categorize_world_regions(ret, player)
create_farm_locations(ret, player)
set_rules(ret, player)
return ret
def copy_world_limited(world):
def copy_world_premature(world, player):
# ToDo: Not good yet
ret = World(world.players, world.owShuffle, world.owCrossed, world.owMixed, world.shuffle, world.doorShuffle, world.logic, world.mode, world.swords,
world.difficulty, world.difficulty_adjustments, world.timer, world.progressive, world.goal, world.algorithm,
@@ -622,11 +638,14 @@ def copy_world_limited(world):
ret.crystals_needed_for_gt = world.crystals_needed_for_gt.copy()
ret.crystals_ganon_orig = world.crystals_ganon_orig.copy()
ret.crystals_gt_orig = world.crystals_gt_orig.copy()
ret.owTerrain = world.owTerrain.copy()
ret.owKeepSimilar = world.owKeepSimilar.copy()
ret.owWhirlpoolShuffle = world.owWhirlpoolShuffle.copy()
ret.owFluteShuffle = world.owFluteShuffle.copy()
ret.shuffle_bonk_drops = world.shuffle_bonk_drops.copy()
ret.open_pyramid = world.open_pyramid.copy()
ret.shufflelinks = world.shufflelinks.copy()
ret.shuffle_ganon = world.shuffle_ganon.copy()
ret.boss_shuffle = world.boss_shuffle.copy()
ret.enemy_shuffle = world.enemy_shuffle.copy()
ret.enemy_health = world.enemy_health.copy()
@@ -644,66 +663,71 @@ def copy_world_limited(world):
ret.owflutespots = world.owflutespots.copy()
ret.prizes = world.prizes.copy()
ret.restrict_boss_items = world.restrict_boss_items.copy()
ret.key_logic = world.key_logic.copy()
ret.is_copied_world = True
for player in range(1, world.players + 1):
create_regions(ret, player)
update_world_regions(ret, player)
if world.logic[player] in ('owglitches', 'nologic'):
create_owg_connections(ret, player)
create_flute_exits(ret, player)
create_dungeon_regions(ret, player)
create_owedges(ret, player)
create_shops(ret, player)
create_doors(ret, player)
create_rooms(ret, player)
create_dungeons(ret, player)
create_regions(ret, player)
update_world_regions(ret, player)
if world.logic[player] in ('owglitches', 'nologic'):
create_owg_connections(ret, player)
create_flute_exits(ret, player)
create_dungeon_regions(ret, player)
create_owedges(ret, player)
create_shops(ret, player)
create_doors(ret, player)
create_rooms(ret, player)
create_dungeons(ret, player)
for player in range(1, world.players + 1):
if world.mode[player] == 'standard':
parent = ret.get_region('Menu', player)
target = ret.get_region('Hyrule Castle Secret Entrance', player)
connection = Entrance(player, 'Uncle S&Q', parent)
parent.exits.append(connection)
connection.connect(target)
if world.mode[player] == 'standard':
parent = ret.get_region('Menu', player)
target = ret.get_region('Hyrule Castle Secret Entrance', player)
connection = Entrance(player, 'Uncle S&Q', parent)
parent.exits.append(connection)
connection.connect(target)
# connect copied world
copied_locations = {(loc.name, loc.player): loc for loc in ret.get_locations()} # caches all locations
copied_locations = {(loc.name, loc.player): loc for loc in ret.get_locations() if loc.player == player} # caches all locations
for region in world.regions:
copied_region = ret.get_region(region.name, region.player)
copied_region.is_light_world = region.is_light_world
copied_region.is_dark_world = region.is_dark_world
copied_region.dungeon = region.dungeon
copied_region.locations = [copied_locations[(location.name, location.player)] for location in region.locations if (location.name, location.player) in copied_locations]
for location in copied_region.locations:
location.parent_region = copied_region
for entrance in region.entrances:
ret.get_entrance(entrance.name, entrance.player).connect(copied_region)
for item in world.precollected_items:
ret.push_precollected(ItemFactory(item.name, item.player))
for edge in world.owedges:
if edge.dest is not None:
copiededge = ret.check_for_owedge(edge.name, edge.player)
if copiededge is not None:
copiededge.dest = ret.check_for_owedge(edge.dest.name, edge.dest.player)
for door in world.doors:
entrance = ret.check_for_entrance(door.name, door.player)
if entrance is not None:
destdoor = ret.check_for_door(entrance.door.name, entrance.door.player)
entrance.door = destdoor
if destdoor is not None:
destdoor.entrance = entrance
ret.key_logic = world.key_logic.copy()
if region.player == player:
copied_region = ret.get_region(region.name, region.player)
if region.dungeon:
copied_region.dungeon = ret.get_dungeon(region.dungeon.name, region.player)
copied_region.locations = [copied_locations[(location.name, location.player)] for location in region.locations if (location.name, location.player) in copied_locations]
for location in copied_region.locations:
location.parent_region = copied_region
for entrance in region.entrances:
copied_region.entrances.append(ret.get_entrance(entrance.name, entrance.player))
for exit in region.exits:
if exit.connected_region:
dest_region = ret.get_region(exit.connected_region.name, region.player)
ret.get_entrance(exit.name, exit.player).connect(dest_region)
from OverworldShuffle import categorize_world_regions
for player in range(1, world.players + 1):
categorize_world_regions(ret, player)
set_rules(ret, player)
categorize_world_regions(ret, player)
for item in world.precollected_items:
if item.player == player:
ret.push_precollected(ItemFactory(item.name, item.player))
for edge in world.owedges:
if edge.player == player and edge.dest:
copiededge = ret.check_for_owedge(edge.name, edge.player)
copiededge.dest = ret.check_for_owedge(edge.dest.name, edge.dest.player)
for door in world.doors:
if door.player == player:
copied_door = ret.check_for_door(door.name, door.player)
copied_entrance = ret.check_for_entrance(door.entrance.name, door.player)
if copied_entrance:
copied_entrance.door = copied_door
if copied_door:
copied_door.entrance = copied_entrance
for player, portals in world.dungeon_portals.items():
for portal in portals:
connect_portal(portal, ret, player)
set_rules(ret, player)
return ret
@@ -739,6 +763,8 @@ def create_playthrough(world):
# get locations containing progress items
prog_locations = [location for location in world.get_filled_locations() if location.item.advancement]
optional_locations = ['Trench 1 Switch', 'Trench 2 Switch', 'Ice Block Drop', 'Skull Star Tile']
optional_locations.extend(['Hyrule Castle Courtyard Tree Pull', 'Mountain Entry Area Tree Pull']) # adding pre-aga tree pulls
optional_locations.extend(['Lumberjack Area Crab Drop', 'South Pass Area Crab Drop']) # adding pre-aga bush crabs
state_cache = [None]
collection_spheres = []
state = CollectionState(world)