Merge remote-tracking branch 'remotes/multi/multiworld_31' into multidoors

This commit is contained in:
compiling
2020-01-19 18:18:43 +11:00
12 changed files with 583 additions and 512 deletions

View File

@@ -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):
self.players = players
self.teams = 1
self.shuffle = shuffle.copy()
self.doorShuffle = doorShuffle.copy()
self.logic = logic.copy()
@@ -73,6 +74,8 @@ class World(object):
def set_player_attr(attr, val):
self.__dict__.setdefault(attr, {})[player] = val
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('swamp_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_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):
for region in regions if regions else self.regions:
region.world = self
@@ -279,6 +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]
def push_precollected(self, item):
item.world = self
if (item.smallkey and self.keyshuffle[item.player]) or (item.bigkey and self.bigkeyshuffle[item.player]):
item.advancement = True
self.precollected_items.append(item)
@@ -291,6 +301,7 @@ class World(object):
if location.can_fill(self.state, item, False):
location.item = item
item.location = location
item.world = self
if collect:
self.state.collect(item, location.event, location)
@@ -876,10 +887,7 @@ class Region(object):
return str(self.__unicode__())
def __unicode__(self):
if self.world and self.world.players == 1:
return self.name
else:
return '%s (Player %d)' % (self.name, self.player)
return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
class Entrance(object):
@@ -916,11 +924,8 @@ class Entrance(object):
return str(self.__unicode__())
def __unicode__(self):
if self.parent_region and self.parent_region.world and self.parent_region.world.players == 1:
return self.name
else:
return '%s (Player %d)' % (self.name, self.player)
world = self.parent_region.world if self.parent_region else None
return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
class Dungeon(object):
@@ -969,10 +974,7 @@ class Dungeon(object):
return str(self.__unicode__())
def __unicode__(self):
if self.world and self.world.players==1:
return self.name
else:
return '%s (Player %d)' % (self.name, self.player)
return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
@unique
@@ -1314,10 +1316,8 @@ class Location(object):
return str(self.__unicode__())
def __unicode__(self):
if self.parent_region and self.parent_region.world and self.parent_region.world.players == 1:
return self.name
else:
return '%s (Player %d)' % (self.name, self.player)
world = self.parent_region.world if self.parent_region and self.parent_region.world else None
return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
class Item(object):
@@ -1336,6 +1336,7 @@ class Item(object):
self.hint_text = hint_text
self.code = code
self.location = None
self.world = None
self.player = player
@property
@@ -1362,10 +1363,7 @@ class Item(object):
return str(self.__unicode__())
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.name
else:
return '%s (Player %d)' % (self.name, self.player)
return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
# have 6 address that need to be filled
@@ -1438,6 +1436,7 @@ class Spoiler(object):
def __init__(self, world):
self.world = world
self.hashes = {}
self.entrances = OrderedDict()
self.doors = OrderedDict()
self.doorTypes = OrderedDict()
@@ -1476,8 +1475,8 @@ class Spoiler(object):
self.medallions['Turtle Rock'] = self.world.required_medallions[1][1]
else:
for player in range(1, self.world.players + 1):
self.medallions['Misery Mire (Player %d)' % player] = self.world.required_medallions[player][0]
self.medallions['Turtle Rock (Player %d)' % player] = self.world.required_medallions[player][1]
self.medallions[f'Misery Mire ({self.world.get_player_names(player)})'] = self.world.required_medallions[player][0]
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))
@@ -1566,7 +1565,8 @@ class Spoiler(object):
'enemy_shuffle': self.world.enemy_shuffle,
'enemy_health': self.world.enemy_health,
'enemy_damage': self.world.enemy_damage,
'players': self.world.players
'players': self.world.players,
'teams': self.world.teams
}
def to_json(self):
@@ -1578,6 +1578,8 @@ class Spoiler(object):
out.update(self.locations)
out['Starting Inventory'] = self.startinventory
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:
out['Shops'] = self.shops
out['playthrough'] = self.playthrough
@@ -1591,30 +1593,35 @@ class Spoiler(object):
self.parse_data()
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('Players: %d\n' % self.world.players)
outfile.write('Filling Algorithm: %s\n' % self.world.algorithm)
outfile.write('Logic: %s\n' % self.metadata['logic'])
outfile.write('Mode: %s\n' % self.metadata['mode'])
outfile.write('Retro: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['retro'].items()})
outfile.write('Swords: %s\n' % self.metadata['weapons'])
outfile.write('Goal: %s\n' % self.metadata['goal'])
outfile.write('Difficulty: %s\n' % self.metadata['item_pool'])
outfile.write('Item Functionality: %s\n' % self.metadata['item_functionality'])
outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle'])
outfile.write('Door Shuffle: %s\n' % self.metadata['door_shuffle'])
outfile.write('Crystals required for GT: %s\n' % self.metadata['gt_crystals'])
outfile.write('Crystals required for Ganon: %s\n' % self.metadata['ganon_crystals'])
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('Accessibility: %s\n' % self.metadata['accessibility'])
outfile.write('Map shuffle: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['mapshuffle'].items()})
outfile.write('Compass shuffle: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['compassshuffle'].items()})
outfile.write('Small Key shuffle: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['keyshuffle'].items()})
outfile.write('Big Key shuffle: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['bigkeyshuffle'].items()})
outfile.write('Boss shuffle: %s\n' % self.metadata['boss_shuffle'])
outfile.write('Enemy shuffle: %s\n' % self.metadata['enemy_shuffle'])
outfile.write('Enemy health: %s\n' % self.metadata['enemy_health'])
outfile.write('Enemy damage: %s\n' % self.metadata['enemy_damage'])
outfile.write('Hints: %s\n' % {k: 'Yes' if v else 'No' for k, v in self.metadata['hints'].items()})
outfile.write('Players: %d\n' % self.world.players)
outfile.write('Teams: %d\n' % self.world.teams)
for player in range(1, self.world.players + 1):
if self.world.players > 1:
outfile.write('\nPlayer %d: %s\n' % (player, self.world.get_player_names(player)))
for team in range(self.world.teams):
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('Logic: %s\n' % self.metadata['logic'][player])
outfile.write('Mode: %s\n' % self.metadata['mode'][player])
outfile.write('Retro: %s\n' % ('Yes' if self.metadata['retro'][player] else 'No'))
outfile.write('Swords: %s\n' % self.metadata['weapons'][player])
outfile.write('Goal: %s\n' % self.metadata['goal'][player])
outfile.write('Difficulty: %s\n' % self.metadata['item_pool'][player])
outfile.write('Item Functionality: %s\n' % self.metadata['item_functionality'][player])
outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle'][player])
outfile.write('Crystals required for GT: %s\n' % self.metadata['gt_crystals'][player])
outfile.write('Crystals required for Ganon: %s\n' % self.metadata['ganon_crystals'][player])
outfile.write('Pyramid hole pre-opened: %s\n' % ('Yes' if self.metadata['open_pyramid'][player] else 'No'))
outfile.write('Accessibility: %s\n' % self.metadata['accessibility'][player])
outfile.write('Map shuffle: %s\n' % ('Yes' if self.metadata['mapshuffle'][player] else 'No'))
outfile.write('Compass shuffle: %s\n' % ('Yes' if self.metadata['compassshuffle'][player] else 'No'))
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:
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()]))
@@ -1623,17 +1630,13 @@ 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()]))
if self.entrances:
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\nMedallions\n')
if self.world.players == 1:
outfile.write('\nMisery Mire Medallion: %s' % (self.medallions['Misery Mire']))
outfile.write('\nTurtle Rock Medallion: %s' % (self.medallions['Turtle Rock']))
else:
for player in range(1, self.world.players + 1):
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'.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')
for dungeon, medallion in self.medallions.items():
outfile.write(f'\n{dungeon}: {medallion}')
if self.startinventory:
outfile.write('\n\nStarting Inventory:\n\n')
outfile.write('\n'.join(self.startinventory))
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\nShops:\n\n')