Merge of compiling's multidoors branch into mine

This commit is contained in:
aerinon
2020-01-21 14:12:55 -07:00
27 changed files with 966 additions and 715 deletions
+2 -2
View File
@@ -2,7 +2,7 @@ import os
import time import time
import logging import logging
from Utils import output_path, parse_names_string from Utils import output_path
from Rom import LocalRom, apply_rom_settings from Rom import LocalRom, apply_rom_settings
@@ -21,7 +21,7 @@ def adjust(args):
else: else:
raise RuntimeError('Provided Rom is not a valid Link to the Past Randomizer Rom. Please provide one for adjusting.') raise RuntimeError('Provided Rom is not a valid Link to the Past Randomizer Rom. Please provide one for adjusting.')
apply_rom_settings(rom, args.heartbeep, args.heartcolor, args.quickswap, args.fastmenu, args.disablemusic, args.sprite, args.ow_palettes, args.uw_palettes, parse_names_string(args.names)) apply_rom_settings(rom, args.heartbeep, args.heartcolor, args.quickswap, args.fastmenu, args.disablemusic, args.sprite, args.ow_palettes, args.uw_palettes)
rom.write_to_file(output_path('%s.sfc' % outfilebase)) rom.write_to_file(output_path('%s.sfc' % outfilebase))
+144 -136
View File
@@ -1,5 +1,5 @@
import copy import copy
from enum import Enum, unique from enum import Enum, unique, Flag
import logging import logging
import json import json
from collections import OrderedDict, deque from collections import OrderedDict, deque
@@ -14,6 +14,7 @@ class World(object):
def __init__(self, players, shuffle, doorShuffle, logic, mode, swords, difficulty, difficulty_adjustments, timer, progressive, goal, algorithm, accessibility, shuffle_ganon, retro, custom, customitemarray, hints): def __init__(self, players, shuffle, doorShuffle, logic, mode, swords, difficulty, difficulty_adjustments, timer, progressive, goal, algorithm, accessibility, shuffle_ganon, retro, custom, customitemarray, hints):
self.players = players self.players = players
self.teams = 1
self.shuffle = shuffle.copy() self.shuffle = shuffle.copy()
self.doorShuffle = doorShuffle.copy() self.doorShuffle = doorShuffle.copy()
self.logic = logic.copy() self.logic = logic.copy()
@@ -73,6 +74,8 @@ class World(object):
def set_player_attr(attr, val): def set_player_attr(attr, val):
self.__dict__.setdefault(attr, {})[player] = val self.__dict__.setdefault(attr, {})[player] = val
set_player_attr('_region_cache', {}) set_player_attr('_region_cache', {})
set_player_attr('player_names', [])
set_player_attr('remote_items', False)
set_player_attr('required_medallions', ['Ether', 'Quake']) set_player_attr('required_medallions', ['Ether', 'Quake'])
set_player_attr('swamp_patch_required', False) set_player_attr('swamp_patch_required', False)
set_player_attr('powder_patch_required', False) set_player_attr('powder_patch_required', False)
@@ -105,6 +108,12 @@ class World(object):
set_player_attr('treasure_hunt_icon', 'Triforce Piece') set_player_attr('treasure_hunt_icon', 'Triforce Piece')
set_player_attr('treasure_hunt_count', 0) set_player_attr('treasure_hunt_count', 0)
def get_name_string_for_object(self, obj):
return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_names(obj.player)})'
def get_player_names(self, player):
return ", ".join([name for i, name in enumerate(self.player_names[player]) if self.player_names[player].index(name) == i])
def initialize_regions(self, regions=None): def initialize_regions(self, regions=None):
for region in regions if regions else self.regions: for region in regions if regions else self.regions:
region.world = self region.world = self
@@ -184,6 +193,19 @@ class World(object):
return door return door
return None return None
def check_for_entrance(self, entrance, player):
if isinstance(entrance, Entrance):
return entrance
try:
return self._entrance_cache[(entrance, player)]
except KeyError:
for region in self.regions:
for ext in region.exits:
if ext.name == entrance and ext.player == player:
self._entrance_cache[(entrance, player)] = ext
return ext
return None
def get_room(self, room_idx, player): def get_room(self, room_idx, player):
if isinstance(room_idx, Room): if isinstance(room_idx, Room):
return room_idx return room_idx
@@ -266,6 +288,7 @@ class World(object):
return [location for location in self.get_locations() if location.item is not None and location.item.name == item and location.item.player == player] return [location for location in self.get_locations() if location.item is not None and location.item.name == item and location.item.player == player]
def push_precollected(self, item): def push_precollected(self, item):
item.world = self
if (item.smallkey and self.keyshuffle[item.player]) or (item.bigkey and self.bigkeyshuffle[item.player]): if (item.smallkey and self.keyshuffle[item.player]) or (item.bigkey and self.bigkeyshuffle[item.player]):
item.advancement = True item.advancement = True
self.precollected_items.append(item) self.precollected_items.append(item)
@@ -278,6 +301,7 @@ class World(object):
if location.can_fill(self.state, item, False): if location.can_fill(self.state, item, False):
location.item = item location.item = item
item.location = location item.location = location
item.world = self
if collect: if collect:
self.state.collect(item, location.event, location) self.state.collect(item, location.event, location)
@@ -349,6 +373,7 @@ class World(object):
prog_locations = [location for location in self.get_locations() if location.item is not None and (location.item.advancement or location.event) and location not in state.locations_checked] prog_locations = [location for location in self.get_locations() if location.item is not None and (location.item.advancement or location.event) and location not in state.locations_checked]
while prog_locations: while prog_locations:
state.sweep_for_crystal_access()
sphere = [] sphere = []
# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres # build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
for location in prog_locations: for location in prog_locations:
@@ -368,6 +393,7 @@ class World(object):
return False return False
class CollectionState(object): class CollectionState(object):
def __init__(self, parent): def __init__(self, parent):
@@ -375,8 +401,7 @@ class CollectionState(object):
self.world = parent self.world = parent
self.reachable_regions = {player: set() for player in range(1, parent.players + 1)} self.reachable_regions = {player: set() for player in range(1, parent.players + 1)}
self.colored_regions = {player: {} for player in range(1, parent.players + 1)} self.colored_regions = {player: {} for player in range(1, parent.players + 1)}
# todo: I don't know if these are required to check or not, when should they be checked? self.blocked_color_regions = {player: set() for player in range(1, parent.players + 1)}
self.crystal_connections = {player: set() for player in range(1, parent.players + 1)}
self.events = [] self.events = []
self.path = {} self.path = {}
self.locations_checked = set() self.locations_checked = set()
@@ -389,6 +414,7 @@ class CollectionState(object):
self.stale[player] = False self.stale[player] = False
rrp = self.reachable_regions[player] rrp = self.reachable_regions[player]
ccr = self.colored_regions[player] ccr = self.colored_regions[player]
blocked = self.blocked_color_regions[player]
new_regions = True new_regions = True
reachable_regions_count = len(rrp) reachable_regions_count = len(rrp)
while new_regions: while new_regions:
@@ -405,72 +431,67 @@ class CollectionState(object):
c_switch_present = True c_switch_present = True
if c_switch_present: if c_switch_present:
ccr[candidate] = CrystalBarrier.Either ccr[candidate] = CrystalBarrier.Either
self.spread_crystal_access(candidate, CrystalBarrier.Either, rrp, ccr, region_queue, player) self.spread_crystal_access(candidate, CrystalBarrier.Either, rrp, ccr, player)
for ext in candidate.exits:
connect = ext.connected_region
if connect in rrp and not ext.can_reach(self):
blocked.add(candidate)
else: else:
color_changed = False color_type = CrystalBarrier.Null
for entrance in candidate.entrances: for entrance in candidate.entrances:
door = self.world.check_for_door(entrance.name, player) if entrance.parent_region in rrp:
if door is None or entrance.parent_region.type != RegionType.Dungeon: if entrance.can_reach(self):
ccr[candidate] = CrystalBarrier.Orange door = self.world.check_for_door(entrance.name, player)
else: if door is None or entrance.parent_region.type != RegionType.Dungeon:
color_type = None color_type |= CrystalBarrier.Orange
if door.crystal in [CrystalBarrier.Orange, CrystalBarrier.Blue]: elif entrance.parent_region in ccr.keys():
color_type = door.crystal color_type |= (ccr[entrance.parent_region] & (door.crystal or CrystalBarrier.Either))
elif entrance.parent_region in ccr.keys(): else:
color_type = ccr[entrance.parent_region] blocked.add(entrance.parent_region)
if color_type is not None: if color_type:
current_type = ccr[candidate] if candidate in ccr.keys() else None ccr[candidate] = color_type
if current_type is None: for ext in candidate.exits:
color_changed = True connect = ext.connected_region
if current_type is not None and current_type != CrystalBarrier.Either and color_type != current_type: if connect in rrp and connect in ccr:
color_changed = True door = self.world.check_for_door(ext.name, player)
ccr[candidate] = CrystalBarrier.Either if door is not None and not door.blocked:
if ext.can_reach(self):
new_color = ccr[connect] | (ccr[candidate] & (door.crystal or CrystalBarrier.Either))
if new_color != ccr[connect]:
self.spread_crystal_access(candidate, new_color, rrp, ccr, player)
else: else:
ccr[candidate] = color_type blocked.add(candidate)
if color_changed:
self.spread_crystal_access(candidate, ccr[candidate], rrp, ccr, region_queue, player)
new_regions = len(rrp) > reachable_regions_count new_regions = len(rrp) > reachable_regions_count
reachable_regions_count = len(rrp) reachable_regions_count = len(rrp)
def spread_crystal_access(self, region, crystal, rrp, ccr, region_queue, player): def spread_crystal_access(self, region, crystal, rrp, ccr, player):
queue = deque([(region, crystal)]) queue = deque([(region, crystal)])
visited = set() visited = set()
updated = False
while len(queue) > 0: while len(queue) > 0:
region, crystal = queue.popleft() region, crystal = queue.popleft()
visited.add(region) visited.add(region)
for ext in region.exits: for ext in region.exits:
connect = ext.connected_region connect = ext.connected_region
if connect not in visited and connect is not None and connect.type == RegionType.Dungeon: if connect is not None and connect.type == RegionType.Dungeon:
if connect in rrp: if connect not in visited and connect in rrp and connect in ccr:
if ext.can_reach(self): if ext.can_reach(self):
rc_pair = self.spread_crystal_door(crystal, ext, connect, ccr, player) door = self.world.check_for_door(ext.name, player)
if rc_pair is not None: if door is not None and not door.blocked:
queue.append(rc_pair) current_crystal = ccr[connect]
else: new_crystal = current_crystal | (crystal & (door.crystal or CrystalBarrier.Either))
self.crystal_connections[player].add((ext, crystal)) if current_crystal != new_crystal:
updated = True
elif connect not in rrp and connect not in region_queue and connect.can_reach_private(self): ccr[connect] = new_crystal
region_queue.append(connect) queue.append((connect, new_crystal))
return updated
def spread_crystal_door(self, crystal, ext, connect, ccr, player):
door = self.world.check_for_door(ext.name, player)
current_crystal = ccr[connect]
if door is not None and not door.blocked and current_crystal != crystal and current_crystal != CrystalBarrier.Either:
if door.crystal in [CrystalBarrier.Either, CrystalBarrier.Null]:
ccr[connect] = crystal
return connect, crystal
else:
if door.crystal != current_crystal:
ccr[connect] = CrystalBarrier.Either
return connect, door.crystal
return None
def copy(self): def copy(self):
ret = CollectionState(self.world) ret = CollectionState(self.world)
ret.prog_items = self.prog_items.copy() ret.prog_items = self.prog_items.copy()
ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in range(1, self.world.players + 1)} ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in range(1, self.world.players + 1)}
ret.colored_regions = {player: copy.copy(self.colored_regions[player]) for player in range(1, self.world.players + 1)} ret.colored_regions = {player: copy.copy(self.colored_regions[player]) for player in range(1, self.world.players + 1)}
ret.crystal_connections = {player: copy.copy(self.crystal_connections[player]) for player in range(1, self.world.players + 1)} ret.blocked_color_regions = {player: copy.copy(self.blocked_color_regions[player]) for player in range(1, self.world.players + 1)}
ret.events = copy.copy(self.events) ret.events = copy.copy(self.events)
ret.path = copy.copy(self.path) ret.path = copy.copy(self.path)
ret.locations_checked = copy.copy(self.locations_checked) ret.locations_checked = copy.copy(self.locations_checked)
@@ -491,27 +512,19 @@ class CollectionState(object):
return spot.can_reach(self) return spot.can_reach(self)
# def sweep_for_crystal_access(self): def sweep_for_crystal_access(self):
# repeat = True for player, rrp in self.reachable_regions.items():
# while repeat: updated = True
# repeat = False while updated:
# for player, crystal_conn in self.crystal_connections.items(): if self.stale[player]:
# self.update_reachable_regions(player) self.update_reachable_regions(player)
# new_regions = deque() updated = False
# remove_list = [] dungeon_regions = self.blocked_color_regions[player]
# for connection, crystal in crystal_conn: ccr = self.colored_regions[player]
# if connection.can_reach(self): for region in dungeon_regions.copy():
# remove_list.append((connection, crystal)) if region in ccr.keys():
# rrp, ccr = self.reachable_regions[player], self.colored_regions[player] updated |= self.spread_crystal_access(region, ccr[region], rrp, ccr, player)
# rc_pair = self.spread_crystal_door(crystal, connection, connection.parent_region, ccr, player) self.stale[player] = updated
# if rc_pair is not None:
# conn, new_crystal = rc_pair
# self.spread_crystal_access(conn, new_crystal, rrp, ccr, new_regions, player)
# for pair in remove_list:
# crystal_conn.remove(pair)
# if len(new_regions) > 0:
# self.update_reachable_regions(player)
# repeat = True
def sweep_for_events(self, key_only=False, locations=None): def sweep_for_events(self, key_only=False, locations=None):
# this may need improvement # this may need improvement
@@ -530,8 +543,6 @@ class CollectionState(object):
self.collect(event.item, True, event) self.collect(event.item, True, event)
new_locations = len(reachable_events) > checked_locations new_locations = len(reachable_events) > checked_locations
checked_locations = len(reachable_events) checked_locations = len(reachable_events)
# if new_locations:
# self.sweep_for_crystal_access()
def can_reach_blue(self, region, player): def can_reach_blue(self, region, player):
if region not in self.colored_regions[player].keys(): if region not in self.colored_regions[player].keys():
@@ -884,10 +895,7 @@ class Region(object):
return str(self.__unicode__()) return str(self.__unicode__())
def __unicode__(self): def __unicode__(self):
if self.world and self.world.players == 1: return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
return self.name
else:
return '%s (Player %d)' % (self.name, self.player)
class Entrance(object): class Entrance(object):
@@ -903,6 +911,7 @@ class Entrance(object):
self.vanilla = None self.vanilla = None
self.access_rule = lambda state: True self.access_rule = lambda state: True
self.player = player self.player = player
self.door = None
def can_reach(self, state): def can_reach(self, state):
if self.parent_region.can_reach(state) and self.access_rule(state): if self.parent_region.can_reach(state) and self.access_rule(state):
@@ -923,11 +932,8 @@ class Entrance(object):
return str(self.__unicode__()) return str(self.__unicode__())
def __unicode__(self): def __unicode__(self):
if self.parent_region and self.parent_region.world and self.parent_region.world.players == 1: world = self.parent_region.world if self.parent_region else None
return self.name return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
else:
return '%s (Player %d)' % (self.name, self.player)
class Dungeon(object): class Dungeon(object):
@@ -976,10 +982,7 @@ class Dungeon(object):
return str(self.__unicode__()) return str(self.__unicode__())
def __unicode__(self): def __unicode__(self):
if self.world and self.world.players==1: return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
return self.name
else:
return '%s (Player %d)' % (self.name, self.player)
@unique @unique
@@ -1080,15 +1083,15 @@ pol_comp = {
@unique @unique
class CrystalBarrier(Enum): class CrystalBarrier(Flag):
Null = 1 # no special requirement Null = 0 # no special requirement
Blue = 2 # blue must be down and explore state set to Blue Blue = 1 # blue must be down and explore state set to Blue
Orange = 3 # orange must be down and explore state set to Orange Orange = 2 # orange must be down and explore state set to Orange
Either = 4 # you choose to leave this room in Either state Either = 3 # you choose to leave this room in Either state
class Door(object): class Door(object):
def __init__(self, player, name, type): def __init__(self, player, name, type, entrance=None):
self.player = player self.player = player
self.name = name self.name = name
self.type = type self.type = type
@@ -1123,6 +1126,10 @@ class Door(object):
self.dependents = [] self.dependents = []
self.dead = False self.dead = False
self.entrance = entrance
if entrance is not None:
entrance.door = self
def getAddress(self): def getAddress(self):
if self.type == DoorType.Normal: if self.type == DoorType.Normal:
return 0x13A000 + normal_offset_table[self.roomIndex] * 24 + (self.doorIndex + self.direction.value * 3) * 2 return 0x13A000 + normal_offset_table[self.roomIndex] * 24 + (self.doorIndex + self.direction.value * 3) * 2
@@ -1317,10 +1324,8 @@ class Location(object):
return str(self.__unicode__()) return str(self.__unicode__())
def __unicode__(self): def __unicode__(self):
if self.parent_region and self.parent_region.world and self.parent_region.world.players == 1: world = self.parent_region.world if self.parent_region and self.parent_region.world else None
return self.name return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
else:
return '%s (Player %d)' % (self.name, self.player)
class Item(object): class Item(object):
@@ -1339,6 +1344,7 @@ class Item(object):
self.hint_text = hint_text self.hint_text = hint_text
self.code = code self.code = code
self.location = None self.location = None
self.world = None
self.player = player self.player = player
@property @property
@@ -1365,10 +1371,7 @@ class Item(object):
return str(self.__unicode__()) return str(self.__unicode__())
def __unicode__(self): def __unicode__(self):
if self.location and self.location.parent_region and self.location.parent_region.world and self.location.parent_region.world.players == 1: return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
return self.name
else:
return '%s (Player %d)' % (self.name, self.player)
# have 6 address that need to be filled # have 6 address that need to be filled
@@ -1441,6 +1444,7 @@ class Spoiler(object):
def __init__(self, world): def __init__(self, world):
self.world = world self.world = world
self.hashes = {}
self.entrances = OrderedDict() self.entrances = OrderedDict()
self.doors = OrderedDict() self.doors = OrderedDict()
self.doorTypes = OrderedDict() self.doorTypes = OrderedDict()
@@ -1479,8 +1483,8 @@ class Spoiler(object):
self.medallions['Turtle Rock'] = self.world.required_medallions[1][1] self.medallions['Turtle Rock'] = self.world.required_medallions[1][1]
else: else:
for player in range(1, self.world.players + 1): for player in range(1, self.world.players + 1):
self.medallions['Misery Mire (Player %d)' % player] = self.world.required_medallions[player][0] self.medallions[f'Misery Mire ({self.world.get_player_names(player)})'] = self.world.required_medallions[player][0]
self.medallions['Turtle Rock (Player %d)' % player] = self.world.required_medallions[player][1] self.medallions[f'Turtle Rock ({self.world.get_player_names(player)})'] = self.world.required_medallions[player][1]
self.startinventory = list(map(str, self.world.precollected_items)) self.startinventory = list(map(str, self.world.precollected_items))
@@ -1569,7 +1573,8 @@ class Spoiler(object):
'enemy_shuffle': self.world.enemy_shuffle, 'enemy_shuffle': self.world.enemy_shuffle,
'enemy_health': self.world.enemy_health, 'enemy_health': self.world.enemy_health,
'enemy_damage': self.world.enemy_damage, 'enemy_damage': self.world.enemy_damage,
'players': self.world.players 'players': self.world.players,
'teams': self.world.teams
} }
def to_json(self): def to_json(self):
@@ -1581,6 +1586,8 @@ class Spoiler(object):
out.update(self.locations) out.update(self.locations)
out['Starting Inventory'] = self.startinventory out['Starting Inventory'] = self.startinventory
out['Special'] = self.medallions out['Special'] = self.medallions
if self.hashes:
out['Hashes'] = {f"{self.world.player_names[player][team]} (Team {team+1})": hash for (player, team), hash in self.hashes.items()}
if self.shops: if self.shops:
out['Shops'] = self.shops out['Shops'] = self.shops
out['playthrough'] = self.playthrough out['playthrough'] = self.playthrough
@@ -1594,30 +1601,35 @@ class Spoiler(object):
self.parse_data() self.parse_data()
with open(filename, 'w') as outfile: with open(filename, 'w') as outfile:
outfile.write('ALttP Entrance Randomizer Version %s - Seed: %s\n\n' % (self.metadata['version'], self.world.seed)) outfile.write('ALttP Entrance Randomizer Version %s - Seed: %s\n\n' % (self.metadata['version'], self.world.seed))
outfile.write('Players: %d\n' % self.world.players)
outfile.write('Filling Algorithm: %s\n' % self.world.algorithm) outfile.write('Filling Algorithm: %s\n' % self.world.algorithm)
outfile.write('Logic: %s\n' % self.metadata['logic']) outfile.write('Players: %d\n' % self.world.players)
outfile.write('Mode: %s\n' % self.metadata['mode']) outfile.write('Teams: %d\n' % self.world.teams)
outfile.write('Retro: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['retro'].items()}) for player in range(1, self.world.players + 1):
outfile.write('Swords: %s\n' % self.metadata['weapons']) if self.world.players > 1:
outfile.write('Goal: %s\n' % self.metadata['goal']) outfile.write('\nPlayer %d: %s\n' % (player, self.world.get_player_names(player)))
outfile.write('Difficulty: %s\n' % self.metadata['item_pool']) for team in range(self.world.teams):
outfile.write('Item Functionality: %s\n' % self.metadata['item_functionality']) outfile.write('%s%s\n' % (f"Hash - {self.world.player_names[player][team]} (Team {team+1}): " if self.world.teams > 1 else 'Hash: ', self.hashes[player, team]))
outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle']) outfile.write('Logic: %s\n' % self.metadata['logic'][player])
outfile.write('Door Shuffle: %s\n' % self.metadata['door_shuffle']) outfile.write('Mode: %s\n' % self.metadata['mode'][player])
outfile.write('Crystals required for GT: %s\n' % self.metadata['gt_crystals']) outfile.write('Retro: %s\n' % ('Yes' if self.metadata['retro'][player] else 'No'))
outfile.write('Crystals required for Ganon: %s\n' % self.metadata['ganon_crystals']) outfile.write('Swords: %s\n' % self.metadata['weapons'][player])
outfile.write('Pyramid hole pre-opened: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['open_pyramid'].items()}) outfile.write('Goal: %s\n' % self.metadata['goal'][player])
outfile.write('Accessibility: %s\n' % self.metadata['accessibility']) outfile.write('Difficulty: %s\n' % self.metadata['item_pool'][player])
outfile.write('Map shuffle: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['mapshuffle'].items()}) outfile.write('Item Functionality: %s\n' % self.metadata['item_functionality'][player])
outfile.write('Compass shuffle: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['compassshuffle'].items()}) outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle'][player])
outfile.write('Small Key shuffle: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['keyshuffle'].items()}) outfile.write('Crystals required for GT: %s\n' % self.metadata['gt_crystals'][player])
outfile.write('Big Key shuffle: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['bigkeyshuffle'].items()}) outfile.write('Crystals required for Ganon: %s\n' % self.metadata['ganon_crystals'][player])
outfile.write('Boss shuffle: %s\n' % self.metadata['boss_shuffle']) outfile.write('Pyramid hole pre-opened: %s\n' % ('Yes' if self.metadata['open_pyramid'][player] else 'No'))
outfile.write('Enemy shuffle: %s\n' % self.metadata['enemy_shuffle']) outfile.write('Accessibility: %s\n' % self.metadata['accessibility'][player])
outfile.write('Enemy health: %s\n' % self.metadata['enemy_health']) outfile.write('Map shuffle: %s\n' % ('Yes' if self.metadata['mapshuffle'][player] else 'No'))
outfile.write('Enemy damage: %s\n' % self.metadata['enemy_damage']) outfile.write('Compass shuffle: %s\n' % ('Yes' if self.metadata['compassshuffle'][player] else 'No'))
outfile.write('Hints: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['hints'].items()}) outfile.write('Small Key shuffle: %s\n' % ('Yes' if self.metadata['keyshuffle'][player] else 'No'))
outfile.write('Big Key shuffle: %s\n' % ('Yes' if self.metadata['bigkeyshuffle'][player] else 'No'))
outfile.write('Boss shuffle: %s\n' % self.metadata['boss_shuffle'][player])
outfile.write('Enemy shuffle: %s\n' % self.metadata['enemy_shuffle'][player])
outfile.write('Enemy health: %s\n' % self.metadata['enemy_health'][player])
outfile.write('Enemy damage: %s\n' % self.metadata['enemy_damage'][player])
outfile.write('Hints: %s\n' % ('Yes' if self.metadata['hints'][player] else 'No'))
if self.doors: if self.doors:
outfile.write('\n\nDoors:\n\n') outfile.write('\n\nDoors:\n\n')
outfile.write('\n'.join(['%s%s %s %s' % ('Player {0}: '.format(entry['player']) if self.world.players > 1 else '', entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.doors.values()])) outfile.write('\n'.join(['%s%s %s %s' % ('Player {0}: '.format(entry['player']) if self.world.players > 1 else '', entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.doors.values()]))
@@ -1626,17 +1638,13 @@ class Spoiler(object):
outfile.write('\n'.join(['%s%s %s' % ('Player {0}: '.format(entry['player']) if self.world.players > 1 else '', entry['doorNames'], entry['type']) for entry in self.doorTypes.values()])) outfile.write('\n'.join(['%s%s %s' % ('Player {0}: '.format(entry['player']) if self.world.players > 1 else '', entry['doorNames'], entry['type']) for entry in self.doorTypes.values()]))
if self.entrances: if self.entrances:
outfile.write('\n\nEntrances:\n\n') outfile.write('\n\nEntrances:\n\n')
outfile.write('\n'.join(['%s%s %s %s' % ('Player {0}: '.format(entry['player']) if self.world.players > 1 else '', entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.entrances.values()])) outfile.write('\n'.join(['%s%s %s %s' % (f'{self.world.get_player_names(entry["player"])}: ' if self.world.players > 1 else '', entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.entrances.values()]))
outfile.write('\n\nMedallions\n') outfile.write('\n\nMedallions:\n')
if self.world.players == 1: for dungeon, medallion in self.medallions.items():
outfile.write('\nMisery Mire Medallion: %s' % (self.medallions['Misery Mire'])) outfile.write(f'\n{dungeon}: {medallion}')
outfile.write('\nTurtle Rock Medallion: %s' % (self.medallions['Turtle Rock'])) if self.startinventory:
else: outfile.write('\n\nStarting Inventory:\n\n')
for player in range(1, self.world.players + 1): outfile.write('\n'.join(self.startinventory))
outfile.write('\nMisery Mire Medallion (Player %d): %s' % (player, self.medallions['Misery Mire (Player %d)' % player]))
outfile.write('\nTurtle Rock Medallion (Player %d): %s' % (player, self.medallions['Turtle Rock (Player %d)' % player]))
outfile.write('\n\nStarting Inventory:\n\n')
outfile.write('\n'.join(self.startinventory))
outfile.write('\n\nLocations:\n\n') outfile.write('\n\nLocations:\n\n')
outfile.write('\n'.join(['%s: %s' % (location, item) for grouping in self.locations.values() for (location, item) in grouping.items()])) outfile.write('\n'.join(['%s: %s' % (location, item) for grouping in self.locations.values() for (location, item) in grouping.items()]))
outfile.write('\n\nShops:\n\n') outfile.write('\n\nShops:\n\n')
+47 -34
View File
@@ -13,7 +13,7 @@ from Dungeons import dungeon_regions, region_starts, split_region_starts, flexib
from Dungeons import drop_entrances, dungeon_bigs, dungeon_keys from Dungeons import drop_entrances, dungeon_bigs, dungeon_keys
from Items import ItemFactory from Items import ItemFactory
from RoomData import DoorKind, PairedDoor from RoomData import DoorKind, PairedDoor
from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon, validate_tr
from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder
from KeyDoorShuffle import analyze_dungeon, validate_vanilla_key_logic, build_key_layout, validate_key_layout from KeyDoorShuffle import analyze_dungeon, validate_vanilla_key_logic, build_key_layout, validate_key_layout
@@ -118,17 +118,34 @@ def vanilla_key_logic(world, player):
overworld_prep(world, player) overworld_prep(world, player)
entrances_map, potentials, connections = determine_entrance_list(world, player) entrances_map, potentials, connections = determine_entrance_list(world, player)
for builder in builders:
start_regions = convert_regions(entrances_map[builder.name], world, player) enabled_entrances = {}
doors = convert_key_doors(default_small_key_doors[builder.name], world, player) sector_queue = collections.deque(builders)
key_layout = build_key_layout(builder, start_regions, doors, world, player) last_key = None
valid = validate_key_layout(key_layout, world, player) while len(sector_queue) > 0:
if not valid: builder = sector_queue.popleft()
raise Exception('Vanilla key layout not valid %s' % builder.name)
if player not in world.key_logic.keys(): origin_list = list(entrances_map[builder.name])
world.key_logic[player] = {} find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, builder.name)
analyze_dungeon(key_layout, world, player) origin_list_sans_drops = remove_drop_origins(origin_list)
world.key_logic[player][builder.name] = key_layout.key_logic if len(origin_list_sans_drops) <= 0:
if last_key == builder.name:
raise Exception('Infinte loop detected %s' % builder.name)
sector_queue.append(builder)
last_key = builder.name
else:
find_new_entrances(builder.master_sector, connections, potentials, enabled_entrances, world, player)
start_regions = convert_regions(origin_list, world, player)
doors = convert_key_doors(default_small_key_doors[builder.name], world, player)
key_layout = build_key_layout(builder, start_regions, doors, world, player)
valid = validate_key_layout(key_layout, world, player)
if not valid:
raise Exception('Vanilla key layout not valid %s' % builder.name)
if player not in world.key_logic.keys():
world.key_logic[player] = {}
analyze_dungeon(key_layout, world, player)
world.key_logic[player][builder.name] = key_layout.key_logic
last_key = None
validate_vanilla_key_logic(world, player) validate_vanilla_key_logic(world, player)
@@ -322,7 +339,7 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
origin_list = list(builder.entrance_list) origin_list = list(builder.entrance_list)
find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, name) find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, name)
origin_list_sans_drops = remove_drop_origins(origin_list) origin_list_sans_drops = remove_drop_origins(origin_list)
if len(origin_list_sans_drops) <= 0: if len(origin_list_sans_drops) <= 0 or name == "Turtle Rock" and not validate_tr(name, builder.sectors, origin_list_sans_drops, world, player):
if last_key == builder.name: if last_key == builder.name:
raise Exception('Infinte loop detected %s' % builder.name) raise Exception('Infinte loop detected %s' % builder.name)
sector_queue.append(builder) sector_queue.append(builder)
@@ -1108,29 +1125,24 @@ def change_door_to_small_key(d, world, player):
def determine_required_paths(world, player): def determine_required_paths(world, player):
paths = { paths = {
'Hyrule Castle': [], 'Hyrule Castle': ['Hyrule Castle Lobby', 'Hyrule Castle West Lobby', 'Hyrule Castle East Lobby'],
'Eastern Palace': ['Eastern Boss'], 'Eastern Palace': ['Eastern Boss'],
'Desert Palace': ['Desert Boss'], 'Desert Palace': ['Desert Main Lobby', 'Desert East Lobby', 'Desert West Lobby', 'Desert Boss'],
'Tower of Hera': ['Hera Boss'], 'Tower of Hera': ['Hera Boss'],
'Agahnims Tower': ['Tower Agahnim 1'], 'Agahnims Tower': ['Tower Agahnim 1'],
'Palace of Darkness': ['PoD Boss'], 'Palace of Darkness': ['PoD Boss'],
'Swamp Palace': ['Swamp Boss'], 'Swamp Palace': ['Swamp Boss'],
'Skull Woods': ['Skull Boss'], 'Skull Woods': ['Skull 1 Lobby', 'Skull 2 East Lobby', 'Skull 2 West Lobby', 'Skull Boss'],
'Thieves Town': ['Thieves Boss', ('Thieves Blind\'s Cell', 'Thieves Boss')], 'Thieves Town': ['Thieves Boss', ('Thieves Blind\'s Cell', 'Thieves Boss')],
'Ice Palace': ['Ice Boss'], 'Ice Palace': ['Ice Boss'],
'Misery Mire': ['Mire Boss'], 'Misery Mire': ['Mire Boss'],
'Turtle Rock': ['TR Boss'], 'Turtle Rock': ['TR Main Lobby', 'TR Lazy Eyes', 'TR Big Chest Entrance', 'TR Eye Bridge', 'TR Boss'],
'Ganons Tower': ['GT Agahnim 2'] 'Ganons Tower': ['GT Agahnim 2']
} }
if world.shuffle[player] == 'vanilla': if world.mode[player] == 'standard':
paths['Skull Woods'].insert(0, 'Skull 2 West Lobby') paths['Hyrule Castle'].append('Hyrule Dungeon Cellblock')
paths['Turtle Rock'].insert(0, 'TR Eye Bridge') # noinspection PyTypeChecker
paths['Turtle Rock'].insert(0, 'TR Big Chest Entrance') paths['Hyrule Castle'].append(('Hyrule Dungeon Cellblock', 'Sanctuary'))
paths['Turtle Rock'].insert(0, 'TR Lazy Eyes')
if world.mode == 'standard':
paths['Hyrule Castle'].append('Hyrule Dungeon Cellblock')
# noinspection PyTypeChecker
paths['Hyrule Castle'].append(('Hyrule Dungeon Cellblock', 'Sanctuary'))
if world.doorShuffle[player] in ['basic']: if world.doorShuffle[player] in ['basic']:
paths['Thieves Town'].append('Thieves Attic Window') paths['Thieves Town'].append('Thieves Attic Window')
return paths return paths
@@ -1159,7 +1171,7 @@ def find_inaccessible_regions(world, player):
if connect is not None and connect.type is not RegionType.Dungeon and connect not in queue and connect not in visited_regions: if connect is not None and connect.type is not RegionType.Dungeon and connect not in queue and connect not in visited_regions:
queue.append(connect) queue.append(connect)
world.inaccessible_regions[player].extend([r.name for r in all_regions.difference(visited_regions) if valid_inaccessible_region(r)]) world.inaccessible_regions[player].extend([r.name for r in all_regions.difference(visited_regions) if valid_inaccessible_region(r)])
if world.mode == 'standard': if world.mode[player] == 'standard':
world.inaccessible_regions[player].append('Hyrule Castle Ledge') world.inaccessible_regions[player].append('Hyrule Castle Ledge')
world.inaccessible_regions[player].append('Sewer Drop') world.inaccessible_regions[player].append('Sewer Drop')
logger = logging.getLogger('') logger = logging.getLogger('')
@@ -1194,19 +1206,20 @@ def add_inaccessible_doors(world, player):
create_door(world, player, 'Death Mountain Return Cave (West)', 'Death Mountain Return Ledge') create_door(world, player, 'Death Mountain Return Cave (West)', 'Death Mountain Return Ledge')
if 'Desert Palace Lone Stairs' in world.inaccessible_regions[player]: if 'Desert Palace Lone Stairs' in world.inaccessible_regions[player]:
create_door(world, player, 'Desert Palace Entrance (East)', 'Desert Palace Lone Stairs') create_door(world, player, 'Desert Palace Entrance (East)', 'Desert Palace Lone Stairs')
if world.mode[player] == 'standard' and 'Hyrule Castle Ledge' in world.inaccessible_regions[player]: # if world.mode[player] == 'standard' and 'Hyrule Castle Ledge' in world.inaccessible_regions[player]:
create_door(world, player, 'Hyrule Castle Entrance (East)', 'Hyrule Castle Ledge') # create_door(world, player, 'Hyrule Castle Entrance (East)', 'Hyrule Castle Ledge')
create_door(world, player, 'Hyrule Castle Entrance (West)', 'Hyrule Castle Ledge') # create_door(world, player, 'Hyrule Castle Entrance (West)', 'Hyrule Castle Ledge')
def create_door(world, player, entName, region_name): def create_door(world, player, entName, region_name):
connect = world.get_entrance(entName, player).connected_region entrance = world.get_entrance(entName, player)
connect = entrance.connected_region
for ext in connect.exits: for ext in connect.exits:
if ext.connected_region is not None and ext.connected_region.name == region_name: if ext.connected_region is not None and ext.connected_region.name == region_name:
d = Door(player, ext.name, DoorType.Logical), d = Door(player, ext.name, DoorType.Logical, ext),
world.doors += d world.doors += d
connect_door_only(world, ext.name, ext.connected_region, player) connect_door_only(world, ext.name, ext.connected_region, player)
d = Door(player, entName, DoorType.Logical), d = Door(player, entName, DoorType.Logical, entrance),
world.doors += d world.doors += d
connect_door_only(world, entName, connect, player) connect_door_only(world, entName, connect, player)
@@ -1286,7 +1299,7 @@ def check_if_regions_visited(state, check_paths):
def check_for_pinball_fix(state, bad_region, world, player): def check_for_pinball_fix(state, bad_region, world, player):
pinball_region = world.get_region('Skull Pinball', player) pinball_region = world.get_region('Skull Pinball', player)
if bad_region.name == 'Skull 2 West Lobby' and state.visited_at_all(pinball_region): if bad_region.name == 'Skull 2 West Lobby' and state.visited_at_all(pinball_region): #revisit this for entrance shuffle
door = world.get_door('Skull Pinball WS', player) door = world.get_door('Skull Pinball WS', player)
room = world.get_room(door.roomIndex, player) room = world.get_room(door.roomIndex, player)
if room.doorList[door.doorListPos][1] == DoorKind.Trap: if room.doorList[door.doorListPos][1] == DoorKind.Trap:
+14
View File
@@ -1069,6 +1069,9 @@ def create_doors(world, player):
world.get_door('Swamp Drain Right Switch', player).event('Swamp Drain') world.get_door('Swamp Drain Right Switch', player).event('Swamp Drain')
world.get_door('Swamp Flooded Room Ladder', player).event('Swamp Drain') world.get_door('Swamp Flooded Room Ladder', player).event('Swamp Drain')
if world.mode[player] == 'standard':
world.get_door('Hyrule Castle Throne Room N', player).event('Zelda Pickup')
# crystal switches and barriers # crystal switches and barriers
world.get_door('Hera Lobby Down Stairs', player).c_switch() world.get_door('Hera Lobby Down Stairs', player).c_switch()
world.get_door('Hera Lobby Key Stairs', player).c_switch() world.get_door('Hera Lobby Key Stairs', player).c_switch()
@@ -1203,6 +1206,8 @@ def create_doors(world, player):
controller_door(east_controller, world.get_door('Ice Cross Bottom Push Block Right', player)) controller_door(east_controller, world.get_door('Ice Cross Bottom Push Block Right', player))
controller_door(east_controller, world.get_door('Ice Cross Top Push Block Right', player)) controller_door(east_controller, world.get_door('Ice Cross Top Push Block Right', player))
assign_entrances(world, player)
def create_paired_doors(world, player): def create_paired_doors(world, player):
world.paired_doors[player] = [ world.paired_doors[player] = [
@@ -1247,6 +1252,15 @@ def create_paired_doors(world, player):
] ]
def assign_entrances(world, player):
for door in world.doors:
if door.player == player:
entrance = world.check_for_entrance(door.name, player)
if entrance is not None:
door.entrance = entrance
entrance.door = door
def controller_door(controller, dependent): def controller_door(controller, dependent):
dependent.controller = controller dependent.controller = controller
controller.dependents.append(dependent) controller.dependents.append(dependent)
+85 -36
View File
@@ -1,6 +1,6 @@
import random import random
import collections import collections
from collections import defaultdict from collections import defaultdict, deque
from enum import Enum, unique from enum import Enum, unique
import logging import logging
from functools import reduce from functools import reduce
@@ -31,16 +31,35 @@ class GraphPiece:
self.possible_bk_locations = set() self.possible_bk_locations = set()
def generate_dungeon(name, available_sectors, entrance_region_names, split_dungeon, world, player): # Turtle Rock shouldn't be generated until the Big Chest entrance is reachable
logger = logging.getLogger('') def validate_tr(name, available_sectors, entrance_region_names, world, player):
entrance_regions = convert_regions(entrance_region_names, world, player) entrance_regions = convert_regions(entrance_region_names, world, player)
doors_to_connect = set() proposed_map = {}
doors_to_connect = {}
all_regions = set() all_regions = set()
bk_needed = False bk_needed = False
bk_special = False bk_special = False
for sector in available_sectors: for sector in available_sectors:
for door in sector.outstanding_doors: for door in sector.outstanding_doors:
doors_to_connect.add(door) doors_to_connect[door.name] = door
all_regions.update(sector.regions)
bk_needed = bk_needed or determine_if_bk_needed(sector, False, world, player)
bk_special = bk_special or check_for_special(sector)
dungeon, hangers, hooks = gen_dungeon_info(name, available_sectors, entrance_regions, proposed_map,
doors_to_connect, bk_needed, bk_special, world, player)
return check_valid(dungeon, hangers, hooks, proposed_map, doors_to_connect, all_regions, bk_needed, False)
def generate_dungeon(name, available_sectors, entrance_region_names, split_dungeon, world, player):
logger = logging.getLogger('')
entrance_regions = convert_regions(entrance_region_names, world, player)
doors_to_connect = {}
all_regions = set()
bk_needed = False
bk_special = False
for sector in available_sectors:
for door in sector.outstanding_doors:
doors_to_connect[door.name] = door
all_regions.update(sector.regions) all_regions.update(sector.regions)
bk_needed = bk_needed or determine_if_bk_needed(sector, split_dungeon, world, player) bk_needed = bk_needed or determine_if_bk_needed(sector, split_dungeon, world, player)
bk_special = bk_special or check_for_special(sector) bk_special = bk_special or check_for_special(sector)
@@ -51,7 +70,8 @@ def generate_dungeon(name, available_sectors, entrance_region_names, split_dunge
backtrack = False backtrack = False
itr = 0 itr = 0
finished = False finished = False
# last_choice = None # flag if standard and this is hyrule castle
std_flag = world.mode[player] == 'standard' and bk_special
while not finished: while not finished:
# what are my choices? # what are my choices?
itr += 1 itr += 1
@@ -61,7 +81,7 @@ def generate_dungeon(name, available_sectors, entrance_region_names, split_dunge
dungeon, hangers, hooks = gen_dungeon_info(name, available_sectors, entrance_regions, proposed_map, dungeon, hangers, hooks = gen_dungeon_info(name, available_sectors, entrance_regions, proposed_map,
doors_to_connect, bk_needed, bk_special, world, player) doors_to_connect, bk_needed, bk_special, world, player)
dungeon_cache[depth] = dungeon, hangers, hooks dungeon_cache[depth] = dungeon, hangers, hooks
valid = check_valid(dungeon, hangers, hooks, proposed_map, doors_to_connect, all_regions, bk_needed) valid = check_valid(dungeon, hangers, hooks, proposed_map, doors_to_connect, all_regions, bk_needed, std_flag)
else: else:
dungeon, hangers, hooks = dungeon_cache[depth] dungeon, hangers, hooks = dungeon_cache[depth]
valid = True valid = True
@@ -98,7 +118,7 @@ def generate_dungeon(name, available_sectors, entrance_region_names, split_dunge
queue = collections.deque(proposed_map.items()) queue = collections.deque(proposed_map.items())
while len(queue) > 0: while len(queue) > 0:
a, b = queue.pop() a, b = queue.pop()
connect_doors(a, b, world, player) connect_doors(a, b)
queue.remove((b, a)) queue.remove((b, a))
master_sector = available_sectors.pop() master_sector = available_sectors.pop()
for sub_sector in available_sectors: for sub_sector in available_sectors:
@@ -136,7 +156,7 @@ def gen_dungeon_info(name, available_sectors, entrance_regions, proposed_map, va
for door in sector.outstanding_doors: for door in sector.outstanding_doors:
if not door.stonewall and door not in proposed_map.keys(): if not door.stonewall and door not in proposed_map.keys():
hanger_set.add(door) hanger_set.add(door)
parent = parent_region(door, world, player).parent_region parent = door.entrance.parent_region
init_state = ExplorationState(dungeon=name) init_state = ExplorationState(dungeon=name)
init_state.big_key_special = start.big_key_special init_state.big_key_special = start.big_key_special
o_state = extend_reachable_state_improved([parent], init_state, proposed_map, o_state = extend_reachable_state_improved([parent], init_state, proposed_map,
@@ -198,7 +218,7 @@ def check_blue_states(hanger_set, dungeon, o_state_cache, proposed_map, valid_do
def explore_blue_state(door, dungeon, o_state, proposed_map, valid_doors, world, player): def explore_blue_state(door, dungeon, o_state, proposed_map, valid_doors, world, player):
parent = parent_region(door, world, player).parent_region parent = door.entrance.parent_region
blue_start = ExplorationState(CrystalBarrier.Blue, o_state.dungeon) blue_start = ExplorationState(CrystalBarrier.Blue, o_state.dungeon)
blue_start.big_key_special = o_state.big_key_special blue_start.big_key_special = o_state.big_key_special
b_state = extend_reachable_state_improved([parent], blue_start, proposed_map, valid_doors, False, world, player) b_state = extend_reachable_state_improved([parent], blue_start, proposed_map, valid_doors, False, world, player)
@@ -269,7 +289,7 @@ def filter_choices(next_hanger, door, orig_hang, prev_choices, hook_candidates):
return next_hanger != door and orig_hang != next_hanger and door not in hook_candidates return next_hanger != door and orig_hang != next_hanger and door not in hook_candidates
def check_valid(dungeon, hangers, hooks, proposed_map, doors_to_connect, all_regions, bk_needed): def check_valid(dungeon, hangers, hooks, proposed_map, doors_to_connect, all_regions, bk_needed, std_flag):
# evaluate if everything is still plausible # evaluate if everything is still plausible
# only origin is left in the dungeon and not everything is connected # only origin is left in the dungeon and not everything is connected
@@ -300,7 +320,7 @@ def check_valid(dungeon, hangers, hooks, proposed_map, doors_to_connect, all_reg
if len(must_hang[key]) > len(hooks[key]): if len(must_hang[key]) > len(hooks[key]):
return False return False
outstanding_doors = defaultdict(list) outstanding_doors = defaultdict(list)
for d in doors_to_connect: for d in doors_to_connect.values():
if d not in proposed_map.keys(): if d not in proposed_map.keys():
outstanding_doors[hook_from_door(d)].append(d) outstanding_doors[hook_from_door(d)].append(d)
for key in outstanding_doors.keys(): for key in outstanding_doors.keys():
@@ -317,6 +337,8 @@ def check_valid(dungeon, hangers, hooks, proposed_map, doors_to_connect, all_reg
return False return False
if not bk_possible: if not bk_possible:
return False return False
if std_flag and not cellblock_valid(doors_to_connect, all_regions, proposed_map):
return False
new_hangers_found = True new_hangers_found = True
accessible_hook_types = [] accessible_hook_types = []
hanger_matching = set() hanger_matching = set()
@@ -344,6 +366,41 @@ def check_valid(dungeon, hangers, hooks, proposed_map, doors_to_connect, all_reg
return len(all_hangers.difference(hanger_matching)) == 0 return len(all_hangers.difference(hanger_matching)) == 0
def cellblock_valid(valid_doors, all_regions, proposed_map):
cellblock = None
for region in all_regions:
if 'Hyrule Dungeon Cellblock' == region.name:
cellblock = region
break
queue = deque([cellblock])
visited = {cellblock}
while len(queue) > 0:
region = queue.popleft()
if region.name == 'Sanctuary':
return True
for ext in region.exits:
connect = ext.connected_region
if connect is None and ext.name in valid_doors:
door = valid_doors[ext.name]
if not door.blocked:
if door in proposed_map:
new_region = proposed_map[door].entrance.parent_region
if new_region not in visited:
visited.add(new_region)
queue.append(new_region)
else:
return True # outstanding connection possible
elif connect is not None:
door = ext.door
if door is not None and not door.blocked and connect not in visited:
visited.add(connect)
queue.append(connect)
return False # couldn't find an outstanding door or the sanctuary
def winnow_hangers(hangers, hooks): def winnow_hangers(hangers, hooks):
removal_info = [] removal_info = []
for hanger, door_set in hangers.items(): for hanger, door_set in hangers.items():
@@ -406,10 +463,6 @@ def filter_for_potential_bk_locations(locations):
and x.name not in key_only_locations.keys() and x.name not in ['Agahnim 1', 'Agahnim 2']] and x.name not in key_only_locations.keys() and x.name not in ['Agahnim 1', 'Agahnim 2']]
def parent_region(door, world, player):
return world.get_entrance(door.name, player)
def opposite_h_type(h_type): def opposite_h_type(h_type):
type_map = { type_map = {
Hook.Stairs: Hook.Stairs, Hook.Stairs: Hook.Stairs,
@@ -450,7 +503,7 @@ def hanger_from_door(door):
return None return None
def connect_doors(a, b, world, player): def connect_doors(a, b):
# Return on unsupported types. # Return on unsupported types.
if a.type in [DoorType.Open, DoorType.StraightStairs, DoorType.Hole, DoorType.Warp, DoorType.Ladder, if a.type in [DoorType.Open, DoorType.StraightStairs, DoorType.Hole, DoorType.Warp, DoorType.Ladder,
DoorType.Interior, DoorType.Logical]: DoorType.Interior, DoorType.Logical]:
@@ -458,28 +511,26 @@ def connect_doors(a, b, world, player):
# Connect supported types # Connect supported types
if a.type == DoorType.Normal or a.type == DoorType.SpiralStairs: if a.type == DoorType.Normal or a.type == DoorType.SpiralStairs:
if a.blocked: if a.blocked:
connect_one_way(world, b.name, a.name, player) connect_one_way(b.entrance, a.entrance)
elif b.blocked: elif b.blocked:
connect_one_way(world, a.name, b.name, player) connect_one_way(a.entrance, b.entrance)
else: else:
connect_two_way(world, a.name, b.name, player) connect_two_way(a.entrance, b.entrance)
dep_doors, target = [], None dep_doors, target = [], None
if len(a.dependents) > 0: if len(a.dependents) > 0:
dep_doors, target = a.dependents, b dep_doors, target = a.dependents, b
elif len(b.dependents) > 0: elif len(b.dependents) > 0:
dep_doors, target = b.dependents, a dep_doors, target = b.dependents, a
if target is not None: if target is not None:
target_region = world.get_entrance(target.name, player).parent_region target_region = target.entrance.parent_region
for dep in dep_doors: for dep in dep_doors:
connect_simple_door(dep, target_region, world, player) connect_simple_door(dep, target_region)
return return
# If we failed to account for a type, panic # If we failed to account for a type, panic
raise RuntimeError('Unknown door type ' + a.type.name) raise RuntimeError('Unknown door type ' + a.type.name)
def connect_two_way(world, entrancename, exitname, player): def connect_two_way(entrance, ext):
entrance = world.get_entrance(entrancename, player)
ext = world.get_entrance(exitname, player)
# if these were already connected somewhere, remove the backreference # if these were already connected somewhere, remove the backreference
if entrance.connected_region is not None: if entrance.connected_region is not None:
@@ -491,17 +542,15 @@ def connect_two_way(world, entrancename, exitname, player):
ext.connect(entrance.parent_region) ext.connect(entrance.parent_region)
if entrance.parent_region.dungeon: if entrance.parent_region.dungeon:
ext.parent_region.dungeon = entrance.parent_region.dungeon ext.parent_region.dungeon = entrance.parent_region.dungeon
x = world.check_for_door(entrancename, player) x = entrance.door
y = world.check_for_door(exitname, player) y = ext.door
if x is not None: if x is not None:
x.dest = y x.dest = y
if y is not None: if y is not None:
y.dest = x y.dest = x
def connect_one_way(world, entrancename, exitname, player): def connect_one_way(entrance, ext):
entrance = world.get_entrance(entrancename, player)
ext = world.get_entrance(exitname, player)
# if these were already connected somewhere, remove the backreference # if these were already connected somewhere, remove the backreference
if entrance.connected_region is not None: if entrance.connected_region is not None:
@@ -512,16 +561,16 @@ def connect_one_way(world, entrancename, exitname, player):
entrance.connect(ext.parent_region) entrance.connect(ext.parent_region)
if entrance.parent_region.dungeon: if entrance.parent_region.dungeon:
ext.parent_region.dungeon = entrance.parent_region.dungeon ext.parent_region.dungeon = entrance.parent_region.dungeon
x = world.check_for_door(entrancename, player) x = entrance.door
y = world.check_for_door(exitname, player) y = ext.door
if x is not None: if x is not None:
x.dest = y x.dest = y
if y is not None: if y is not None:
y.dest = x y.dest = x
def connect_simple_door(exit_door, region, world, player): def connect_simple_door(exit_door, region):
world.get_entrance(exit_door.name, player).connect(region) exit_door.entrance.connect(region)
exit_door.dest = region exit_door.dest = region
@@ -679,7 +728,7 @@ class ExplorationState(object):
if self.can_traverse(door): if self.can_traverse(door):
if door.controller is not None: if door.controller is not None:
door = door.controller door = door.controller
if door.dest is None and door not in proposed_map.keys() and door in valid_doors: if door.dest is None and door not in proposed_map.keys() and door.name in valid_doors.keys():
if not self.in_door_list_ic(door, self.unattached_doors): if not self.in_door_list_ic(door, self.unattached_doors):
self.append_door_to_list(door, self.unattached_doors, flag) self.append_door_to_list(door, self.unattached_doors, flag)
else: else:
@@ -961,7 +1010,7 @@ def create_dungeon_builders(all_sectors, world, player, dungeon_entrances=None):
current_dungeon = dungeon_map[key] current_dungeon = dungeon_map[key]
for r_name in dungeon_boss_sectors[key]: for r_name in dungeon_boss_sectors[key]:
assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, candidate_sectors) assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, candidate_sectors)
if key == 'Hyrule Castle' and world.mode == 'standard': if key == 'Hyrule Castle' and world.mode[player] == 'standard':
for r_name in ['Hyrule Dungeon Cellblock', 'Sanctuary']: # need to deliver zelda for r_name in ['Hyrule Dungeon Cellblock', 'Sanctuary']: # need to deliver zelda
assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, candidate_sectors) assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, candidate_sectors)
for key in dungeon_entrances.keys(): for key in dungeon_entrances.keys():
+4 -1
View File
@@ -278,8 +278,10 @@ def parse_arguments(argv, no_defaults=False):
parser.add_argument('--enemy_damage', default=defval('default'), choices=['default', 'shuffled', 'chaos']) parser.add_argument('--enemy_damage', default=defval('default'), choices=['default', 'shuffled', 'chaos'])
parser.add_argument('--shufflepots', default=defval(False), action='store_true') parser.add_argument('--shufflepots', default=defval(False), action='store_true')
parser.add_argument('--beemizer', default=defval(0), type=lambda value: min(max(int(value), 0), 4)) parser.add_argument('--beemizer', default=defval(0), type=lambda value: min(max(int(value), 0), 4))
parser.add_argument('--remote_items', default=defval(False), action='store_true')
parser.add_argument('--multi', default=defval(1), type=lambda value: min(max(int(value), 1), 255)) parser.add_argument('--multi', default=defval(1), type=lambda value: min(max(int(value), 1), 255))
parser.add_argument('--names', default=defval('')) parser.add_argument('--names', default=defval(''))
parser.add_argument('--teams', default=defval(1), type=lambda value: max(int(value), 1))
parser.add_argument('--outputpath') parser.add_argument('--outputpath')
parser.add_argument('--race', default=defval(False), action='store_true') parser.add_argument('--race', default=defval(False), action='store_true')
parser.add_argument('--outputname') parser.add_argument('--outputname')
@@ -302,7 +304,8 @@ def parse_arguments(argv, no_defaults=False):
'mapshuffle', 'compassshuffle', 'keyshuffle', 'bigkeyshuffle', 'startinventory', 'mapshuffle', 'compassshuffle', 'keyshuffle', 'bigkeyshuffle', 'startinventory',
'retro', 'accessibility', 'hints', 'beemizer', 'retro', 'accessibility', 'hints', 'beemizer',
'shufflebosses', 'shuffleenemies', 'enemy_health', 'enemy_damage', 'shufflepots', 'shufflebosses', 'shuffleenemies', 'enemy_health', 'enemy_damage', 'shufflepots',
'ow_palettes', 'uw_palettes', 'sprite', 'disablemusic', 'quickswap', 'fastmenu', 'heartcolor', 'heartbeep']: 'ow_palettes', 'uw_palettes', 'sprite', 'disablemusic', 'quickswap', 'fastmenu', 'heartcolor', 'heartbeep',
'remote_items']:
value = getattr(defaults, name) if getattr(playerargs, name) is None else getattr(playerargs, name) value = getattr(defaults, name) if getattr(playerargs, name) is None else getattr(playerargs, name)
if player == 1: if player == 1:
setattr(ret, name, {1: value}) setattr(ret, name, {1: value})
+1 -1
View File
@@ -350,7 +350,7 @@ flexible_starts = {
} }
drop_entrances = [ drop_entrances = [
'Sewers Rat Path', 'Skull Pinball', 'Skull Left Drop' # Pot circle, Back drop have unique access 'Sewers Rat Path', 'Skull Pinball', 'Skull Left Drop', 'Sanctuary' # Pot circle, Back drop have unique access
] ]
dungeon_keys = { dungeon_keys = {
+3 -2
View File
@@ -255,7 +255,8 @@ def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None
fill_locations.reverse() fill_locations.reverse()
# Make sure the escape small key is placed first in standard with key shuffle to prevent running out of spots # Make sure the escape small key is placed first in standard with key shuffle to prevent running out of spots
progitempool.sort(key=lambda item: 1 if item.name == 'Small Key (Escape)' and world.mode[item.player] == 'standard' and world.keyshuffle[item.player] else 0) # todo: crossed
progitempool.sort(key=lambda item: 1 if item.name == 'Small Key (Escape)' and world.keyshuffle[item.player] and world.mode[item.player] == 'standard' else 0)
fill_restrictive(world, world.state, fill_locations, progitempool) fill_restrictive(world, world.state, fill_locations, progitempool)
@@ -346,7 +347,7 @@ def balance_multiworld_progression(world):
def get_sphere_locations(sphere_state, locations): def get_sphere_locations(sphere_state, locations):
sphere_state.sweep_for_events(key_only=True, locations=locations) sphere_state.sweep_for_events(key_only=True, locations=locations)
return [loc for loc in locations if sphere_state.can_reach(loc)] return [loc for loc in locations if sphere_state.can_reach(loc) and sphere_state.not_flooding_a_key(sphere_state.world, loc)]
while True: while True:
sphere_locations = get_sphere_locations(state, unchecked_locations) sphere_locations = get_sphere_locations(state, unchecked_locations)
+4 -21
View File
@@ -15,7 +15,7 @@ from DungeonRandomizer import parse_arguments
from GuiUtils import ToolTips, set_icon, BackgroundTaskProgress from GuiUtils import ToolTips, set_icon, BackgroundTaskProgress
from Main import main, __version__ as ESVersion from Main import main, __version__ as ESVersion
from Rom import Sprite from Rom import Sprite
from Utils import is_bundled, local_path, output_path, open_file, parse_names_string from Utils import is_bundled, local_path, output_path, open_file
def guiMain(args=None): def guiMain(args=None):
@@ -459,6 +459,7 @@ def guiMain(args=None):
guiargs.heartcolor = heartcolorVar.get() guiargs.heartcolor = heartcolorVar.get()
guiargs.fastmenu = fastMenuVar.get() guiargs.fastmenu = fastMenuVar.get()
guiargs.create_spoiler = bool(createSpoilerVar.get()) guiargs.create_spoiler = bool(createSpoilerVar.get())
guiargs.skip_playthrough = not bool(createSpoilerVar.get())
guiargs.suppress_rom = bool(suppressRomVar.get()) guiargs.suppress_rom = bool(suppressRomVar.get())
guiargs.openpyramid = bool(openpyramidVar.get()) guiargs.openpyramid = bool(openpyramidVar.get())
guiargs.mapshuffle = bool(mapshuffleVar.get()) guiargs.mapshuffle = bool(mapshuffleVar.get())
@@ -508,11 +509,7 @@ def guiMain(args=None):
logging.exception(e) logging.exception(e)
messagebox.showerror(title="Error while creating seed", message=str(e)) messagebox.showerror(title="Error while creating seed", message=str(e))
else: else:
msgtxt = "Rom patched successfully" messagebox.showinfo(title="Success", message="Rom patched successfully")
if guiargs.names:
for player, name in parse_names_string(guiargs.names).items():
msgtxt += "\nPlayer %d => %s" % (player, name)
messagebox.showinfo(title="Success", message=msgtxt)
generateButton = Button(bottomFrame, text='Generate Patched Rom', command=generateRom) generateButton = Button(bottomFrame, text='Generate Patched Rom', command=generateRom)
@@ -612,20 +609,11 @@ def guiMain(args=None):
uwPalettesLabel2 = Label(uwPalettesFrame2, text='Dungeon palettes') uwPalettesLabel2 = Label(uwPalettesFrame2, text='Dungeon palettes')
uwPalettesLabel2.pack(side=LEFT) uwPalettesLabel2.pack(side=LEFT)
namesFrame2 = Frame(drowDownFrame2)
namesLabel2 = Label(namesFrame2, text='Player names')
namesVar2 = StringVar()
namesEntry2 = Entry(namesFrame2, textvariable=namesVar2)
namesLabel2.pack(side=LEFT)
namesEntry2.pack(side=LEFT)
heartbeepFrame2.pack(expand=True, anchor=E) heartbeepFrame2.pack(expand=True, anchor=E)
heartcolorFrame2.pack(expand=True, anchor=E) heartcolorFrame2.pack(expand=True, anchor=E)
fastMenuFrame2.pack(expand=True, anchor=E) fastMenuFrame2.pack(expand=True, anchor=E)
owPalettesFrame2.pack(expand=True, anchor=E) owPalettesFrame2.pack(expand=True, anchor=E)
uwPalettesFrame2.pack(expand=True, anchor=E) uwPalettesFrame2.pack(expand=True, anchor=E)
namesFrame2.pack(expand=True, anchor=E)
bottomFrame2 = Frame(topFrame2) bottomFrame2 = Frame(topFrame2)
@@ -641,18 +629,13 @@ def guiMain(args=None):
guiargs.rom = romVar2.get() guiargs.rom = romVar2.get()
guiargs.baserom = romVar.get() guiargs.baserom = romVar.get()
guiargs.sprite = sprite guiargs.sprite = sprite
guiargs.names = namesEntry2.get()
try: try:
adjust(args=guiargs) adjust(args=guiargs)
except Exception as e: except Exception as e:
logging.exception(e) logging.exception(e)
messagebox.showerror(title="Error while creating seed", message=str(e)) messagebox.showerror(title="Error while creating seed", message=str(e))
else: else:
msgtxt = "Rom patched successfully" messagebox.showinfo(title="Success", message="Rom patched successfully")
if guiargs.names:
for player, name in parse_names_string(guiargs.names).items():
msgtxt += "\nPlayer %d => %s" % (player, name)
messagebox.showinfo(title="Success", message=msgtxt)
adjustButton = Button(bottomFrame2, text='Adjust Rom', command=adjustRom) adjustButton = Button(bottomFrame2, text='Adjust Rom', command=adjustRom)
+9
View File
@@ -192,6 +192,15 @@ def generate_itempool(world, player):
world.push_item(world.get_location('Ice Block Drop', player), ItemFactory('Convenient Block', player), False) world.push_item(world.get_location('Ice Block Drop', player), ItemFactory('Convenient Block', player), False)
world.get_location('Ice Block Drop', player).event = True world.get_location('Ice Block Drop', player).event = True
world.get_location('Ice Block Drop', player).locked = True world.get_location('Ice Block Drop', player).locked = True
# if world.mode[player] == 'standard': todo: multi
if world.mode[player] == 'standard':
world.push_item(world.get_location('Zelda Pickup', player), ItemFactory('Zelda Herself', player), False)
world.get_location('Zelda Pickup', player).event = True
world.get_location('Zelda Pickup', player).locked = True
world.push_item(world.get_location('Zelda Drop Off', player), ItemFactory('Zelda Delivered', player), False)
world.get_location('Zelda Drop Off', player).event = True
world.get_location('Zelda Drop Off', player).locked = True
# set up item pool # set up item pool
if world.custom: if world.custom:
+2
View File
@@ -183,4 +183,6 @@ item_table = {'Bow': (True, False, None, 0x0B, 'You have\nchosen the\narcher cla
'Maiden Rescued': (True, False, 'Event', None, None, None, None, None, None, None, None), 'Maiden Rescued': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Maiden Unmasked': (True, False, 'Event', None, None, None, None, None, None, None, None), 'Maiden Unmasked': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Convenient Block': (True, False, 'Event', None, None, None, None, None, None, None, None), 'Convenient Block': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Zelda Herself': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Zelda Delivered': (True, False, 'Event', None, None, None, None, None, None, None, None),
} }
+32 -14
View File
@@ -1,3 +1,4 @@
import logging
from collections import defaultdict, deque from collections import defaultdict, deque
from Regions import dungeon_events from Regions import dungeon_events
@@ -46,8 +47,9 @@ class KeyLogic(object):
class DoorRules(object): class DoorRules(object):
def __init__(self, number): def __init__(self, number, is_valid):
self.small_key_num = number self.small_key_num = number
self.is_valid = is_valid
# allowing a different number if bk is behind this door in a set of locations # allowing a different number if bk is behind this door in a set of locations
self.alternate_small_key = None self.alternate_small_key = None
self.alternate_big_key_loc = set() self.alternate_big_key_loc = set()
@@ -144,6 +146,8 @@ def analyze_dungeon(key_layout, world, player):
if not child.bigKey and child not in doors_completed: if not child.bigKey and child not in doors_completed:
best_counter = find_best_counter(child, odd_counter, key_counter, key_layout, world, player, False, empty_flag) best_counter = find_best_counter(child, odd_counter, key_counter, key_layout, world, player, False, empty_flag)
rule = create_rule(best_counter, key_counter, key_layout, world, player) rule = create_rule(best_counter, key_counter, key_layout, world, player)
if not rule.is_valid:
logging.getLogger('').warning('Key logic for door %s requires too many chests. Seed may be beatable anyway.', child.name)
if smallest_rule is None or rule.small_key_num < smallest_rule: if smallest_rule is None or rule.small_key_num < smallest_rule:
smallest_rule = rule.small_key_num smallest_rule = rule.small_key_num
check_for_self_lock_key(rule, child, best_counter, key_layout, world, player) check_for_self_lock_key(rule, child, best_counter, key_layout, world, player)
@@ -163,6 +167,14 @@ def analyze_dungeon(key_layout, world, player):
key_logic.sm_restricted.update(find_big_chest_locations(key_counter.free_locations)) key_logic.sm_restricted.update(find_big_chest_locations(key_counter.free_locations))
check_rules(original_key_counter, key_layout, world, player) check_rules(original_key_counter, key_layout, world, player)
# Flip bk rules if more restrictive, to prevent placing a big key in a softlocking location
for rule in key_logic.door_rules.values():
if rule.alternate_small_key is not None and rule.alternate_small_key > rule.small_key_num:
max_counter = find_max_counter(key_layout)
rule.alternate_big_key_loc = set(max_counter.free_locations.keys()).difference(rule.alternate_big_key_loc)
rule.small_key_num, rule.alternate_small_key = rule.alternate_small_key, rule.small_key_num
def count_key_drops(sector): def count_key_drops(sector):
cnt = 0 cnt = 0
@@ -343,9 +355,10 @@ def create_rule(key_counter, prev_counter, key_layout, world, player):
required_keys = key_counter.used_keys + 1 # this makes more sense, if key_counter has wasted all keys required_keys = key_counter.used_keys + 1 # this makes more sense, if key_counter has wasted all keys
adj_chest_keys = min(chest_keys, required_keys) adj_chest_keys = min(chest_keys, required_keys)
needed_chests = required_keys - len(key_counter.key_only_locations) needed_chests = required_keys - len(key_counter.key_only_locations)
is_valid = needed_chests <= chest_keys
unneeded_chests = min(key_gain, adj_chest_keys - needed_chests) unneeded_chests = min(key_gain, adj_chest_keys - needed_chests)
rule_num = required_keys - unneeded_chests rule_num = required_keys - unneeded_chests
return DoorRules(rule_num) return DoorRules(rule_num, is_valid)
def check_for_self_lock_key(rule, door, parent_counter, key_layout, world, player): def check_for_self_lock_key(rule, door, parent_counter, key_layout, world, player):
@@ -451,8 +464,8 @@ def bk_restricted_rules(rule, door, odd_counter, empty_flag, key_counter, key_la
if key_counter.big_key_opened: if key_counter.big_key_opened:
return return
best_counter = find_best_counter(door, odd_counter, key_counter, key_layout, world, player, True, empty_flag) best_counter = find_best_counter(door, odd_counter, key_counter, key_layout, world, player, True, empty_flag)
bk_number = create_rule(best_counter, key_counter, key_layout, world, player).small_key_num bk_rule = create_rule(best_counter, key_counter, key_layout, world, player)
if bk_number == rule.small_key_num: if bk_rule.is_valid and bk_rule.small_key_num == rule.small_key_num:
return return
door_open = find_next_counter(door, best_counter, key_layout) door_open = find_next_counter(door, best_counter, key_layout)
ignored_doors = dict_intersection(best_counter.child_doors, door_open.child_doors) ignored_doors = dict_intersection(best_counter.child_doors, door_open.child_doors)
@@ -463,10 +476,11 @@ def bk_restricted_rules(rule, door, odd_counter, empty_flag, key_counter, key_la
ignored_doors = {**ignored_doors, **dict.fromkeys(dest_ignored)} ignored_doors = {**ignored_doors, **dict.fromkeys(dest_ignored)}
post_counter = open_some_counter(door_open, key_layout, ignored_doors.keys()) post_counter = open_some_counter(door_open, key_layout, ignored_doors.keys())
unique_loc = dict_difference(post_counter.free_locations, best_counter.free_locations) unique_loc = dict_difference(post_counter.free_locations, best_counter.free_locations)
if len(unique_loc) > 0: if bk_rule.is_valid and len(unique_loc) > 0:
rule.alternate_small_key = bk_number rule.alternate_small_key = bk_rule.small_key_num
rule.alternate_big_key_loc.update(unique_loc) rule.alternate_big_key_loc.update(unique_loc)
elif not bk_rule.is_valid:
key_layout.key_logic.bk_restricted.update(unique_loc)
def open_a_door(door, child_state, flat_proposal): def open_a_door(door, child_state, flat_proposal):
if door.bigKey: if door.bigKey:
@@ -604,7 +618,7 @@ def check_rules(original_counter, key_layout, world, player):
access_rules = key_only_map[loc] access_rules = key_only_map[loc]
if access_door is None or access_door.name not in key_layout.key_logic.door_rules.keys(): if access_door is None or access_door.name not in key_layout.key_logic.door_rules.keys():
if access_door is None or not access_door.bigKey: if access_door is None or not access_door.bigKey:
access_rules.append(DoorRules(0)) access_rules.append(DoorRules(0, True))
else: else:
rule = key_layout.key_logic.door_rules[access_door.name] rule = key_layout.key_logic.door_rules[access_door.name]
if rule not in access_rules: if rule not in access_rules:
@@ -1000,12 +1014,16 @@ def validate_vanilla_key_logic(world, player):
def val_hyrule(key_logic, world, player): def val_hyrule(key_logic, world, player):
val_rule(key_logic.door_rules['Sewers Secret Room Key Door S'], 2) if world.mode[player] == 'standard':
val_rule(key_logic.door_rules['Sewers Dark Cross Key Door N'], 2) val_rule(key_logic.door_rules['Hyrule Dungeon Map Room Key Door S'], 1)
val_rule(key_logic.door_rules['Hyrule Dungeon Map Room Key Door S'], 2) val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 2)
# why is allow_small actually false? - because chest key is forced elsewhere? val_rule(key_logic.door_rules['Sewers Dark Cross Key Door N'], 3)
# val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 3, True, 'Hyrule Castle - Zelda\'s Chest') val_rule(key_logic.door_rules['Sewers Key Rat Key Door N'], 4)
val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 4) else:
val_rule(key_logic.door_rules['Sewers Secret Room Key Door S'], 2)
val_rule(key_logic.door_rules['Sewers Dark Cross Key Door N'], 2)
val_rule(key_logic.door_rules['Hyrule Dungeon Map Room Key Door S'], 2)
val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 4)
def val_eastern(key_logic, world, player): def val_eastern(key_logic, world, player):
+75 -53
View File
@@ -13,7 +13,7 @@ from Items import ItemFactory
from Regions import create_regions, create_shops, mark_light_world_regions from Regions import create_regions, create_shops, mark_light_world_regions
from InvertedRegions import create_inverted_regions, mark_dark_world_regions from InvertedRegions import create_inverted_regions, mark_dark_world_regions
from EntranceShuffle import link_entrances, link_inverted_entrances from EntranceShuffle import link_entrances, link_inverted_entrances
from Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, JsonRom from Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, JsonRom, get_hash_string
from Doors import create_doors from Doors import create_doors
from DoorShuffle import link_doors from DoorShuffle import link_doors
from RoomData import create_rooms from RoomData import create_rooms
@@ -21,9 +21,9 @@ from Rules import set_rules
from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive
from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, flood_items, balance_multiworld_progression from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, flood_items, balance_multiworld_progression
from ItemList import generate_itempool, difficulties, fill_prizes from ItemList import generate_itempool, difficulties, fill_prizes
from Utils import output_path, parse_names_string from Utils import output_path, parse_player_names
__version__ = '0.0.1-pre' __version__ = '0.0.2-pre'
def main(args, seed=None): def main(args, seed=None):
if args.outputpath: if args.outputpath:
@@ -42,6 +42,7 @@ def main(args, seed=None):
world.seed = int(seed) world.seed = int(seed)
random.seed(world.seed) random.seed(world.seed)
world.remote_items = args.remote_items.copy()
world.mapshuffle = args.mapshuffle.copy() world.mapshuffle = args.mapshuffle.copy()
world.compassshuffle = args.compassshuffle.copy() world.compassshuffle = args.compassshuffle.copy()
world.keyshuffle = args.keyshuffle.copy() world.keyshuffle = args.keyshuffle.copy()
@@ -57,7 +58,16 @@ def main(args, seed=None):
world.rom_seeds = {player: random.randint(0, 999999999) for player in range(1, world.players + 1)} world.rom_seeds = {player: random.randint(0, 999999999) for player in range(1, world.players + 1)}
logger.info('ALttP Door Randomizer Version %s - Seed: %s\n\n', __version__, world.seed) logger.info('ALttP Door Randomizer Version %s - Seed: %s\n', __version__, world.seed)
parsed_names = parse_player_names(args.names, world.players, args.teams)
world.teams = len(parsed_names)
for i, team in enumerate(parsed_names, 1):
if world.players > 1:
logger.info('%s%s', 'Team%d: ' % i if world.teams > 1 else 'Players: ', ', '.join(team))
for player, name in enumerate(team, 1):
world.player_names[player].append(name)
logger.info('')
for player in range(1, world.players + 1): for player in range(1, world.players + 1):
world.difficulty_requirements[player] = difficulties[world.difficulty[player]] world.difficulty_requirements[player] = difficulties[world.difficulty[player]]
@@ -142,64 +152,74 @@ def main(args, seed=None):
logger.info('Balancing multiworld progression.') logger.info('Balancing multiworld progression.')
balance_multiworld_progression(world) balance_multiworld_progression(world)
# if we only check for beatable, we can do this sanity check first before creating the rom
if not world.can_beat_game():
raise RuntimeError('Cannot beat game. Something went terribly wrong here!')
logger.info('Patching ROM.') logger.info('Patching ROM.')
player_names = parse_names_string(args.names)
outfilebase = 'DR_%s' % (args.outputname if args.outputname else world.seed) outfilebase = 'DR_%s' % (args.outputname if args.outputname else world.seed)
rom_names = [] rom_names = []
jsonout = {} jsonout = {}
if not args.suppress_rom: if not args.suppress_rom:
for player in range(1, world.players + 1): for team in range(world.teams):
sprite_random_on_hit = type(args.sprite[player]) is str and args.sprite[player].lower() == 'randomonhit' for player in range(1, world.players + 1):
use_enemizer = (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player] != 'none' sprite_random_on_hit = type(args.sprite[player]) is str and args.sprite[player].lower() == 'randomonhit'
or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default' use_enemizer = (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player] != 'none'
or args.shufflepots[player] or sprite_random_on_hit) or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default'
or args.shufflepots[player] or sprite_random_on_hit)
rom = JsonRom() if args.jsonout or use_enemizer else LocalRom(args.rom) rom = JsonRom() if args.jsonout or use_enemizer else LocalRom(args.rom)
patch_rom(world, player, rom, use_enemizer) patch_rom(world, rom, player, team, use_enemizer)
rom_names.append((player, list(rom.name)))
if use_enemizer and (args.enemizercli or not args.jsonout): if use_enemizer and (args.enemizercli or not args.jsonout):
patch_enemizer(world, player, rom, args.rom, args.enemizercli, args.shufflepots[player], sprite_random_on_hit) patch_enemizer(world, player, rom, args.rom, args.enemizercli, args.shufflepots[player], sprite_random_on_hit)
if not args.jsonout: if not args.jsonout:
patches = rom.patches rom = LocalRom.fromJsonRom(rom, args.rom, 0x400000)
rom = LocalRom(args.rom)
rom.merge_enemizer_patches(patches)
if args.race: if args.race:
patch_race_rom(rom) patch_race_rom(rom)
apply_rom_settings(rom, args.heartbeep[player], args.heartcolor[player], args.quickswap[player], args.fastmenu[player], args.disablemusic[player], args.sprite[player], args.ow_palettes[player], args.uw_palettes[player], player_names) rom_names.append((player, team, list(rom.name)))
world.spoiler.hashes[(player, team)] = get_hash_string(rom.hash)
if args.jsonout: apply_rom_settings(rom, args.heartbeep[player], args.heartcolor[player], args.quickswap[player], args.fastmenu[player], args.disablemusic[player], args.sprite[player], args.ow_palettes[player], args.uw_palettes[player])
jsonout[f'patch{player}'] = rom.patches
else:
mcsb_name = ''
if all([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]]):
mcsb_name = '-keysanity'
elif [world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]].count(True) == 1:
mcsb_name = '-mapshuffle' if world.mapshuffle[player] else '-compassshuffle' if world.compassshuffle[player] else '-keyshuffle' if world.keyshuffle[player] else '-bigkeyshuffle'
elif any([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]]):
mcsb_name = '-%s%s%s%sshuffle' % (
'M' if world.mapshuffle[player] else '', 'C' if world.compassshuffle[player] else '',
'S' if world.keyshuffle[player] else '', 'B' if world.bigkeyshuffle[player] else '')
playername = f"{f'_P{player}' if world.players > 1 else ''}{f'_{player_names[player]}' if player in player_names else ''}" if args.jsonout:
outfilesuffix = ('_%s_%s-%s-%s-%s%s_%s-%s-%s%s%s%s%s' % (world.logic[player], world.difficulty[player], world.difficulty_adjustments[player], jsonout[f'patch_t{team}_p{player}'] = rom.patches
world.mode[player], world.goal[player], else:
"" if world.timer in ['none', 'display'] else "-" + world.timer, mcsb_name = ''
world.shuffle[player], world.doorShuffle[player], world.algorithm, mcsb_name, if all([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]]):
"-retro" if world.retro[player] else "", mcsb_name = '-keysanity'
"-prog_" + world.progressive if world.progressive in ['off', 'random'] else "", elif [world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]].count(True) == 1:
"-nohints" if not world.hints[player] else "")) if not args.outputname else '' mcsb_name = '-mapshuffle' if world.mapshuffle[player] else '-compassshuffle' if world.compassshuffle[player] else '-keyshuffle' if world.keyshuffle[player] else '-bigkeyshuffle'
rom.write_to_file(output_path(f'{outfilebase}{playername}{outfilesuffix}.sfc')) elif any([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]]):
mcsb_name = '-%s%s%s%sshuffle' % (
'M' if world.mapshuffle[player] else '', 'C' if world.compassshuffle[player] else '',
'S' if world.keyshuffle[player] else '', 'B' if world.bigkeyshuffle[player] else '')
multidata = zlib.compress(json.dumps((world.players, outfilepname = f'_T{team+1}' if world.teams > 1 else ''
rom_names, if world.players > 1:
[((location.address, location.player), (location.item.code, location.item.player)) for location in world.get_filled_locations() if type(location.address) is int]) outfilepname += f'_P{player}'
).encode("utf-8")) if world.players > 1 or world.teams > 1:
outfilepname += f"_{world.player_names[player][team].replace(' ', '_')}" if world.player_names[player][team] != 'Player %d' % player else ''
outfilesuffix = ('_%s_%s-%s-%s-%s%s_%s-%s%s%s%s%s' % (world.logic[player], world.difficulty[player], world.difficulty_adjustments[player],
world.mode[player], world.goal[player],
"" if world.timer in ['none', 'display'] else "-" + world.timer,
world.shuffle[player], world.algorithm, mcsb_name,
"-retro" if world.retro[player] else "",
"-prog_" + world.progressive if world.progressive in ['off', 'random'] else "",
"-nohints" if not world.hints[player] else "")) if not args.outputname else ''
rom.write_to_file(output_path(f'{outfilebase}{outfilepname}{outfilesuffix}.sfc'))
multidata = zlib.compress(json.dumps({"names": parsed_names,
"roms": rom_names,
"remote_items": [player for player in range(1, world.players + 1) if world.remote_items[player]],
"locations": [((location.address, location.player), (location.item.code, location.item.player))
for location in world.get_filled_locations() if type(location.address) is int]
}).encode("utf-8"))
if args.jsonout: if args.jsonout:
jsonout["multidata"] = list(multidata) jsonout["multidata"] = list(multidata)
else: else:
@@ -219,13 +239,16 @@ def main(args, seed=None):
world.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase)) world.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))
logger.info('Done. Enjoy.') logger.info('Done. Enjoy.')
logger.debug('Total Time: %s', time.perf_counter() - start) logger.info('Total Time: %s', time.perf_counter() - start)
return world return world
def copy_world(world): def copy_world(world):
# ToDo: Not good yet # ToDo: Not good yet
ret = World(world.players, world.shuffle, world.doorShuffle, world.logic, world.mode, world.swords, world.difficulty, world.difficulty_adjustments, world.timer, world.progressive, world.goal, world.algorithm, world.accessibility, world.shuffle_ganon, world.retro, world.custom, world.customitemarray, world.hints) ret = World(world.players, world.shuffle, world.doorShuffle, world.logic, world.mode, world.swords, world.difficulty, world.difficulty_adjustments, world.timer, world.progressive, world.goal, world.algorithm, world.accessibility, world.shuffle_ganon, world.retro, world.custom, world.customitemarray, world.hints)
ret.teams = world.teams
ret.player_names = copy.deepcopy(world.player_names)
ret.remote_items = world.remote_items.copy()
ret.required_medallions = world.required_medallions.copy() ret.required_medallions = world.required_medallions.copy()
ret.swamp_patch_required = world.swamp_patch_required.copy() ret.swamp_patch_required = world.swamp_patch_required.copy()
ret.ganon_at_pyramid = world.ganon_at_pyramid.copy() ret.ganon_at_pyramid = world.ganon_at_pyramid.copy()
@@ -293,6 +316,7 @@ def copy_world(world):
item = Item(location.item.name, location.item.advancement, location.item.priority, location.item.type, player = location.item.player) item = Item(location.item.name, location.item.advancement, location.item.priority, location.item.type, player = location.item.player)
ret.get_location(location.name, location.player).item = item ret.get_location(location.name, location.player).item = item
item.location = ret.get_location(location.name, location.player) item.location = ret.get_location(location.name, location.player)
item.world = ret
if location.event: if location.event:
ret.get_location(location.name, location.player).event = True ret.get_location(location.name, location.player).event = True
if location.locked: if location.locked:
@@ -302,9 +326,11 @@ def copy_world(world):
for item in world.itempool: for item in world.itempool:
ret.itempool.append(Item(item.name, item.advancement, item.priority, item.type, player = item.player)) ret.itempool.append(Item(item.name, item.advancement, item.priority, item.type, player = item.player))
for item in world.precollected_items:
ret.push_precollected(ItemFactory(item.name, item.player))
# copy progress items in state # copy progress items in state
ret.state.prog_items = world.state.prog_items.copy() ret.state.prog_items = world.state.prog_items.copy()
ret.precollected_items = world.precollected_items.copy()
ret.state.stale = {player: True for player in range(1, world.players + 1)} ret.state.stale = {player: True for player in range(1, world.players + 1)}
ret.doors = world.doors ret.doors = world.doors
@@ -350,10 +376,6 @@ def create_playthrough(world):
old_world = world old_world = world
world = copy_world(world) world = copy_world(world)
# if we only check for beatable, we can do this sanity check first before writing down spheres
if not world.can_beat_game():
raise RuntimeError('Cannot beat game. Something went terribly wrong here!')
# get locations containing progress items # get locations containing progress items
prog_locations = [location for location in world.get_filled_locations() if location.item.advancement] prog_locations = [location for location in world.get_filled_locations() if location.item.advancement]
state_cache = [None] state_cache = [None]
+228 -212
View File
@@ -1,58 +1,38 @@
import aioconsole
import argparse import argparse
import asyncio import asyncio
import colorama
import json import json
import logging import logging
import re import shlex
import subprocess import urllib.parse
import sys import websockets
import Items import Items
import Regions import Regions
while True:
try:
import aioconsole
break
except ImportError:
aioconsole = None
print('Required python module "aioconsole" not found, press enter to install it')
input()
subprocess.call([sys.executable, '-m', 'pip', 'install', '--upgrade', 'aioconsole'])
while True:
try:
import websockets
break
except ImportError:
websockets = None
print('Required python module "websockets" not found, press enter to install it')
input()
subprocess.call([sys.executable, '-m', 'pip', 'install', '--upgrade', 'websockets'])
try:
import colorama
except ImportError:
colorama = None
class ReceivedItem: class ReceivedItem:
def __init__(self, item, location, player_id, player_name): def __init__(self, item, location, player):
self.item = item self.item = item
self.location = location self.location = location
self.player_id = player_id self.player = player
self.player_name = player_name
class Context: class Context:
def __init__(self, snes_address, server_address, password, name, team, slot): def __init__(self, snes_address, server_address, password):
self.snes_address = snes_address self.snes_address = snes_address
self.server_address = server_address self.server_address = server_address
self.exit_event = asyncio.Event() self.exit_event = asyncio.Event()
self.watcher_event = asyncio.Event()
self.input_queue = asyncio.Queue() self.input_queue = asyncio.Queue()
self.input_requests = 0 self.input_requests = 0
self.snes_socket = None self.snes_socket = None
self.snes_state = SNES_DISCONNECTED self.snes_state = SNES_DISCONNECTED
self.snes_attached_device = None
self.snes_reconnect_address = None
self.snes_recv_queue = asyncio.Queue() self.snes_recv_queue = asyncio.Queue()
self.snes_request_lock = asyncio.Lock() self.snes_request_lock = asyncio.Lock()
self.is_sd2snes = False self.is_sd2snes = False
@@ -62,15 +42,16 @@ class Context:
self.socket = None self.socket = None
self.password = password self.password = password
self.name = name self.team = None
self.team = team self.slot = None
self.slot = slot self.player_names = {}
self.locations_checked = set() self.locations_checked = set()
self.locations_scouted = set()
self.items_received = [] self.items_received = []
self.last_rom = None self.locations_info = {}
self.expected_rom = None self.awaiting_rom = False
self.rom_confirmed = False self.rom = None
self.auth = None
def color_code(*args): def color_code(*args):
codes = {'reset': 0, 'bold': 1, 'underline': 4, 'black': 30, 'red': 31, 'green': 32, 'yellow': 33, 'blue': 34, codes = {'reset': 0, 'bold': 1, 'underline': 4, 'black': 30, 'red': 31, 'green': 32, 'yellow': 33, 'blue': 34,
@@ -81,6 +62,7 @@ def color_code(*args):
def color(text, *args): def color(text, *args):
return color_code(*args) + text + color_code('reset') return color_code(*args) + text + color_code('reset')
RECONNECT_DELAY = 30
ROM_START = 0x000000 ROM_START = 0x000000
WRAM_START = 0xF50000 WRAM_START = 0xF50000
@@ -95,11 +77,15 @@ INGAME_MODES = {0x07, 0x09, 0x0b}
SAVEDATA_START = WRAM_START + 0xF000 SAVEDATA_START = WRAM_START + 0xF000
SAVEDATA_SIZE = 0x500 SAVEDATA_SIZE = 0x500
RECV_PROGRESS_ADDR = SAVEDATA_START + 0x4D0 # 2 bytes RECV_PROGRESS_ADDR = SAVEDATA_START + 0x4D0 # 2 bytes
RECV_ITEM_ADDR = SAVEDATA_START + 0x4D2 # 1 byte RECV_ITEM_ADDR = SAVEDATA_START + 0x4D2 # 1 byte
RECV_ITEM_PLAYER_ADDR = SAVEDATA_START + 0x4D3 # 1 byte RECV_ITEM_PLAYER_ADDR = SAVEDATA_START + 0x4D3 # 1 byte
ROOMID_ADDR = SAVEDATA_START + 0x4D4 # 2 bytes ROOMID_ADDR = SAVEDATA_START + 0x4D4 # 2 bytes
ROOMDATA_ADDR = SAVEDATA_START + 0x4D6 # 1 byte ROOMDATA_ADDR = SAVEDATA_START + 0x4D6 # 1 byte
SCOUT_LOCATION_ADDR = SAVEDATA_START + 0x4D7 # 1 byte
SCOUTREPLY_LOCATION_ADDR = SAVEDATA_START + 0x4D8 # 1 byte
SCOUTREPLY_ITEM_ADDR = SAVEDATA_START + 0x4D9 # 1 byte
SCOUTREPLY_PLAYER_ADDR = SAVEDATA_START + 0x4DA # 1 byte
location_table_uw = {"Blind's Hideout - Top": (0x11d, 0x10), location_table_uw = {"Blind's Hideout - Top": (0x11d, 0x10),
"Blind's Hideout - Left": (0x11d, 0x20), "Blind's Hideout - Left": (0x11d, 0x20),
@@ -323,18 +309,17 @@ SNES_CONNECTING = 1
SNES_CONNECTED = 2 SNES_CONNECTED = 2
SNES_ATTACHED = 3 SNES_ATTACHED = 3
async def snes_connect(ctx : Context, address = None): async def snes_connect(ctx : Context, address):
if ctx.snes_socket is not None: if ctx.snes_socket is not None:
print('Already connected to snes') logging.error('Already connected to snes')
return return
ctx.snes_state = SNES_CONNECTING ctx.snes_state = SNES_CONNECTING
recv_task = None recv_task = None
if address is None: address = f"ws://{address}" if "://" not in address else address
address = 'ws://' + ctx.snes_address
print("Connecting to QUsb2snes at %s ..." % address) logging.info("Connecting to QUsb2snes at %s ..." % address)
try: try:
ctx.snes_socket = await websockets.connect(address, ping_timeout=None, ping_interval=None) ctx.snes_socket = await websockets.connect(address, ping_timeout=None, ping_interval=None)
@@ -352,24 +337,32 @@ async def snes_connect(ctx : Context, address = None):
if not devices: if not devices:
raise Exception('No device found') raise Exception('No device found')
print("Available devices:") logging.info("Available devices:")
for id, device in enumerate(devices): for id, device in enumerate(devices):
print("[%d] %s" % (id + 1, device)) logging.info("[%d] %s" % (id + 1, device))
device = None device = None
while True: if len(devices) == 1:
print("Enter a number:") device = devices[0]
choice = await console_input(ctx) elif ctx.snes_reconnect_address:
if choice is None: if ctx.snes_attached_device[1] in devices:
raise Exception('Abort input') device = ctx.snes_attached_device[1]
if not choice.isdigit() or int(choice) < 1 or int(choice) > len(devices): else:
print("Invalid choice (%s)" % choice) device = devices[ctx.snes_attached_device[0]]
continue else:
while True:
logging.info("Select a device:")
choice = await console_input(ctx)
if choice is None:
raise Exception('Abort input')
if not choice.isdigit() or int(choice) < 1 or int(choice) > len(devices):
logging.warning("Invalid choice (%s)" % choice)
continue
device = devices[int(choice) - 1] device = devices[int(choice) - 1]
break break
print("Attaching to " + device) logging.info("Attaching to " + device)
Attach_Request = { Attach_Request = {
"Opcode" : "Attach", "Opcode" : "Attach",
@@ -378,21 +371,22 @@ async def snes_connect(ctx : Context, address = None):
} }
await ctx.snes_socket.send(json.dumps(Attach_Request)) await ctx.snes_socket.send(json.dumps(Attach_Request))
ctx.snes_state = SNES_ATTACHED ctx.snes_state = SNES_ATTACHED
ctx.snes_attached_device = (devices.index(device), device)
if 'SD2SNES'.lower() in device.lower() or (len(device) == 4 and device[:3] == 'COM'): if 'SD2SNES'.lower() in device.lower() or (len(device) == 4 and device[:3] == 'COM'):
print("SD2SNES Detected") logging.info("SD2SNES Detected")
ctx.is_sd2snes = True ctx.is_sd2snes = True
await ctx.snes_socket.send(json.dumps({"Opcode" : "Info", "Space" : "SNES"})) await ctx.snes_socket.send(json.dumps({"Opcode" : "Info", "Space" : "SNES"}))
reply = json.loads(await ctx.snes_socket.recv()) reply = json.loads(await ctx.snes_socket.recv())
if reply and 'Results' in reply: if reply and 'Results' in reply:
print(reply['Results']) logging.info(reply['Results'])
else: else:
ctx.is_sd2snes = False ctx.is_sd2snes = False
ctx.snes_reconnect_address = address
recv_task = asyncio.create_task(snes_recv_loop(ctx)) recv_task = asyncio.create_task(snes_recv_loop(ctx))
except Exception as e: except Exception as e:
print("Error connecting to snes (%s)" % e)
if recv_task is not None: if recv_task is not None:
if not ctx.snes_socket.closed: if not ctx.snes_socket.closed:
await ctx.snes_socket.close() await ctx.snes_socket.close()
@@ -402,16 +396,26 @@ async def snes_connect(ctx : Context, address = None):
await ctx.snes_socket.close() await ctx.snes_socket.close()
ctx.snes_socket = None ctx.snes_socket = None
ctx.snes_state = SNES_DISCONNECTED ctx.snes_state = SNES_DISCONNECTED
if not ctx.snes_reconnect_address:
logging.error("Error connecting to snes (%s)" % e)
else:
logging.error(f"Error connecting to snes, attempt again in {RECONNECT_DELAY}s")
asyncio.create_task(snes_autoreconnect(ctx))
async def snes_autoreconnect(ctx: Context):
await asyncio.sleep(RECONNECT_DELAY)
if ctx.snes_reconnect_address and ctx.snes_socket is None:
await snes_connect(ctx, ctx.snes_reconnect_address)
async def snes_recv_loop(ctx : Context): async def snes_recv_loop(ctx : Context):
try: try:
async for msg in ctx.snes_socket: async for msg in ctx.snes_socket:
ctx.snes_recv_queue.put_nowait(msg) ctx.snes_recv_queue.put_nowait(msg)
print("Snes disconnected, type /snes to reconnect") logging.warning("Snes disconnected")
except Exception as e: except Exception as e:
print("Lost connection to the snes, type /snes to reconnect")
if not isinstance(e, websockets.WebSocketException): if not isinstance(e, websockets.WebSocketException):
logging.exception(e) logging.exception(e)
logging.error("Lost connection to the snes, type /snes to reconnect")
finally: finally:
socket, ctx.snes_socket = ctx.snes_socket, None socket, ctx.snes_socket = ctx.snes_socket, None
if socket is not None and not socket.closed: if socket is not None and not socket.closed:
@@ -421,8 +425,11 @@ async def snes_recv_loop(ctx : Context):
ctx.snes_recv_queue = asyncio.Queue() ctx.snes_recv_queue = asyncio.Queue()
ctx.hud_message_queue = [] ctx.hud_message_queue = []
ctx.rom_confirmed = False ctx.rom = None
ctx.last_rom = None
if ctx.snes_reconnect_address:
logging.info(f"...reconnecting in {RECONNECT_DELAY}s")
asyncio.create_task(snes_autoreconnect(ctx))
async def snes_read(ctx : Context, address, size): async def snes_read(ctx : Context, address, size):
try: try:
@@ -449,9 +456,9 @@ async def snes_read(ctx : Context, address, size):
break break
if len(data) != size: if len(data) != size:
print('Error reading %s, requested %d bytes, received %d' % (hex(address), size, len(data))) logging.error('Error reading %s, requested %d bytes, received %d' % (hex(address), size, len(data)))
if len(data): if len(data):
print(str(data)) logging.error(str(data))
if ctx.snes_socket is not None and not ctx.snes_socket.closed: if ctx.snes_socket is not None and not ctx.snes_socket.closed:
await ctx.snes_socket.close() await ctx.snes_socket.close()
return None return None
@@ -477,7 +484,7 @@ async def snes_write(ctx : Context, write_list):
for address, data in write_list: for address, data in write_list:
if (address < WRAM_START) or ((address + len(data)) > (WRAM_START + WRAM_SIZE)): if (address < WRAM_START) or ((address + len(data)) > (WRAM_START + WRAM_SIZE)):
print("SD2SNES: Write out of range %s (%d)" % (hex(address), len(data))) logging.error("SD2SNES: Write out of range %s (%d)" % (hex(address), len(data)))
return False return False
for ptr, byte in enumerate(data, address + 0x7E0000 - WRAM_START): for ptr, byte in enumerate(data, address + 0x7E0000 - WRAM_START):
cmd += b'\xA9' # LDA cmd += b'\xA9' # LDA
@@ -534,100 +541,100 @@ async def send_msgs(websocket, msgs):
except websockets.ConnectionClosed: except websockets.ConnectionClosed:
pass pass
async def server_loop(ctx : Context): async def server_loop(ctx : Context, address = None):
if ctx.socket is not None: if ctx.socket is not None:
print('Already connected') logging.error('Already connected')
return return
while not ctx.server_address: if address is None:
print('Enter multiworld server address') address = ctx.server_address
ctx.server_address = await console_input(ctx)
address = f"ws://{ctx.server_address}" if "://" not in ctx.server_address else ctx.server_address while not address:
logging.info('Enter multiworld server address')
address = await console_input(ctx)
print('Connecting to multiworld server at %s' % address) address = f"ws://{address}" if "://" not in address else address
port = urllib.parse.urlparse(address).port or 38281
logging.info('Connecting to multiworld server at %s' % address)
try: try:
ctx.socket = await websockets.connect(address, ping_timeout=None, ping_interval=None) ctx.socket = await websockets.connect(address, port=port, ping_timeout=None, ping_interval=None)
print('Connected') logging.info('Connected')
ctx.server_address = address
async for data in ctx.socket: async for data in ctx.socket:
for msg in json.loads(data): for msg in json.loads(data):
cmd, args = (msg[0], msg[1]) if len(msg) > 1 else (msg, None) cmd, args = (msg[0], msg[1]) if len(msg) > 1 else (msg, None)
await process_server_cmd(ctx, cmd, args) await process_server_cmd(ctx, cmd, args)
print('Disconnected from multiworld server, type /connect to reconnect') logging.warning('Disconnected from multiworld server, type /connect to reconnect')
except ConnectionRefusedError: except ConnectionRefusedError:
print('Connection refused by the multiworld server') logging.error('Connection refused by the multiworld server')
except (OSError, websockets.InvalidURI): except (OSError, websockets.InvalidURI):
print('Failed to connect to the multiworld server') logging.error('Failed to connect to the multiworld server')
except Exception as e: except Exception as e:
print('Lost connection to the multiworld server, type /connect to reconnect') logging.error('Lost connection to the multiworld server, type /connect to reconnect')
if not isinstance(e, websockets.WebSocketException): if not isinstance(e, websockets.WebSocketException):
logging.exception(e) logging.exception(e)
finally: finally:
ctx.name = None ctx.awaiting_rom = False
ctx.team = None ctx.auth = None
ctx.slot = None ctx.items_received = []
ctx.expected_rom = None ctx.locations_info = {}
ctx.rom_confirmed = False
socket, ctx.socket = ctx.socket, None socket, ctx.socket = ctx.socket, None
if socket is not None and not socket.closed: if socket is not None and not socket.closed:
await socket.close() await socket.close()
ctx.server_task = None ctx.server_task = None
if ctx.server_address:
logging.info(f"... reconnecting in {RECONNECT_DELAY}s")
asyncio.create_task(server_autoreconnect(ctx))
async def server_autoreconnect(ctx: Context):
await asyncio.sleep(RECONNECT_DELAY)
if ctx.server_address and ctx.server_task is None:
ctx.server_task = asyncio.create_task(server_loop(ctx))
async def process_server_cmd(ctx : Context, cmd, args): async def process_server_cmd(ctx : Context, cmd, args):
if cmd == 'RoomInfo': if cmd == 'RoomInfo':
print('--------------------------------') logging.info('--------------------------------')
print('Room Information:') logging.info('Room Information:')
print('--------------------------------') logging.info('--------------------------------')
if args['password']: if args['password']:
print('Password required') logging.info('Password required')
print('%d players seed' % args['slots'])
if len(args['players']) < 1: if len(args['players']) < 1:
print('No player connected') logging.info('No player connected')
else: else:
args['players'].sort(key=lambda player: ('' if not player[1] else player[1].lower(), player[2])) args['players'].sort()
current_team = 0 current_team = 0
print('Connected players:') logging.info('Connected players:')
for name, team, slot in args['players']: logging.info(' Team #1')
for team, slot, name in args['players']:
if team != current_team: if team != current_team:
print(' Default team' if not team else ' Team: %s' % team) logging.info(f' Team #{team + 1}')
current_team = team current_team = team
print(' %s (Player %d)' % (name, slot)) logging.info(' %s (Player %d)' % (name, slot))
await server_auth(ctx, args['password']) await server_auth(ctx, args['password'])
if cmd == 'ConnectionRefused': if cmd == 'ConnectionRefused':
password_requested = False
if 'InvalidPassword' in args: if 'InvalidPassword' in args:
print('Invalid password') logging.error('Invalid password')
ctx.password = None ctx.password = None
password_requested = True await server_auth(ctx, True)
if 'InvalidName' in args: if 'InvalidRom' in args:
print('Invalid name') raise Exception('Invalid ROM detected, please verify that you have loaded the correct rom and reconnect your snes')
ctx.name = None
if 'NameAlreadyTaken' in args:
print('Name already taken')
ctx.name = None
if 'InvalidTeam' in args:
print('Invalid team name')
ctx.team = None
if 'InvalidSlot' in args:
print('Invalid player slot')
ctx.slot = None
if 'SlotAlreadyTaken' in args: if 'SlotAlreadyTaken' in args:
print('Player slot already in use for that team') raise Exception('Player slot already in use for that team')
ctx.team = None raise Exception('Connection refused by the multiworld host')
ctx.slot = None
await server_auth(ctx, password_requested)
if cmd == 'Connected': if cmd == 'Connected':
ctx.expected_rom = args ctx.team, ctx.slot = args[0]
if ctx.last_rom is not None: ctx.player_names = {p: n for p, n in args[1]}
if ctx.last_rom[:len(args)] == ctx.expected_rom: msgs = []
rom_confirmed(ctx) if ctx.locations_checked:
if ctx.locations_checked: msgs.append(['LocationChecks', [Regions.location_table[loc][0] for loc in ctx.locations_checked]])
await send_msgs(ctx.socket, [['LocationChecks', [Regions.location_table[loc][0] for loc in ctx.locations_checked]]]) if ctx.locations_scouted:
else: msgs.append(['LocationScouts', list(ctx.locations_scouted)])
raise Exception('Different ROM expected from server') if msgs:
await send_msgs(ctx.socket, msgs)
if cmd == 'ReceivedItems': if cmd == 'ReceivedItems':
start_index, items = args start_index, items = args
@@ -640,39 +647,54 @@ async def process_server_cmd(ctx : Context, cmd, args):
await send_msgs(ctx.socket, sync_msg) await send_msgs(ctx.socket, sync_msg)
if start_index == len(ctx.items_received): if start_index == len(ctx.items_received):
for item in items: for item in items:
ctx.items_received.append(ReceivedItem(item[0], item[1], item[2], item[3])) ctx.items_received.append(ReceivedItem(*item))
ctx.watcher_event.set()
if cmd == 'LocationInfo':
for location, item, player in args:
if location not in ctx.locations_info:
replacements = {0xA2: 'Small Key', 0x9D: 'Big Key', 0x8D: 'Compass', 0x7D: 'Map'}
item_name = replacements.get(item, get_item_name_from_id(item))
logging.info(f"Saw {color(item_name, 'red', 'bold')} at {list(Regions.location_table.keys())[location - 1]}")
ctx.locations_info[location] = (item, player)
ctx.watcher_event.set()
if cmd == 'ItemSent': if cmd == 'ItemSent':
player_sent, player_recvd, item, location = args player_sent, location, player_recvd, item = args
item = color(get_item_name_from_id(item), 'cyan' if player_sent != ctx.name else 'green') item = color(get_item_name_from_id(item), 'cyan' if player_sent != ctx.slot else 'green')
player_sent = color(player_sent, 'yellow' if player_sent != ctx.name else 'magenta') player_sent = color(ctx.player_names[player_sent], 'yellow' if player_sent != ctx.slot else 'magenta')
player_recvd = color(player_recvd, 'yellow' if player_recvd != ctx.name else 'magenta') player_recvd = color(ctx.player_names[player_recvd], 'yellow' if player_recvd != ctx.slot else 'magenta')
print('(%s) %s sent %s to %s (%s)' % (ctx.team if ctx.team else 'Team', player_sent, item, player_recvd, get_location_name_from_address(location))) logging.info('%s sent %s to %s (%s)' % (player_sent, item, player_recvd, get_location_name_from_address(location)))
if cmd == 'Print': if cmd == 'Print':
print(args) logging.info(args)
async def server_auth(ctx : Context, password_requested): async def server_auth(ctx : Context, password_requested):
if password_requested and not ctx.password: if password_requested and not ctx.password:
print('Enter the password required to join this game:') logging.info('Enter the password required to join this game:')
ctx.password = await console_input(ctx) ctx.password = await console_input(ctx)
while not ctx.name or not re.match(r'\w{1,10}', ctx.name): if ctx.rom is None:
print('Enter your name (10 characters):') ctx.awaiting_rom = True
ctx.name = await console_input(ctx) logging.info('No ROM detected, awaiting snes connection to authenticate to the multiworld server')
if not ctx.team: return
print('Enter your team name (optional):') ctx.awaiting_rom = False
ctx.team = await console_input(ctx) ctx.auth = ctx.rom.copy()
if ctx.team == '': ctx.team = None await send_msgs(ctx.socket, [['Connect', {'password': ctx.password, 'rom': ctx.auth}]])
if not ctx.slot:
print('Choose your player slot (optional):')
slot = await console_input(ctx)
ctx.slot = int(slot) if slot.isdigit() else None
await send_msgs(ctx.socket, [['Connect', {'password': ctx.password, 'name': ctx.name, 'team': ctx.team, 'slot': ctx.slot}]])
async def console_input(ctx : Context): async def console_input(ctx : Context):
ctx.input_requests += 1 ctx.input_requests += 1
return await ctx.input_queue.get() return await ctx.input_queue.get()
async def disconnect(ctx: Context):
if ctx.socket is not None and not ctx.socket.closed:
await ctx.socket.close()
if ctx.server_task is not None:
await ctx.server_task
async def connect(ctx: Context, address=None):
await disconnect(ctx)
ctx.server_task = asyncio.create_task(server_loop(ctx, address))
async def console_loop(ctx : Context): async def console_loop(ctx : Context):
while not ctx.exit_event.is_set(): while not ctx.exit_event.is_set():
input = await aioconsole.ainput() input = await aioconsole.ainput()
@@ -682,70 +704,53 @@ async def console_loop(ctx : Context):
ctx.input_queue.put_nowait(input) ctx.input_queue.put_nowait(input)
continue continue
command = input.split() command = shlex.split(input)
if not command: if not command:
continue continue
if command[0] == '/exit': if command[0] == '/exit':
ctx.exit_event.set() ctx.exit_event.set()
if command[0] == '/installcolors' and 'colorama' not in sys.modules:
subprocess.call([sys.executable, '-m', 'pip', 'install', '--upgrade', 'colorama'])
global colorama
import colorama
colorama.init()
if command[0] == '/snes': if command[0] == '/snes':
asyncio.create_task(snes_connect(ctx, command[1] if len(command) > 1 else None)) ctx.snes_reconnect_address = None
asyncio.create_task(snes_connect(ctx, command[1] if len(command) > 1 else ctx.snes_address))
if command[0] in ['/snes_close', '/snes_quit']: if command[0] in ['/snes_close', '/snes_quit']:
ctx.snes_reconnect_address = None
if ctx.snes_socket is not None and not ctx.snes_socket.closed: if ctx.snes_socket is not None and not ctx.snes_socket.closed:
await ctx.snes_socket.close() await ctx.snes_socket.close()
async def disconnect():
if ctx.socket is not None and not ctx.socket.closed:
await ctx.socket.close()
if ctx.server_task is not None:
await ctx.server_task
async def connect():
await disconnect()
ctx.server_task = asyncio.create_task(server_loop(ctx))
if command[0] in ['/connect', '/reconnect']: if command[0] in ['/connect', '/reconnect']:
if len(command) > 1: ctx.server_address = None
ctx.server_address = command[1] asyncio.create_task(connect(ctx, command[1] if len(command) > 1 else None))
asyncio.create_task(connect())
if command[0] == '/disconnect': if command[0] == '/disconnect':
asyncio.create_task(disconnect()) ctx.server_address = None
asyncio.create_task(disconnect(ctx))
if command[0][:1] != '/': if command[0][:1] != '/':
asyncio.create_task(send_msgs(ctx.socket, [['Say', input]])) asyncio.create_task(send_msgs(ctx.socket, [['Say', input]]))
if command[0] == '/received': if command[0] == '/received':
print('Received items:') logging.info('Received items:')
for index, item in enumerate(ctx.items_received, 1): for index, item in enumerate(ctx.items_received, 1):
print('%s from %s (%s) (%d/%d in list)' % ( logging.info('%s from %s (%s) (%d/%d in list)' % (
color(get_item_name_from_id(item.item), 'red', 'bold'), color(item.player_name, 'yellow'), color(get_item_name_from_id(item.item), 'red', 'bold'), color(ctx.player_names[item.player], 'yellow'),
get_location_name_from_address(item.location), index, len(ctx.items_received))) get_location_name_from_address(item.location), index, len(ctx.items_received)))
if command[0] == '/missing': if command[0] == '/missing':
for location in [k for k, v in Regions.location_table.items() if type(v[0]) is int]: for location in [k for k, v in Regions.location_table.items() if type(v[0]) is int]:
if location not in ctx.locations_checked: if location not in ctx.locations_checked:
print('Missing: ' + location) logging.info('Missing: ' + location)
if command[0] == '/getitem' and len(command) > 1: if command[0] == '/getitem' and len(command) > 1:
item = input[9:] item = input[9:]
item_id = Items.item_table[item][3] if item in Items.item_table else None item_id = Items.item_table[item][3] if item in Items.item_table else None
if type(item_id) is int and item_id in range(0x100): if type(item_id) is int and item_id in range(0x100):
print('Sending item: ' + item) logging.info('Sending item: ' + item)
snes_buffered_write(ctx, RECV_ITEM_ADDR, bytes([item_id])) snes_buffered_write(ctx, RECV_ITEM_ADDR, bytes([item_id]))
snes_buffered_write(ctx, RECV_ITEM_PLAYER_ADDR, bytes([0])) snes_buffered_write(ctx, RECV_ITEM_PLAYER_ADDR, bytes([0]))
else: else:
print('Invalid item: ' + item) logging.info('Invalid item: ' + item)
await snes_flush_writes(ctx) await snes_flush_writes(ctx)
def rom_confirmed(ctx : Context):
ctx.rom_confirmed = True
print('ROM hash Confirmed')
def get_item_name_from_id(code): def get_item_name_from_id(code):
items = [k for k, i in Items.item_table.items() if type(i[3]) is int and i[3] == code] items = [k for k, i in Items.item_table.items() if type(i[3]) is int and i[3] == code]
return items[0] if items else 'Unknown item' return items[0] if items else 'Unknown item'
@@ -761,7 +766,7 @@ async def track_locations(ctx : Context, roomid, roomdata):
new_locations = [] new_locations = []
def new_check(location): def new_check(location):
ctx.locations_checked.add(location) ctx.locations_checked.add(location)
print("New check: %s (%d/216)" % (location, len(ctx.locations_checked))) logging.info("New check: %s (%d/216)" % (location, len(ctx.locations_checked)))
new_locations.append(Regions.location_table[location][0]) new_locations.append(Regions.location_table[location][0])
for location, (loc_roomid, loc_mask) in location_table_uw.items(): for location, (loc_roomid, loc_mask) in location_table_uw.items():
@@ -820,68 +825,82 @@ async def track_locations(ctx : Context, roomid, roomdata):
async def game_watcher(ctx : Context): async def game_watcher(ctx : Context):
while not ctx.exit_event.is_set(): while not ctx.exit_event.is_set():
await asyncio.sleep(2) try:
await asyncio.wait_for(ctx.watcher_event.wait(), 2)
except asyncio.TimeoutError:
pass
ctx.watcher_event.clear()
if not ctx.rom_confirmed: if not ctx.rom:
rom = await snes_read(ctx, ROMNAME_START, ROMNAME_SIZE) rom = await snes_read(ctx, ROMNAME_START, ROMNAME_SIZE)
if rom is None or rom == bytes([0] * ROMNAME_SIZE): if rom is None or rom == bytes([0] * ROMNAME_SIZE):
continue continue
if list(rom) != ctx.last_rom:
ctx.last_rom = list(rom) ctx.rom = list(rom)
ctx.locations_checked = set() ctx.locations_checked = set()
if ctx.expected_rom is not None: ctx.locations_scouted = set()
if ctx.last_rom[:len(ctx.expected_rom)] != ctx.expected_rom: if ctx.awaiting_rom:
print("Wrong ROM detected") await server_auth(ctx, False)
await ctx.snes_socket.close()
continue if ctx.auth and ctx.auth != ctx.rom:
else: logging.warning("ROM change detected, please reconnect to the multiworld server")
rom_confirmed(ctx) await disconnect(ctx)
gamemode = await snes_read(ctx, WRAM_START + 0x10, 1) gamemode = await snes_read(ctx, WRAM_START + 0x10, 1)
if gamemode is None or gamemode[0] not in INGAME_MODES: if gamemode is None or gamemode[0] not in INGAME_MODES:
continue continue
data = await snes_read(ctx, RECV_PROGRESS_ADDR, 7) data = await snes_read(ctx, RECV_PROGRESS_ADDR, 8)
if data is None: if data is None:
continue continue
recv_index = data[0] | (data[1] << 8) recv_index = data[0] | (data[1] << 8)
assert(RECV_ITEM_ADDR == RECV_PROGRESS_ADDR + 2) assert RECV_ITEM_ADDR == RECV_PROGRESS_ADDR + 2
recv_item = data[2] recv_item = data[2]
assert(ROOMID_ADDR == RECV_PROGRESS_ADDR + 4) assert ROOMID_ADDR == RECV_PROGRESS_ADDR + 4
roomid = data[4] | (data[5] << 8) roomid = data[4] | (data[5] << 8)
assert(ROOMDATA_ADDR == RECV_PROGRESS_ADDR + 6) assert ROOMDATA_ADDR == RECV_PROGRESS_ADDR + 6
roomdata = data[6] roomdata = data[6]
assert SCOUT_LOCATION_ADDR == RECV_PROGRESS_ADDR + 7
await track_locations(ctx, roomid, roomdata) scout_location = data[7]
if recv_index < len(ctx.items_received) and recv_item == 0: if recv_index < len(ctx.items_received) and recv_item == 0:
item = ctx.items_received[recv_index] item = ctx.items_received[recv_index]
print('Received %s from %s (%s) (%d/%d in list)' % ( logging.info('Received %s from %s (%s) (%d/%d in list)' % (
color(get_item_name_from_id(item.item), 'red', 'bold'), color(item.player_name, 'yellow'), color(get_item_name_from_id(item.item), 'red', 'bold'), color(ctx.player_names[item.player], 'yellow'),
get_location_name_from_address(item.location), recv_index + 1, len(ctx.items_received))) get_location_name_from_address(item.location), recv_index + 1, len(ctx.items_received)))
recv_index += 1 recv_index += 1
snes_buffered_write(ctx, RECV_PROGRESS_ADDR, bytes([recv_index & 0xFF, (recv_index >> 8) & 0xFF])) snes_buffered_write(ctx, RECV_PROGRESS_ADDR, bytes([recv_index & 0xFF, (recv_index >> 8) & 0xFF]))
snes_buffered_write(ctx, RECV_ITEM_ADDR, bytes([item.item])) snes_buffered_write(ctx, RECV_ITEM_ADDR, bytes([item.item]))
snes_buffered_write(ctx, RECV_ITEM_PLAYER_ADDR, bytes([item.player_id])) snes_buffered_write(ctx, RECV_ITEM_PLAYER_ADDR, bytes([item.player if item.player != ctx.slot else 0]))
if scout_location > 0 and scout_location in ctx.locations_info:
snes_buffered_write(ctx, SCOUTREPLY_LOCATION_ADDR, bytes([scout_location]))
snes_buffered_write(ctx, SCOUTREPLY_ITEM_ADDR, bytes([ctx.locations_info[scout_location][0]]))
snes_buffered_write(ctx, SCOUTREPLY_PLAYER_ADDR, bytes([ctx.locations_info[scout_location][1]]))
await snes_flush_writes(ctx) await snes_flush_writes(ctx)
if scout_location > 0 and scout_location not in ctx.locations_scouted:
ctx.locations_scouted.add(scout_location)
logging.info(f'Scouting item at {list(Regions.location_table.keys())[scout_location - 1]}')
await send_msgs(ctx.socket, [['LocationScouts', [scout_location]]])
await track_locations(ctx, roomid, roomdata)
async def main(): async def main():
parser = argparse.ArgumentParser() parser = argparse.ArgumentParser()
parser.add_argument('--snes', default='localhost:8080', help='Address of the QUsb2snes server.') parser.add_argument('--snes', default='localhost:8080', help='Address of the QUsb2snes server.')
parser.add_argument('--connect', default=None, help='Address of the multiworld host.') parser.add_argument('--connect', default=None, help='Address of the multiworld host.')
parser.add_argument('--password', default=None, help='Password of the multiworld host.') parser.add_argument('--password', default=None, help='Password of the multiworld host.')
parser.add_argument('--name', default=None) parser.add_argument('--loglevel', default='info', choices=['debug', 'info', 'warning', 'error', 'critical'])
parser.add_argument('--team', default=None)
parser.add_argument('--slot', default=None, type=int)
args = parser.parse_args() args = parser.parse_args()
ctx = Context(args.snes, args.connect, args.password, args.name, args.team, args.slot) logging.basicConfig(format='%(message)s', level=getattr(logging, args.loglevel.upper(), logging.INFO))
ctx = Context(args.snes, args.connect, args.password)
input_task = asyncio.create_task(console_loop(ctx)) input_task = asyncio.create_task(console_loop(ctx))
await snes_connect(ctx) await snes_connect(ctx, ctx.snes_address)
if ctx.server_task is None: if ctx.server_task is None:
ctx.server_task = asyncio.create_task(server_loop(ctx)) ctx.server_task = asyncio.create_task(server_loop(ctx))
@@ -890,7 +909,8 @@ async def main():
await ctx.exit_event.wait() await ctx.exit_event.wait()
ctx.server_address = None
ctx.snes_reconnect_address = None
await watcher_task await watcher_task
@@ -909,13 +929,9 @@ async def main():
await input_task await input_task
if __name__ == '__main__': if __name__ == '__main__':
if 'colorama' in sys.modules: colorama.init()
colorama.init()
loop = asyncio.get_event_loop() loop = asyncio.get_event_loop()
loop.run_until_complete(main()) loop.run_until_complete(main())
loop.run_until_complete(asyncio.gather(*asyncio.Task.all_tasks())) loop.run_until_complete(asyncio.gather(*asyncio.Task.all_tasks()))
loop.close() loop.close()
colorama.deinit()
if 'colorama' in sys.modules:
colorama.deinit()
+134 -125
View File
@@ -5,6 +5,7 @@ import functools
import json import json
import logging import logging
import re import re
import shlex
import urllib.request import urllib.request
import websockets import websockets
import zlib import zlib
@@ -27,29 +28,18 @@ class Context:
self.data_filename = None self.data_filename = None
self.save_filename = None self.save_filename = None
self.disable_save = False self.disable_save = False
self.players = 0 self.player_names = {}
self.rom_names = {} self.rom_names = {}
self.remote_items = set()
self.locations = {} self.locations = {}
self.host = host self.host = host
self.port = port self.port = port
self.password = password self.password = password
self.server = None self.server = None
self.countdown_timer = 0
self.clients = [] self.clients = []
self.received_items = {} self.received_items = {}
def get_room_info(ctx : Context):
return {
'password': ctx.password is not None,
'slots': ctx.players,
'players': [(client.name, client.team, client.slot) for client in ctx.clients if client.auth]
}
def same_name(lhs, rhs):
return lhs.lower() == rhs.lower()
def same_team(lhs, rhs):
return (type(lhs) is type(rhs)) and ((not lhs and not rhs) or (lhs.lower() == rhs.lower()))
async def send_msgs(websocket, msgs): async def send_msgs(websocket, msgs):
if not websocket or not websocket.open or websocket.closed: if not websocket or not websocket.open or websocket.closed:
return return
@@ -65,21 +55,21 @@ def broadcast_all(ctx : Context, msgs):
def broadcast_team(ctx : Context, team, msgs): def broadcast_team(ctx : Context, team, msgs):
for client in ctx.clients: for client in ctx.clients:
if client.auth and same_team(client.team, team): if client.auth and client.team == team:
asyncio.create_task(send_msgs(client.socket, msgs)) asyncio.create_task(send_msgs(client.socket, msgs))
def notify_all(ctx : Context, text): def notify_all(ctx : Context, text):
print("Notice (all): %s" % text) logging.info("Notice (all): %s" % text)
broadcast_all(ctx, [['Print', text]]) broadcast_all(ctx, [['Print', text]])
def notify_team(ctx : Context, team : str, text : str): def notify_team(ctx : Context, team : int, text : str):
print("Team notice (%s): %s" % ("Default" if not team else team, text)) logging.info("Notice (Team #%d): %s" % (team+1, text))
broadcast_team(ctx, team, [['Print', text]]) broadcast_team(ctx, team, [['Print', text]])
def notify_client(client : Client, text : str): def notify_client(client : Client, text : str):
if not client.auth: if not client.auth:
return return
print("Player notice (%s): %s" % (client.name, text)) logging.info("Notice (Player %s in team %d): %s" % (client.name, client.team+1, text))
asyncio.create_task(send_msgs(client.socket, [['Print', text]])) asyncio.create_task(send_msgs(client.socket, [['Print', text]]))
async def server(websocket, path, ctx : Context): async def server(websocket, path, ctx : Context):
@@ -105,54 +95,54 @@ async def server(websocket, path, ctx : Context):
ctx.clients.remove(client) ctx.clients.remove(client)
async def on_client_connected(ctx : Context, client : Client): async def on_client_connected(ctx : Context, client : Client):
await send_msgs(client.socket, [['RoomInfo', get_room_info(ctx)]]) await send_msgs(client.socket, [['RoomInfo', {
'password': ctx.password is not None,
'players': [(client.team, client.slot, client.name) for client in ctx.clients if client.auth]
}]])
async def on_client_disconnected(ctx : Context, client : Client): async def on_client_disconnected(ctx : Context, client : Client):
if client.auth: if client.auth:
await on_client_left(ctx, client) await on_client_left(ctx, client)
async def on_client_joined(ctx : Context, client : Client): async def on_client_joined(ctx : Context, client : Client):
notify_all(ctx, "%s has joined the game as player %d for %s" % (client.name, client.slot, "the default team" if not client.team else "team %s" % client.team)) notify_all(ctx, "%s (Team #%d) has joined the game" % (client.name, client.team + 1))
async def on_client_left(ctx : Context, client : Client): async def on_client_left(ctx : Context, client : Client):
notify_all(ctx, "%s (Player %d, %s) has left the game" % (client.name, client.slot, "Default team" if not client.team else "Team %s" % client.team)) notify_all(ctx, "%s (Team #%d) has left the game" % (client.name, client.team + 1))
async def countdown(ctx : Context, timer):
notify_all(ctx, f'[Server]: Starting countdown of {timer}s')
if ctx.countdown_timer:
ctx.countdown_timer = timer
return
ctx.countdown_timer = timer
while ctx.countdown_timer > 0:
notify_all(ctx, f'[Server]: {ctx.countdown_timer}')
ctx.countdown_timer -= 1
await asyncio.sleep(1)
notify_all(ctx, f'[Server]: GO')
def get_connected_players_string(ctx : Context): def get_connected_players_string(ctx : Context):
auth_clients = [c for c in ctx.clients if c.auth] auth_clients = [c for c in ctx.clients if c.auth]
if not auth_clients: if not auth_clients:
return 'No player connected' return 'No player connected'
auth_clients.sort(key=lambda c: ('' if not c.team else c.team.lower(), c.slot)) auth_clients.sort(key=lambda c: (c.team, c.slot))
current_team = 0 current_team = 0
text = '' text = 'Team #1: '
for c in auth_clients: for c in auth_clients:
if c.team != current_team: if c.team != current_team:
text += '::' + ('default team' if not c.team else c.team) + ':: ' text += f':: Team #{c.team + 1}: '
current_team = c.team current_team = c.team
text += '%d:%s ' % (c.slot, c.name) text += f'{c.name} '
return 'Connected players: ' + text[:-1] return 'Connected players: ' + text[:-1]
def get_player_name_in_team(ctx : Context, team, slot):
for client in ctx.clients:
if client.auth and same_team(team, client.team) and client.slot == slot:
return client.name
return "Player %d" % slot
def get_client_from_name(ctx : Context, name):
for client in ctx.clients:
if client.auth and same_name(name, client.name):
return client
return None
def get_received_items(ctx : Context, team, player): def get_received_items(ctx : Context, team, player):
for (c_team, c_id), items in ctx.received_items.items(): return ctx.received_items.setdefault((team, player), [])
if c_id == player and same_team(c_team, team):
return items
ctx.received_items[(team, player)] = []
return ctx.received_items[(team, player)]
def tuplize_received_items(items): def tuplize_received_items(items):
return [(item.item, item.location, item.player_id, item.player_name) for item in items] return [(item.item, item.location, item.player) for item in items]
def send_new_items(ctx : Context): def send_new_items(ctx : Context):
for client in ctx.clients: for client in ctx.clients:
@@ -163,37 +153,36 @@ def send_new_items(ctx : Context):
asyncio.create_task(send_msgs(client.socket, [['ReceivedItems', (client.send_index, tuplize_received_items(items)[client.send_index:])]])) asyncio.create_task(send_msgs(client.socket, [['ReceivedItems', (client.send_index, tuplize_received_items(items)[client.send_index:])]]))
client.send_index = len(items) client.send_index = len(items)
def forfeit_player(ctx : Context, team, slot, name): def forfeit_player(ctx : Context, team, slot):
all_locations = [values[0] for values in Regions.location_table.values() if type(values[0]) is int] all_locations = [values[0] for values in Regions.location_table.values() if type(values[0]) is int]
notify_all(ctx, "%s (Player %d) in team %s has forfeited" % (name, slot, team if team else 'default')) notify_all(ctx, "%s (Team #%d) has forfeited" % (ctx.player_names[(team, slot)], team + 1))
register_location_checks(ctx, name, team, slot, all_locations) register_location_checks(ctx, team, slot, all_locations)
def register_location_checks(ctx : Context, name, team, slot, locations): def register_location_checks(ctx : Context, team, slot, locations):
found_items = False found_items = False
for location in locations: for location in locations:
if (location, slot) in ctx.locations: if (location, slot) in ctx.locations:
target_item, target_player = ctx.locations[(location, slot)] target_item, target_player = ctx.locations[(location, slot)]
if target_player != slot: if target_player != slot or slot in ctx.remote_items:
found = False found = False
recvd_items = get_received_items(ctx, team, target_player) recvd_items = get_received_items(ctx, team, target_player)
for recvd_item in recvd_items: for recvd_item in recvd_items:
if recvd_item.location == location and recvd_item.player_id == slot: if recvd_item.location == location and recvd_item.player == slot:
found = True found = True
break break
if not found: if not found:
new_item = ReceivedItem(target_item, location, slot, name) new_item = ReceivedItem(target_item, location, slot)
recvd_items.append(new_item) recvd_items.append(new_item)
target_player_name = get_player_name_in_team(ctx, team, target_player) if slot != target_player:
broadcast_team(ctx, team, [['ItemSent', (name, target_player_name, target_item, location)]]) broadcast_team(ctx, team, [['ItemSent', (slot, location, target_player, target_item)]])
print('(%s) %s sent %s to %s (%s)' % (team if team else 'Team', name, get_item_name_from_id(target_item), target_player_name, get_location_name_from_address(location))) logging.info('(Team #%d) %s sent %s to %s (%s)' % (team+1, ctx.player_names[(team, slot)], get_item_name_from_id(target_item), ctx.player_names[(team, target_player)], get_location_name_from_address(location)))
found_items = True found_items = True
send_new_items(ctx) send_new_items(ctx)
if found_items and not ctx.disable_save: if found_items and not ctx.disable_save:
try: try:
with open(ctx.save_filename, "wb") as f: with open(ctx.save_filename, "wb") as f:
jsonstr = json.dumps((ctx.players, jsonstr = json.dumps((list(ctx.rom_names.items()),
[(k, v) for k, v in ctx.rom_names.items()],
[(k, [i.__dict__ for i in v]) for k, v in ctx.received_items.items()])) [(k, [i.__dict__ for i in v]) for k, v in ctx.received_items.items()]))
f.write(zlib.compress(jsonstr.encode("utf-8"))) f.write(zlib.compress(jsonstr.encode("utf-8")))
except Exception as e: except Exception as e:
@@ -207,50 +196,30 @@ async def process_client_cmd(ctx : Context, client : Client, cmd, args):
if cmd == 'Connect': if cmd == 'Connect':
if not args or type(args) is not dict or \ if not args or type(args) is not dict or \
'password' not in args or type(args['password']) not in [str, type(None)] or \ 'password' not in args or type(args['password']) not in [str, type(None)] or \
'name' not in args or type(args['name']) is not str or \ 'rom' not in args or type(args['rom']) is not list:
'team' not in args or type(args['team']) not in [str, type(None)] or \
'slot' not in args or type(args['slot']) not in [int, type(None)]:
await send_msgs(client.socket, [['InvalidArguments', 'Connect']]) await send_msgs(client.socket, [['InvalidArguments', 'Connect']])
return return
errors = set() errors = set()
if ctx.password is not None and ('password' not in args or args['password'] != ctx.password): if ctx.password is not None and args['password'] != ctx.password:
errors.add('InvalidPassword') errors.add('InvalidPassword')
if 'name' not in args or not args['name'] or not re.match(r'\w{1,10}', args['name']): if tuple(args['rom']) not in ctx.rom_names:
errors.add('InvalidName') errors.add('InvalidRom')
elif any([same_name(c.name, args['name']) for c in ctx.clients if c.auth]):
errors.add('NameAlreadyTaken')
else: else:
client.name = args['name'] team, slot = ctx.rom_names[tuple(args['rom'])]
if any([c.slot == slot and c.team == team for c in ctx.clients if c.auth]):
if 'team' in args and args['team'] is not None and not re.match(r'\w{1,15}', args['team']): errors.add('SlotAlreadyTaken')
errors.add('InvalidTeam') else:
else: client.name = ctx.player_names[(team, slot)]
client.team = args['team'] if 'team' in args else None client.team = team
client.slot = slot
if 'slot' in args and any([c.slot == args['slot'] for c in ctx.clients if c.auth and same_team(c.team, client.team)]):
errors.add('SlotAlreadyTaken')
elif 'slot' not in args or not args['slot']:
for slot in range(1, ctx.players + 1):
if slot not in [c.slot for c in ctx.clients if c.auth and same_team(c.team, client.team)]:
client.slot = slot
break
elif slot == ctx.players:
errors.add('SlotAlreadyTaken')
elif args['slot'] not in range(1, ctx.players + 1):
errors.add('InvalidSlot')
else:
client.slot = args['slot']
if errors: if errors:
client.name = None
client.team = None
client.slot = None
await send_msgs(client.socket, [['ConnectionRefused', list(errors)]]) await send_msgs(client.socket, [['ConnectionRefused', list(errors)]])
else: else:
client.auth = True client.auth = True
reply = [['Connected', ctx.rom_names[client.slot]]] reply = [['Connected', [(client.team, client.slot), [(p, n) for (t, p), n in ctx.player_names.items() if t == client.team]]]]
items = get_received_items(ctx, client.team, client.slot) items = get_received_items(ctx, client.team, client.slot)
if items: if items:
reply.append(['ReceivedItems', (0, tuplize_received_items(items))]) reply.append(['ReceivedItems', (0, tuplize_received_items(items))])
@@ -265,13 +234,35 @@ async def process_client_cmd(ctx : Context, client : Client, cmd, args):
items = get_received_items(ctx, client.team, client.slot) items = get_received_items(ctx, client.team, client.slot)
if items: if items:
client.send_index = len(items) client.send_index = len(items)
await send_msgs(client.socket, ['ReceivedItems', (0, tuplize_received_items(items))]) await send_msgs(client.socket, [['ReceivedItems', (0, tuplize_received_items(items))]])
if cmd == 'LocationChecks': if cmd == 'LocationChecks':
if type(args) is not list: if type(args) is not list:
await send_msgs(client.socket, [['InvalidArguments', 'LocationChecks']]) await send_msgs(client.socket, [['InvalidArguments', 'LocationChecks']])
return return
register_location_checks(ctx, client.name, client.team, client.slot, args) register_location_checks(ctx, client.team, client.slot, args)
if cmd == 'LocationScouts':
if type(args) is not list:
await send_msgs(client.socket, [['InvalidArguments', 'LocationScouts']])
return
locs = []
for location in args:
if type(location) is not int or 0 >= location > len(Regions.location_table):
await send_msgs(client.socket, [['InvalidArguments', 'LocationScouts']])
return
loc_name = list(Regions.location_table.keys())[location - 1]
target_item, target_player = ctx.locations[(Regions.location_table[loc_name][0], client.slot)]
replacements = {'SmallKey': 0xA2, 'BigKey': 0x9D, 'Compass': 0x8D, 'Map': 0x7D}
item_type = [i[2] for i in Items.item_table.values() if type(i[3]) is int and i[3] == target_item]
if item_type:
target_item = replacements.get(item_type[0], target_item)
locs.append([loc_name, location, target_item, target_player])
logging.info(f"{client.name} in team {client.team+1} scouted {', '.join([l[0] for l in locs])}")
await send_msgs(client.socket, [['LocationInfo', [l[1:] for l in locs]]])
if cmd == 'Say': if cmd == 'Say':
if type(args) is not str or not args.isprintable(): if type(args) is not str or not args.isprintable():
@@ -280,20 +271,26 @@ async def process_client_cmd(ctx : Context, client : Client, cmd, args):
notify_all(ctx, client.name + ': ' + args) notify_all(ctx, client.name + ': ' + args)
if args[:8] == '!players': if args.startswith('!players'):
notify_all(ctx, get_connected_players_string(ctx)) notify_all(ctx, get_connected_players_string(ctx))
if args[:8] == '!forfeit': if args.startswith('!forfeit'):
forfeit_player(ctx, client.team, client.slot, client.name) forfeit_player(ctx, client.team, client.slot)
if args.startswith('!countdown'):
try:
timer = int(args.split()[1])
except (IndexError, ValueError):
timer = 10
asyncio.create_task(countdown(ctx, timer))
def set_password(ctx : Context, password): def set_password(ctx : Context, password):
ctx.password = password ctx.password = password
print('Password set to ' + password if password is not None else 'Password disabled') logging.warning('Password set to ' + password if password is not None else 'Password disabled')
async def console(ctx : Context): async def console(ctx : Context):
while True: while True:
input = await aioconsole.ainput() input = await aioconsole.ainput()
command = input.split() command = shlex.split(input)
if not command: if not command:
continue continue
@@ -302,34 +299,41 @@ async def console(ctx : Context):
break break
if command[0] == '/players': if command[0] == '/players':
print(get_connected_players_string(ctx)) logging.info(get_connected_players_string(ctx))
if command[0] == '/password': if command[0] == '/password':
set_password(ctx, command[1] if len(command) > 1 else None) set_password(ctx, command[1] if len(command) > 1 else None)
if command[0] == '/kick' and len(command) > 1: if command[0] == '/kick' and len(command) > 1:
client = get_client_from_name(ctx, command[1]) team = int(command[2]) - 1 if len(command) > 2 and command[2].isdigit() else None
if client and client.socket and not client.socket.closed: for client in ctx.clients:
await client.socket.close() if client.auth and client.name.lower() == command[1].lower() and (team is None or team == client.team):
if client.socket and not client.socket.closed:
await client.socket.close()
if command[0] == '/forfeitslot' and len(command) == 3 and command[2].isdigit(): if command[0] == '/forfeitslot' and len(command) > 1 and command[1].isdigit():
team = command[1] if command[1] != 'default' else None if len(command) > 2 and command[2].isdigit():
slot = int(command[2]) team = int(command[1]) - 1
name = get_player_name_in_team(ctx, team, slot) slot = int(command[2])
forfeit_player(ctx, team, slot, name) else:
team = 0
slot = int(command[1])
forfeit_player(ctx, team, slot)
if command[0] == '/forfeitplayer' and len(command) > 1: if command[0] == '/forfeitplayer' and len(command) > 1:
client = get_client_from_name(ctx, command[1]) team = int(command[2]) - 1 if len(command) > 2 and command[2].isdigit() else None
if client: for client in ctx.clients:
forfeit_player(ctx, client.team, client.slot, client.name) if client.auth and client.name.lower() == command[1].lower() and (team is None or team == client.team):
if client.socket and not client.socket.closed:
forfeit_player(ctx, client.team, client.slot)
if command[0] == '/senditem' and len(command) > 2: if command[0] == '/senditem' and len(command) > 2:
[(player, item)] = re.findall(r'\S* (\S*) (.*)', input) [(player, item)] = re.findall(r'\S* (\S*) (.*)', input)
if item in Items.item_table: if item in Items.item_table:
client = get_client_from_name(ctx, player) for client in ctx.clients:
if client: if client.auth and client.name.lower() == player.lower():
new_item = ReceivedItem(Items.item_table[item][3], "cheat console", 0, "server") new_item = ReceivedItem(Items.item_table[item][3], "cheat console", client.slot)
get_received_items(ctx, client.team, client.slot).append(new_item) get_received_items(ctx, client.team, client.slot).append(new_item)
notify_all(ctx, 'Cheat console: sending "' + item + '" to ' + client.name) notify_all(ctx, 'Cheat console: sending "' + item + '" to ' + client.name)
send_new_items(ctx) send_new_items(ctx)
else: else:
print("Unknown item: " + item) logging.warning("Unknown item: " + item)
if command[0][0] != '/': if command[0][0] != '/':
notify_all(ctx, '[Server]: ' + input) notify_all(ctx, '[Server]: ' + input)
@@ -342,8 +346,11 @@ async def main():
parser.add_argument('--multidata', default=None) parser.add_argument('--multidata', default=None)
parser.add_argument('--savefile', default=None) parser.add_argument('--savefile', default=None)
parser.add_argument('--disable_save', default=False, action='store_true') parser.add_argument('--disable_save', default=False, action='store_true')
parser.add_argument('--loglevel', default='info', choices=['debug', 'info', 'warning', 'error', 'critical'])
args = parser.parse_args() args = parser.parse_args()
logging.basicConfig(format='[%(asctime)s] %(message)s', level=getattr(logging, args.loglevel.upper(), logging.INFO))
ctx = Context(args.host, args.port, args.password) ctx = Context(args.host, args.port, args.password)
ctx.data_filename = args.multidata ctx.data_filename = args.multidata
@@ -358,15 +365,18 @@ async def main():
with open(ctx.data_filename, 'rb') as f: with open(ctx.data_filename, 'rb') as f:
jsonobj = json.loads(zlib.decompress(f.read()).decode("utf-8")) jsonobj = json.loads(zlib.decompress(f.read()).decode("utf-8"))
ctx.players = jsonobj[0] for team, names in enumerate(jsonobj['names']):
ctx.rom_names = {k: v for k, v in jsonobj[1]} for player, name in enumerate(names, 1):
ctx.locations = {tuple(k): tuple(v) for k, v in jsonobj[2]} ctx.player_names[(team, player)] = name
ctx.rom_names = {tuple(rom): (team, slot) for slot, team, rom in jsonobj['roms']}
ctx.remote_items = set(jsonobj['remote_items'])
ctx.locations = {tuple(k): tuple(v) for k, v in jsonobj['locations']}
except Exception as e: except Exception as e:
print('Failed to read multiworld data (%s)' % e) logging.error('Failed to read multiworld data (%s)' % e)
return return
ip = urllib.request.urlopen('https://v4.ident.me').read().decode('utf8') if not ctx.host else ctx.host ip = urllib.request.urlopen('https://v4.ident.me').read().decode('utf8') if not ctx.host else ctx.host
print('Hosting game of %d players (%s) at %s:%d' % (ctx.players, 'No password' if not ctx.password else 'Password: %s' % ctx.password, ip, ctx.port)) logging.info('Hosting game at %s:%d (%s)' % (ip, ctx.port, 'No password' if not ctx.password else 'Password: %s' % ctx.password))
ctx.disable_save = args.disable_save ctx.disable_save = args.disable_save
if not ctx.disable_save: if not ctx.disable_save:
@@ -375,17 +385,16 @@ async def main():
try: try:
with open(ctx.save_filename, 'rb') as f: with open(ctx.save_filename, 'rb') as f:
jsonobj = json.loads(zlib.decompress(f.read()).decode("utf-8")) jsonobj = json.loads(zlib.decompress(f.read()).decode("utf-8"))
players = jsonobj[0] rom_names = jsonobj[0]
rom_names = {k: v for k, v in jsonobj[1]} received_items = {tuple(k): [ReceivedItem(**i) for i in v] for k, v in jsonobj[1]}
received_items = {tuple(k): [ReceivedItem(**i) for i in v] for k, v in jsonobj[2]} if not all([ctx.rom_names[tuple(rom)] == (team, slot) for rom, (team, slot) in rom_names]):
if players != ctx.players or rom_names != ctx.rom_names:
raise Exception('Save file mismatch, will start a new game') raise Exception('Save file mismatch, will start a new game')
ctx.received_items = received_items ctx.received_items = received_items
print('Loaded save file with %d received items for %d players' % (sum([len(p) for p in received_items.values()]), len(received_items))) logging.info('Loaded save file with %d received items for %d players' % (sum([len(p) for p in received_items.values()]), len(received_items)))
except FileNotFoundError: except FileNotFoundError:
print('No save data found, starting a new game') logging.error('No save data found, starting a new game')
except Exception as e: except Exception as e:
print(e) logging.info(e)
ctx.server = websockets.serve(functools.partial(server,ctx=ctx), ctx.host, ctx.port, ping_timeout=None, ping_interval=None) ctx.server = websockets.serve(functools.partial(server,ctx=ctx), ctx.host, ctx.port, ping_timeout=None, ping_interval=None)
await ctx.server await ctx.server
+4 -2
View File
@@ -39,6 +39,7 @@ def main():
parser.add_argument('--seed', help='Define seed number to generate.', type=int) parser.add_argument('--seed', help='Define seed number to generate.', type=int)
parser.add_argument('--multi', default=1, type=lambda value: min(max(int(value), 1), 255)) parser.add_argument('--multi', default=1, type=lambda value: min(max(int(value), 1), 255))
parser.add_argument('--names', default='') parser.add_argument('--names', default='')
parser.add_argument('--teams', default=1, type=lambda value: max(int(value), 1))
parser.add_argument('--create_spoiler', action='store_true') parser.add_argument('--create_spoiler', action='store_true')
parser.add_argument('--rom') parser.add_argument('--rom')
parser.add_argument('--enemizercli') parser.add_argument('--enemizercli')
@@ -146,13 +147,14 @@ def roll_settings(weights):
door_shuffle = get_choice('door_shuffle') door_shuffle = get_choice('door_shuffle')
ret.door_shuffle = door_shuffle if door_shuffle != 'none' else 'vanilla' ret.door_shuffle = door_shuffle if door_shuffle != 'none' else 'vanilla'
goal = get_choice('goals')
ret.goal = {'ganon': 'ganon', ret.goal = {'ganon': 'ganon',
'fast_ganon': 'crystals', 'fast_ganon': 'crystals',
'dungeons': 'dungeons', 'dungeons': 'dungeons',
'pedestal': 'pedestal', 'pedestal': 'pedestal',
'triforce-hunt': 'triforcehunt' 'triforce-hunt': 'triforcehunt'
}[get_choice('goals')] }[goal]
ret.openpyramid = ret.goal == 'fast_ganon' ret.openpyramid = goal == 'fast_ganon'
ret.crystals_gt = get_choice('tower_open') ret.crystals_gt = get_choice('tower_open')
+2 -1
View File
@@ -24,6 +24,7 @@ def main(args):
# initialize the world # initialize the world
world = World(1, 'vanilla', 'noglitches', 'standard', 'normal', 'none', 'on', 'ganon', 'freshness', False, False, False, False, False, False, None, False) world = World(1, 'vanilla', 'noglitches', 'standard', 'normal', 'none', 'on', 'ganon', 'freshness', False, False, False, False, False, False, None, False)
world.player_names[1].append("Player 1")
logger = logging.getLogger('') logger = logging.getLogger('')
hasher = hashlib.md5() hasher = hashlib.md5()
@@ -69,7 +70,7 @@ def main(args):
logger.info('Patching ROM.') logger.info('Patching ROM.')
rom = LocalRom(args.rom) rom = LocalRom(args.rom)
patch_rom(world, 1, rom, False) patch_rom(world, rom, 1, 1, False)
apply_rom_settings(rom, args.heartbeep, args.heartcolor, args.quickswap, args.fastmenu, args.disablemusic, args.sprite, args.ow_palettes, args.uw_palettes) apply_rom_settings(rom, args.heartbeep, args.heartcolor, args.quickswap, args.fastmenu, args.disablemusic, args.sprite, args.ow_palettes, args.uw_palettes)
+13 -4
View File
@@ -3,7 +3,7 @@ from BaseClasses import Region, Location, Entrance, RegionType, Shop, ShopType
def create_regions(world, player): def create_regions(world, player):
std_flag = world.mode[player] == 'standard'
world.regions += [ world.regions += [
create_lw_region(player, 'Light World', ['Mushroom', 'Bottle Merchant', 'Flute Spot', 'Sunken Treasure', 'Purple Chest'], create_lw_region(player, 'Light World', ['Mushroom', 'Bottle Merchant', 'Flute Spot', 'Sunken Treasure', 'Purple Chest'],
["Blinds Hideout", "Hyrule Castle Secret Entrance Drop", 'Zoras River', 'Kings Grave Outer Rocks', 'Dam', ["Blinds Hideout", "Hyrule Castle Secret Entrance Drop", 'Zoras River', 'Kings Grave Outer Rocks', 'Dam',
@@ -219,7 +219,10 @@ def create_regions(world, player):
create_dungeon_region(player, 'Hyrule Dungeon Armory Boomerang', 'Hyrule Castle', ['Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Boomerang Guard Key Drop'], ['Hyrule Dungeon Armory Boomerang WS']), create_dungeon_region(player, 'Hyrule Dungeon Armory Boomerang', 'Hyrule Castle', ['Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Boomerang Guard Key Drop'], ['Hyrule Dungeon Armory Boomerang WS']),
create_dungeon_region(player, 'Hyrule Dungeon Armory North Branch', 'Hyrule Castle', None, ['Hyrule Dungeon Armory Interior Key Door S', 'Hyrule Dungeon Armory Down Stairs']), create_dungeon_region(player, 'Hyrule Dungeon Armory North Branch', 'Hyrule Castle', None, ['Hyrule Dungeon Armory Interior Key Door S', 'Hyrule Dungeon Armory Down Stairs']),
create_dungeon_region(player, 'Hyrule Dungeon Staircase', 'Hyrule Castle', None, ['Hyrule Dungeon Staircase Up Stairs', 'Hyrule Dungeon Staircase Down Stairs']), create_dungeon_region(player, 'Hyrule Dungeon Staircase', 'Hyrule Castle', None, ['Hyrule Dungeon Staircase Up Stairs', 'Hyrule Dungeon Staircase Down Stairs']),
create_dungeon_region(player, 'Hyrule Dungeon Cellblock', 'Hyrule Castle', ['Hyrule Castle - Big Key Drop', 'Hyrule Castle - Zelda\'s Chest'], ['Hyrule Dungeon Cellblock Up Stairs']), create_dungeon_region(player, 'Hyrule Dungeon Cellblock', 'Hyrule Castle',
['Hyrule Castle - Big Key Drop', 'Hyrule Castle - Zelda\'s Chest'] if not std_flag else
['Hyrule Castle - Big Key Drop', 'Hyrule Castle - Zelda\'s Chest', 'Zelda Pickup'],
['Hyrule Dungeon Cellblock Up Stairs']),
create_dungeon_region(player, 'Sewers Behind Tapestry', 'Hyrule Castle', None, ['Sewers Behind Tapestry S', 'Sewers Behind Tapestry Down Stairs']), create_dungeon_region(player, 'Sewers Behind Tapestry', 'Hyrule Castle', None, ['Sewers Behind Tapestry S', 'Sewers Behind Tapestry Down Stairs']),
@@ -233,7 +236,9 @@ def create_regions(world, player):
['Sewers Secret Room ES', 'Sewers Secret Room EN']), ['Sewers Secret Room ES', 'Sewers Secret Room EN']),
create_dungeon_region(player, 'Sewers Yet More Rats', 'Hyrule Castle', None, ['Sewers Pull Switch Down Stairs', 'Sewers Yet More Rats S']), create_dungeon_region(player, 'Sewers Yet More Rats', 'Hyrule Castle', None, ['Sewers Pull Switch Down Stairs', 'Sewers Yet More Rats S']),
create_dungeon_region(player, 'Sewers Pull Switch', 'Hyrule Castle', None, ['Sewers Pull Switch N', 'Sewers Pull Switch S']), create_dungeon_region(player, 'Sewers Pull Switch', 'Hyrule Castle', None, ['Sewers Pull Switch N', 'Sewers Pull Switch S']),
create_dungeon_region(player, 'Sanctuary', 'Hyrule Castle', ['Sanctuary'], ['Sanctuary Exit', 'Sanctuary N']), create_dungeon_region(player, 'Sanctuary', 'Hyrule Castle',
['Sanctuary'] if not std_flag else ['Sanctuary', 'Zelda Drop Off'],
['Sanctuary Exit', 'Sanctuary N']),
# Eastern Palace # Eastern Palace
create_dungeon_region(player, 'Eastern Lobby', 'Eastern Palace', None, ['Eastern Lobby N', 'Eastern Palace Exit', 'Eastern Lobby NW', 'Eastern Lobby NE']), create_dungeon_region(player, 'Eastern Lobby', 'Eastern Palace', None, ['Eastern Lobby N', 'Eastern Palace Exit', 'Eastern Lobby NW', 'Eastern Lobby NE']),
@@ -841,7 +846,9 @@ dungeon_events = [
'Attic Cracked Floor', 'Attic Cracked Floor',
'Suspicious Maiden', 'Suspicious Maiden',
'Revealing Light', 'Revealing Light',
'Ice Block Drop' 'Ice Block Drop',
'Zelda Pickup',
'Zelda Drop Off'
] ]
flooded_keys_reverse = { flooded_keys_reverse = {
@@ -1078,6 +1085,8 @@ location_table = {'Mushroom': (0x180013, 0x186338, False, 'in the woods'),
'Suspicious Maiden': (None, None, False, None), 'Suspicious Maiden': (None, None, False, None),
'Revealing Light': (None, None, False, None), 'Revealing Light': (None, None, False, None),
'Ice Block Drop': (None, None, False, None), 'Ice Block Drop': (None, None, False, None),
'Zelda Pickup': (None, None, False, None),
'Zelda Drop Off': (None, None, False, None),
'Eastern Palace - Prize': ([0x1209D, 0x53EF8, 0x53EF9, 0x180052, 0x18007C, 0xC6FE], None, True, 'Eastern Palace'), 'Eastern Palace - Prize': ([0x1209D, 0x53EF8, 0x53EF9, 0x180052, 0x18007C, 0xC6FE], None, True, 'Eastern Palace'),
'Desert Palace - Prize': ([0x1209E, 0x53F1C, 0x53F1D, 0x180053, 0x180078, 0xC6FF], None, True, 'Desert Palace'), 'Desert Palace - Prize': ([0x1209E, 0x53F1C, 0x53F1D, 0x180053, 0x180078, 0xC6FF], None, True, 'Desert Palace'),
'Tower of Hera - Prize': ([0x120A5, 0x53F0A, 0x53F0B, 0x18005A, 0x18007A, 0xC706], None, True, 'Tower of Hera'), 'Tower of Hera - Prize': ([0x120A5, 0x53F0A, 0x53F0B, 0x18005A, 0x18007A, 0xC706], None, True, 'Tower of Hera'),
+64 -43
View File
@@ -12,6 +12,7 @@ import subprocess
from BaseClasses import CollectionState, ShopType, Region, Location, Item, DoorType from BaseClasses import CollectionState, ShopType, Region, Location, Item, DoorType
from DoorShuffle import compass_data from DoorShuffle import compass_data
from Dungeons import dungeon_music_addresses from Dungeons import dungeon_music_addresses
from Regions import location_table
from Text import MultiByteTextMapper, CompressedTextMapper, text_addresses, Credits, TextTable from Text import MultiByteTextMapper, CompressedTextMapper, text_addresses, Credits, TextTable
from Text import Uncle_texts, Ganon1_texts, TavernMan_texts, Sahasrahla2_texts, Triforce_texts, Blind_texts, BombShop2_texts, junk_texts from Text import Uncle_texts, Ganon1_texts, TavernMan_texts, Sahasrahla2_texts, Triforce_texts, Blind_texts, BombShop2_texts, junk_texts
from Text import KingsReturn_texts, Sanctuary_texts, Kakariko_texts, Blacksmiths_texts, DeathMountain_texts, LostWoods_texts, WishingWell_texts, DesertPalace_texts, MountainTower_texts, LinksHouse_texts, Lumberjacks_texts, SickKid_texts, FluteBoy_texts, Zora_texts, MagicShop_texts, Sahasrahla_names from Text import KingsReturn_texts, Sanctuary_texts, Kakariko_texts, Blacksmiths_texts, DeathMountain_texts, LostWoods_texts, WishingWell_texts, DesertPalace_texts, MountainTower_texts, LinksHouse_texts, Lumberjacks_texts, SickKid_texts, FluteBoy_texts, Zora_texts, MagicShop_texts, Sahasrahla_names
@@ -21,13 +22,14 @@ from EntranceShuffle import door_addresses, exit_ids
JAP10HASH = '03a63945398191337e896e5771f77173' JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = 'a5ae693acf449264533429d4dbd217e4' RANDOMIZERBASEHASH = 'c1361fcf13239f8677bacc6f9bc5e9dd'
class JsonRom(object): class JsonRom(object):
def __init__(self): def __init__(self, name=None, hash=None):
self.name = None self.name = name
self.hash = hash
self.orig_buffer = None self.orig_buffer = None
self.patches = {} self.patches = {}
self.addresses = [] self.addresses = []
@@ -72,8 +74,9 @@ class JsonRom(object):
class LocalRom(object): class LocalRom(object):
def __init__(self, file, patch=True): def __init__(self, file, patch=True, name=None, hash=None):
self.name = None self.name = name
self.hash = hash
self.orig_buffer = None self.orig_buffer = None
with open(file, 'rb') as stream: with open(file, 'rb') as stream:
self.buffer = read_rom(stream) self.buffer = read_rom(stream)
@@ -92,6 +95,14 @@ class LocalRom(object):
with open(file, 'wb') as outfile: with open(file, 'wb') as outfile:
outfile.write(self.buffer) outfile.write(self.buffer)
@staticmethod
def fromJsonRom(rom, file, rom_size = 0x200000):
ret = LocalRom(file, True, rom.name, rom.hash)
ret.buffer.extend(bytearray([0x00] * (rom_size - len(ret.buffer))))
for address, values in rom.patches.items():
ret.write_bytes(int(address), values)
return ret
def patch_base_rom(self): def patch_base_rom(self):
# verify correct checksum of baserom # verify correct checksum of baserom
basemd5 = hashlib.md5() basemd5 = hashlib.md5()
@@ -116,11 +127,6 @@ class LocalRom(object):
if RANDOMIZERBASEHASH != patchedmd5.hexdigest(): if RANDOMIZERBASEHASH != patchedmd5.hexdigest():
raise RuntimeError('Provided Base Rom unsuitable for patching. Please provide a JAP(1.0) "Zelda no Densetsu - Kamigami no Triforce (Japan).sfc" rom to use as a base.') raise RuntimeError('Provided Base Rom unsuitable for patching. Please provide a JAP(1.0) "Zelda no Densetsu - Kamigami no Triforce (Japan).sfc" rom to use as a base.')
def merge_enemizer_patches(self, patches):
self.buffer.extend(bytearray([0x00] * (0x400000 - len(self.buffer))))
for address, values in patches.items():
self.write_bytes(int(address), values)
def write_crc(self): def write_crc(self):
crc = (sum(self.buffer[:0x7FDC] + self.buffer[0x7FE0:]) + 0x01FE) & 0xFFFF crc = (sum(self.buffer[:0x7FDC] + self.buffer[0x7FE0:]) + 0x01FE) & 0xFFFF
inv = crc ^ 0xFFFF inv = crc ^ 0xFFFF
@@ -471,7 +477,7 @@ class Sprite(object):
# split into palettes of 15 colors # split into palettes of 15 colors
return array_chunk(palette_as_colors, 15) return array_chunk(palette_as_colors, 15)
def patch_rom(world, player, rom, enemized): def patch_rom(world, rom, player, team, enemized):
random.seed(world.rom_seeds[player]) random.seed(world.rom_seeds[player])
# progressive bow silver arrow hint hack # progressive bow silver arrow hint hack
@@ -492,23 +498,27 @@ def patch_rom(world, player, rom, enemized):
continue continue
if not location.crystal: if not location.crystal:
# Keys in their native dungeon should use the orignal item code for keys if location.item is not None:
if location.parent_region.dungeon: # Keys in their native dungeon should use the orignal item code for keys
dungeon = location.parent_region.dungeon if location.parent_region.dungeon:
if location.item is not None and dungeon.is_dungeon_item(location.item): if location.parent_region.dungeon.is_dungeon_item(location.item):
if location.item.bigkey: if location.item.bigkey:
itemid = 0x32 itemid = 0x32
if location.item.smallkey: if location.item.smallkey:
itemid = 0x24 itemid = 0x24
if location.item.map: if location.item.map:
itemid = 0x33 itemid = 0x33
if location.item.compass: if location.item.compass:
itemid = 0x25 itemid = 0x25
if location.item and location.item.player != player: if world.remote_items[player]:
if location.player_address is not None: itemid = list(location_table.keys()).index(location.name) + 1
rom.write_byte(location.player_address, location.item.player) assert itemid < 0x100
else: rom.write_byte(location.player_address, 0xFF)
itemid = 0x5A elif location.item.player != player:
if location.player_address is not None:
rom.write_byte(location.player_address, location.item.player)
else:
itemid = 0x5A
rom.write_byte(location.address, itemid) rom.write_byte(location.address, itemid)
else: else:
# crystals # crystals
@@ -1255,16 +1265,22 @@ def patch_rom(world, player, rom, enemized):
rom.write_byte(0xFED31, 0x2A) # preopen bombable exit rom.write_byte(0xFED31, 0x2A) # preopen bombable exit
rom.write_byte(0xFEE41, 0x2A) # preopen bombable exit rom.write_byte(0xFEE41, 0x2A) # preopen bombable exit
write_strings(rom, world, player) write_strings(rom, world, player, team)
rom.write_byte(0x18636C, 1 if world.remote_items[player] else 0)
# set rom name # set rom name
# 21 bytes # 21 bytes
from Main import __version__ from Main import __version__
# todo: change to DR when Enemizer is okay with DR # todo: change to DR when Enemizer is okay with DR
rom.name = bytearray('ER_{0}_{1:09}\0'.format(__version__[0:7], world.seed), 'utf8') rom.name = bytearray(f'ER{__version__.split("-")[0].replace(".","")[0:3]}_{team+1}_{player}_{world.seed:09}\0', 'utf8')[:21]
assert len(rom.name) <= 21 rom.name.extend([0] * (21 - len(rom.name)))
rom.write_bytes(0x7FC0, rom.name) rom.write_bytes(0x7FC0, rom.name)
# set player names
for p in range(1, min(world.players, 64) + 1):
rom.write_bytes(0x186380 + ((p - 1) * 32), hud_format_text(world.player_names[p][team]))
# Write title screen Code # Write title screen Code
hashint = int(rom.get_hash(), 16) hashint = int(rom.get_hash(), 16)
code = [ code = [
@@ -1275,6 +1291,7 @@ def patch_rom(world, player, rom, enemized):
hashint & 0x1F, hashint & 0x1F,
] ]
rom.write_bytes(0x180215, code) rom.write_bytes(0x180215, code)
rom.hash = code
return rom return rom
@@ -1338,7 +1355,7 @@ def hud_format_text(text):
return output[:32] return output[:32]
def apply_rom_settings(rom, beep, color, quickswap, fastmenu, disable_music, sprite, ow_palettes, uw_palettes, names = None): def apply_rom_settings(rom, beep, color, quickswap, fastmenu, disable_music, sprite, ow_palettes, uw_palettes):
if sprite and not isinstance(sprite, Sprite): if sprite and not isinstance(sprite, Sprite):
sprite = Sprite(sprite) if os.path.isfile(sprite) else get_sprite_from_name(sprite) sprite = Sprite(sprite) if os.path.isfile(sprite) else get_sprite_from_name(sprite)
@@ -1407,11 +1424,6 @@ def apply_rom_settings(rom, beep, color, quickswap, fastmenu, disable_music, spr
elif uw_palettes == 'blackout': elif uw_palettes == 'blackout':
blackout_uw_palettes(rom) blackout_uw_palettes(rom)
# set player names
for player, name in names.items():
if 0 < player <= 64:
rom.write_bytes(0x186380 + ((player - 1) * 32), hud_format_text(name))
if isinstance(rom, LocalRom): if isinstance(rom, LocalRom):
rom.write_crc() rom.write_crc()
@@ -1548,12 +1560,15 @@ def blackout_uw_palettes(rom):
rom.write_bytes(i+44, [0] * 76) rom.write_bytes(i+44, [0] * 76)
rom.write_bytes(i+136, [0] * 44) rom.write_bytes(i+136, [0] * 44)
def get_hash_string(hash):
return ", ".join([hash_alphabet[code & 0x1F] for code in hash])
def write_string_to_rom(rom, target, string): def write_string_to_rom(rom, target, string):
address, maxbytes = text_addresses[target] address, maxbytes = text_addresses[target]
rom.write_bytes(address, MultiByteTextMapper.convert(string, maxbytes)) rom.write_bytes(address, MultiByteTextMapper.convert(string, maxbytes))
def write_strings(rom, world, player): def write_strings(rom, world, player, team):
tt = TextTable() tt = TextTable()
tt.removeUnwantedText() tt.removeUnwantedText()
@@ -1571,11 +1586,11 @@ def write_strings(rom, world, player):
hint = dest.hint_text if dest.hint_text else "something" hint = dest.hint_text if dest.hint_text else "something"
if dest.player != player: if dest.player != player:
if ped_hint: if ped_hint:
hint += " for p%d!" % dest.player hint += f" for {world.player_names[dest.player][team]}!"
elif type(dest) in [Region, Location]: elif type(dest) in [Region, Location]:
hint += " in p%d's world" % dest.player hint += f" in {world.player_names[dest.player][team]}'s world"
else: else:
hint += " for p%d" % dest.player hint += f" for {world.player_names[dest.player][team]}"
return hint return hint
# For hints, first we write hints about entrances, some from the inconvenient list others from all reasonable entrances. # For hints, first we write hints about entrances, some from the inconvenient list others from all reasonable entrances.
@@ -2066,9 +2081,9 @@ def patch_shuffled_dark_sanc(world, rom, player):
rom.write_bytes(0x180262, [unknown_1, unknown_2, 0x00]) rom.write_bytes(0x180262, [unknown_1, unknown_2, 0x00])
# 24B116 and 20BA72 # 24B116 and 20BAD8
compass_r_addr = 0x123116 # a9 90 24 8f 9a c7 7e compass_r_addr = 0x123116 # a9 90 24 8f 9a c7 7e
compass_w_addr = 0x103a72 # e2 20 ad 0c 04 c9 00 d0 compass_w_addr = 0x103ad8 # e2 20 ad 0c 04 c9 00 d0
def compass_code_good(rom): def compass_code_good(rom):
@@ -2366,3 +2381,9 @@ BigKeys = ['Big Key (Eastern Palace)',
'Big Key (Turtle Rock)', 'Big Key (Turtle Rock)',
'Big Key (Ganons Tower)' 'Big Key (Ganons Tower)'
] ]
hash_alphabet = [
"Bow", "Boomerang", "Hookshot", "Bomb", "Mushroom", "Powder", "Rod", "Pendant", "Bombos", "Ether", "Quake",
"Lamp", "Hammer", "Shovel", "Ocarina", "Bug Net", "Book", "Bottle", "Potion", "Cane", "Cape", "Mirror", "Boots",
"Gloves", "Flippers", "Pearl", "Shield", "Tunic", "Heart", "Map", "Compass", "Key"
]
+54 -23
View File
@@ -369,9 +369,10 @@ def global_rules(world, player):
def default_rules(world, player): def default_rules(world, player):
if world.mode[player] == 'standard': if world.mode[player] == 'standard':
# Links house requires reaching Sanc so skipping that chest isn't a softlock.
world.get_region('Hyrule Castle Secret Entrance', player).can_reach_private = lambda state: True world.get_region('Hyrule Castle Secret Entrance', player).can_reach_private = lambda state: True
old_rule = world.get_region('Links House', player).can_reach_private old_rule = world.get_region('Links House', player).can_reach_private
world.get_region('Links House', player).can_reach_private = lambda state: state.can_reach('Sanctuary', 'Region', player) or old_rule(state) world.get_region('Links House', player).can_reach_private = lambda state: state.has('Zelda Delivered', player) or old_rule(state)
else: else:
# these are default save&quit points and always accessible # these are default save&quit points and always accessible
world.get_region('Links House', player).can_reach_private = lambda state: True world.get_region('Links House', player).can_reach_private = lambda state: True
@@ -644,21 +645,21 @@ def inverted_rules(world, player):
def no_glitches_rules(world, player): def no_glitches_rules(world, player):
if world.mode[player] != 'inverted': if world.mode[player] != 'inverted':
set_rule(world.get_entrance('Zoras River', player), lambda state: state.has('Flippers', player) or state.can_lift_rocks(player)) add_rule(world.get_entrance('Zoras River', player), lambda state: state.has('Flippers', player) or state.can_lift_rocks(player))
set_rule(world.get_entrance('Lake Hylia Central Island Pier', player), lambda state: state.has('Flippers', player)) # can be fake flippered to add_rule(world.get_entrance('Lake Hylia Central Island Pier', player), lambda state: state.has('Flippers', player)) # can be fake flippered to
set_rule(world.get_entrance('Hobo Bridge', player), lambda state: state.has('Flippers', player)) add_rule(world.get_entrance('Hobo Bridge', player), lambda state: state.has('Flippers', player))
set_rule(world.get_entrance('Dark Lake Hylia Drop (East)', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) add_rule(world.get_entrance('Dark Lake Hylia Drop (East)', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))
set_rule(world.get_entrance('Dark Lake Hylia Teleporter', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player) and (state.has('Hammer', player) or state.can_lift_rocks(player))) add_rule(world.get_entrance('Dark Lake Hylia Teleporter', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player) and (state.has('Hammer', player) or state.can_lift_rocks(player)))
set_rule(world.get_entrance('Dark Lake Hylia Ledge Drop', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) add_rule(world.get_entrance('Dark Lake Hylia Ledge Drop', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))
else: else:
set_rule(world.get_entrance('Zoras River', player), lambda state: state.has_Pearl(player) and (state.has('Flippers', player) or state.can_lift_rocks(player))) add_rule(world.get_entrance('Zoras River', player), lambda state: state.has_Pearl(player) and (state.has('Flippers', player) or state.can_lift_rocks(player)))
set_rule(world.get_entrance('Lake Hylia Central Island Pier', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) # can be fake flippered to add_rule(world.get_entrance('Lake Hylia Central Island Pier', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) # can be fake flippered to
set_rule(world.get_entrance('Lake Hylia Island', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) add_rule(world.get_entrance('Lake Hylia Island', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))
set_rule(world.get_entrance('Hobo Bridge', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player)) add_rule(world.get_entrance('Hobo Bridge', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))
set_rule(world.get_entrance('Dark Lake Hylia Drop (East)', player), lambda state: state.has('Flippers', player)) add_rule(world.get_entrance('Dark Lake Hylia Drop (East)', player), lambda state: state.has('Flippers', player))
set_rule(world.get_entrance('Dark Lake Hylia Teleporter', player), lambda state: state.has('Flippers', player) and (state.has('Hammer', player) or state.can_lift_rocks(player))) add_rule(world.get_entrance('Dark Lake Hylia Teleporter', player), lambda state: state.has('Flippers', player) and (state.has('Hammer', player) or state.can_lift_rocks(player)))
set_rule(world.get_entrance('Dark Lake Hylia Ledge Drop', player), lambda state: state.has('Flippers', player)) add_rule(world.get_entrance('Dark Lake Hylia Ledge Drop', player), lambda state: state.has('Flippers', player))
set_rule(world.get_entrance('East Dark World Pier', player), lambda state: state.has('Flippers', player)) add_rule(world.get_entrance('East Dark World Pier', player), lambda state: state.has('Flippers', player))
# todo: move some dungeon rules to no glictes logic - see these for examples # todo: move some dungeon rules to no glictes logic - see these for examples
# add_rule(world.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hookshot', player) or state.has_Boots(player)) # add_rule(world.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hookshot', player) or state.has_Boots(player))
@@ -800,23 +801,28 @@ def swordless_rules(world, player):
def standard_rules(world, player): def standard_rules(world, player):
# add_rule(world.get_entrance('Sewers Door', player), lambda state: state.can_kill_most_things(player)) # these are because of rails
set_rule(world.get_entrance('Hyrule Castle Exit (East)', player), lambda state: state.has('Zelda Delivered', player))
set_rule(world.get_entrance('Hyrule Castle Exit (East)', player), lambda state: state.can_reach('Sanctuary', 'Region', player)) set_rule(world.get_entrance('Hyrule Castle Exit (West)', player), lambda state: state.has('Zelda Delivered', player))
set_rule(world.get_entrance('Hyrule Castle Exit (West)', player), lambda state: state.can_reach('Sanctuary', 'Region', player))
# too restrictive for crossed?
def uncle_item_rule(item): def uncle_item_rule(item):
copy_state = CollectionState(world) copy_state = CollectionState(world)
copy_state.collect(item) copy_state.collect(item)
copy_state.sweep_for_events() copy_state.sweep_for_events()
return copy_state.can_reach('Sanctuary', 'Region', player) return copy_state.has('Zelda Delivered', player)
add_item_rule(world.get_location('Link\'s Uncle', player), uncle_item_rule) add_item_rule(world.get_location('Link\'s Uncle', player), uncle_item_rule)
# easiest way to enforce key placement not relevant for open # ensures the required weapon for escape lands on uncle (unless player has it pre-equipped)
set_rule(world.get_location('Sewers - Dark Cross', player), lambda state: state.can_kill_most_things(player)) for location in ['Link\'s House', 'Sanctuary', 'Sewers - Secret Room - Left', 'Sewers - Secret Room - Middle',
'Sewers - Secret Room - Right']:
add_rule(world.get_location(location, player), lambda state: state.can_kill_most_things(player))
add_rule(world.get_location('Secret Passage', player), lambda state: state.can_kill_most_things(player))
# todo: in crossed these chest/key drops are not necessarily present
add_rule(world.get_location('Hyrule Castle - Map Chest', player), lambda state: state.can_kill_most_things(player))
set_rule(world.get_location('Sewers - Dark Cross', player), lambda state: state.can_kill_most_things(player))
set_rule(world.get_location('Hyrule Castle - Boomerang Chest', player), lambda state: state.can_kill_most_things(player)) set_rule(world.get_location('Hyrule Castle - Boomerang Chest', player), lambda state: state.can_kill_most_things(player))
set_rule(world.get_location('Hyrule Castle - Zelda\'s Chest', player), lambda state: state.can_kill_most_things(player)) set_rule(world.get_location('Hyrule Castle - Zelda\'s Chest', player), lambda state: state.can_kill_most_things(player))
@@ -825,6 +831,31 @@ def standard_rules(world, player):
set_rule(world.get_location('Hyrule Castle - Key Rat Key Drop', player), lambda state: state.can_kill_most_things(player)) set_rule(world.get_location('Hyrule Castle - Key Rat Key Drop', player), lambda state: state.can_kill_most_things(player))
set_rule(world.get_entrance('Hyrule Dungeon Armory S', player), lambda state: state.can_kill_most_things(player)) set_rule(world.get_entrance('Hyrule Dungeon Armory S', player), lambda state: state.can_kill_most_things(player))
set_rule(world.get_location('Hyrule Castle - Big Key Drop', player), lambda state: state.can_kill_most_things(player))
set_rule(world.get_location('Zelda Pickup', player), lambda state: state.has('Big Key (Escape)', player))
set_rule(world.get_entrance('Hyrule Castle Throne Room N', player), lambda state: state.has('Zelda Herself', player))
set_rule(world.get_location('Zelda Drop Off', player), lambda state: state.has('Zelda Herself', player))
for location in ['Mushroom', 'Bottle Merchant', 'Flute Spot', 'Sunken Treasure', 'Purple Chest']:
add_rule(world.get_location(location, player), lambda state: state.has('Zelda Delivered', player))
# Bonk Fairy (Light) is a notable omission in ER shuffles/Retro
for entrance in ['Blinds Hideout', 'Zoras River', 'Kings Grave Outer Rocks', 'Dam', 'Tavern North', 'Chicken House',
'Aginahs Cave', 'Sahasrahlas Hut', 'Kakariko Well Drop', 'Kakariko Well Cave', 'Blacksmiths Hut',
'Bat Cave Drop Ledge', 'Bat Cave Cave', 'Sick Kids House', 'Hobo Bridge',
'Lost Woods Hideout Drop', 'Lost Woods Hideout Stump', 'Lumberjack Tree Tree',
'Lumberjack Tree Cave', 'Mini Moldorm Cave', 'Ice Rod Cave', 'Lake Hylia Central Island Pier',
'Bonk Rock Cave', 'Library', 'Potion Shop', 'Two Brothers House (East)', 'Desert Palace Stairs',
'Eastern Palace', 'Master Sword Meadow', 'Sanctuary', 'Sanctuary Grave',
'Death Mountain Entrance Rock', 'Flute Spot 1', 'Dark Desert Teleporter', 'East Hyrule Teleporter',
'South Hyrule Teleporter', 'Kakariko Teleporter', 'Elder House (East)', 'Elder House (West)',
'North Fairy Cave', 'North Fairy Cave Drop', 'Lost Woods Gamble', 'Snitch Lady (East)',
'Snitch Lady (West)', 'Tavern (Front)', 'Bush Covered House', 'Light World Bomb Hut',
'Kakariko Shop', 'Long Fairy Cave', 'Good Bee Cave', '20 Rupee Cave', 'Cave Shop (Lake Hylia)',
'Waterfall of Wishing', 'Hyrule Castle Main Gate', '50 Rupee Cave',
'Fortune Teller (Light)', 'Lake Hylia Fairy', 'Light Hype Fairy', 'Desert Fairy',
'Lumberjack House', 'Lake Hylia Fortune Teller', 'Kakariko Gamble Game', 'Top of Pyramid']:
add_rule(world.get_entrance(entrance, player), lambda state: state.has('Zelda Delivered', player))
def set_trock_key_rules(world, player): def set_trock_key_rules(world, player):
+12 -3
View File
@@ -4,9 +4,6 @@ import re
import subprocess import subprocess
import sys import sys
def parse_names_string(names):
return {player: name for player, name in enumerate([n for n in re.split(r'[, ]', names) if n], 1)}
def int16_as_bytes(value): def int16_as_bytes(value):
value = value & 0xFFFF value = value & 0xFFFF
return [value & 0xFF, (value >> 8) & 0xFF] return [value & 0xFF, (value >> 8) & 0xFF]
@@ -21,6 +18,18 @@ def pc_to_snes(value):
def snes_to_pc(value): def snes_to_pc(value):
return ((value & 0x7F0000)>>1)|(value & 0x7FFF) return ((value & 0x7F0000)>>1)|(value & 0x7FFF)
def parse_player_names(names, players, teams):
names = [n for n in re.split(r'[, ]', names) if n]
ret = []
while names or len(ret) < teams:
team = [n[:16] for n in names[:players]]
while len(team) != players:
team.append(f"Player {len(team) + 1}")
ret.append(team)
names = names[players:]
return ret
def is_bundled(): def is_bundled():
return getattr(sys, 'frozen', False) return getattr(sys, 'frozen', False)
+2
View File
@@ -16,6 +16,8 @@ incsrc normal.asm
incsrc spiral.asm incsrc spiral.asm
incsrc gfx.asm incsrc gfx.asm
incsrc keydoors.asm incsrc keydoors.asm
incsrc overrides.asm
warnpc $279000
; Data Section ; Data Section
org $279000 org $279000
+3
View File
@@ -59,6 +59,9 @@ org $1bece4
Palette_SpriteAux1: Palette_SpriteAux1:
org $0DFA53
jsl.l LampCheckOverride
; These two, if enabled together, have implications for vanilla BK doors in IP/Hera/Mire ; These two, if enabled together, have implications for vanilla BK doors in IP/Hera/Mire
; IPBJ is common enough to consider not doing this. Mire is not a concern for vanilla - maybe glitched modes ; IPBJ is common enough to consider not doing this. Mire is not a concern for vanilla - maybe glitched modes
; Hera BK door back can be seen with Pot clipping - likely useful for no logic seeds ; Hera BK door back can be seen with Pot clipping - likely useful for no logic seeds
+23
View File
@@ -0,0 +1,23 @@
;================================================================================
; Lamp Mantle & Light Cone Fix
;--------------------------------------------------------------------------------
; Output: 0 for darkness, 1 for lamp cone
;--------------------------------------------------------------------------------
LampCheckOverride:
LDA $7F50C4 : CMP.b #$01 : BNE + : RTL : +
CMP.b #$FF : BNE + : INC : RTL : +
LDA $7EF34A : BNE .done ; skip if we already have lantern
LDA $7EF3CA : BNE +
.lightWorld
LDA $040C : CMP.b #$02 : BNE ++ ; check if we're in HC
LDA LampConeSewers : BRA .done
++
LDA LampConeLightWorld : BRA .done
+
.darkWorld
LDA LampConeDarkWorld
.done
;BNE + : STZ $1D : + ; remember to turn cone off after a torch
RTL
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
+3
View File
@@ -0,0 +1,3 @@
aioconsole==0.1.15
colorama==0.4.3
websockets==8.1