import base64 import copy import json import logging from collections import OrderedDict, Counter, deque, defaultdict from enum import Enum, IntEnum, unique try: from fast_enum import FastEnum except ImportError: from enum import IntFlag as FastEnum from source.classes.BabelFish import BabelFish from Utils import int16_as_bytes from Tables import normal_offset_table, spiral_offset_table, multiply_lookup, divisor_lookup from RoomData import Room from source.dungeon.RoomObject import RoomObject from source.overworld.EntranceData import door_addresses class World(object): def __init__(self, players, owShuffle, owCrossed, owMixed, shuffle, doorShuffle, logic, mode, swords, difficulty, difficulty_adjustments, timer, progressive, goal, algorithm, accessibility, shuffle_ganon, custom, customitemarray, hints, spoiler_mode): self.players = players self.teams = 1 self.owShuffle = owShuffle.copy() self.owTerrain = {} self.owKeepSimilar = {} self.owMixed = owMixed.copy() self.owCrossed = owCrossed.copy() self.owCrossed = self.owCrossed if self.owCrossed != 'polar' or self.owMixed else 'none' self.owWhirlpoolShuffle = {} self.owFluteShuffle = {} self.shuffle = shuffle.copy() self.doorShuffle = doorShuffle.copy() self.intensity = {} self.door_type_mode = {} self.trap_door_mode = {} self.key_logic_algorithm = {} self.logic = logic.copy() self.mode = mode.copy() self.swords = swords.copy() self.difficulty = difficulty.copy() self.difficulty_adjustments = difficulty_adjustments.copy() self.timer = timer self.progressive = progressive self.goal = goal.copy() self.algorithm = algorithm self.dungeons = [] self.regions = [] self.shops = {} self.itempool = [] self.seed = None self.precollected_items = [] self.state = CollectionState(self) self._cached_entrances = None self._cached_locations = None self._entrance_cache = {} self._location_cache = {} self.required_locations = [] self.shuffle_bonk_drops = {} self.clock_mode = 'none' self.rupoor_cost = 10 self.lock_aga_door_in_escape = False self.save_and_quit_from_boss = True self.override_bomb_check = False self.is_premature_copied_world = False self.accessibility = accessibility.copy() self.fix_skullwoods_exit = {} self.fix_palaceofdarkness_exit = {} self.fix_trock_exit = {} self.shuffle_ganon = shuffle_ganon self.dark_rooms = {} self.damage_challenge = {} self.shuffle_damage_table = {} self.ganon_item = {} self.ganon_item_orig = {} self.custom = custom self.customitemarray = customitemarray self.can_take_damage = {} self.hints = hints.copy() self.prizes = {} self.default_zelda_region = {} self.dynamic_regions = [] self.dynamic_locations = [] self.spoiler_mode = spoiler_mode self.spoiler = Spoiler(self) self.owedges = [] self._owedge_cache = {} self.owswaps = {} self.owcrossededges = {} self.owwhirlpools = {} self.owflutespots = {} self.owsectors = {} self.allow_flip_sanc = {} self.doors = [] self._door_cache = {} self.paired_doors = {} self.rooms = [] self._room_cache = {} self.dungeon_layouts = {} self.dungeon_pool = {} self.inaccessible_regions = {} self.enabled_entrances = {} self.key_logic = {} self.pool_adjustment = {} self.key_layout = defaultdict(dict) self.dungeon_portals = defaultdict(list) self._portal_cache = {} self.sanc_portal = {} self.fish = BabelFish() self.data_tables = {} self.damage_table = {} for player in range(1, players + 1): 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('owswaps', [[],[],[]]) set_player_attr('owcrossededges', []) set_player_attr('owwhirlpools', []) set_player_attr('owsectors', None) set_player_attr('allow_flip_sanc', False) set_player_attr('remote_items', False) set_player_attr('required_medallions', ['Ether', 'Quake']) set_player_attr('bottle_refills', ['Bottle (Green Potion)', 'Bottle (Green Potion)']) set_player_attr('swamp_patch_required', False) set_player_attr('powder_patch_required', False) set_player_attr('ganon_at_pyramid', True) set_player_attr('ganonstower_vanilla', True) set_player_attr('sewer_light_cone', self.mode[player] == 'standard') set_player_attr('fix_trock_doors', self.shuffle[player] != 'vanilla' or self.is_tile_swapped(0x05, player)) set_player_attr('fix_skullwoods_exit', self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'] or self.doorShuffle[player] not in ['vanilla']) set_player_attr('fix_palaceofdarkness_exit', self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']) set_player_attr('fix_trock_exit', self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']) set_player_attr('fix_gtower_exit', self.shuffle_ganon[player] > 0) set_player_attr('can_access_trock_eyebridge', None) set_player_attr('can_access_trock_front', None) set_player_attr('can_access_trock_big_chest', None) set_player_attr('can_access_trock_middle', None) set_player_attr('fix_fake_world', logic[player] not in ['owglitches', 'hybridglitches', 'nologic'] or shuffle[player] in ['lean', 'swapped', 'crossed', 'insanity']) set_player_attr('mapshuffle', 'none') set_player_attr('compassshuffle', 'none') set_player_attr('keyshuffle', 'none') set_player_attr('bigkeyshuffle', 'none') set_player_attr('prizeshuffle', 'none') set_player_attr('restrict_boss_items', 'none') set_player_attr('bombbag', False) set_player_attr('flute_mode', 'normal') set_player_attr('bow_mode', False) set_player_attr('free_lamp_cone', False) set_player_attr('difficulty_requirements', None) set_player_attr('boss_shuffle', 'none') set_player_attr('enemy_shuffle', 'none') set_player_attr('enemy_health', 'default') set_player_attr('enemy_damage', 'default') set_player_attr('any_enemy_logic', 'allow_all') set_player_attr('force_enemy', None) set_player_attr('beemizer', '0') set_player_attr('escape_assist', []) set_player_attr('crystals_needed_for_ganon', 7) set_player_attr('crystals_needed_for_gt', 7) set_player_attr('ganon_item', 'silver') set_player_attr('crystals_ganon_orig', {}) set_player_attr('crystals_gt_orig', {}) set_player_attr('ganon_item_orig', 'silver') set_player_attr('open_pyramid', 'auto') set_player_attr('take_any', 'none') set_player_attr('treasure_hunt_icon', 'Triforce Piece') set_player_attr('treasure_hunt_count', 0) set_player_attr('treasure_hunt_total', 0) set_player_attr('potshuffle', False) set_player_attr('pot_contents', None) set_player_attr('pseudoboots', False) set_player_attr('mirrorscroll', False) set_player_attr('can_take_damage', True) set_player_attr('dark_rooms', 'require_lamp') set_player_attr('damage_challenge', 'normal') set_player_attr('shuffle_damage_table', 'vanilla') set_player_attr('crystal_book', False) set_player_attr('collection_rate', False) set_player_attr('colorizepots', True) set_player_attr('pot_pool', {}) set_player_attr('decoupledoors', False) set_player_attr('door_self_loops', False) set_player_attr('door_type_mode', 'original') set_player_attr('trap_door_mode', 'optional') set_player_attr('key_logic_algorithm', 'partial') set_player_attr('aga_randomness', True) set_player_attr('money_balance', 100) set_player_attr('shopsanity', False) set_player_attr('mixed_travel', 'prevent') set_player_attr('standardize_palettes', 'standardize') set_player_attr('force_fix', {'gt': False, 'sw': False, 'pod': False, 'tr': False}) set_player_attr('prizes', {'dig;': [], 'pull': [0, 0, 0], 'crab': [0, 0], 'stun': 0, 'fish': 0, 'enemies': []}) set_player_attr('default_zelda_region', 'Hyrule Dungeon Cellblock') set_player_attr('custom_goals', {'gtentry': None, 'ganongoal': None, 'pedgoal': None, 'murahgoal': None}) set_player_attr('exp_cache', defaultdict(dict)) set_player_attr('enabled_entrances', {}) set_player_attr('data_tables', None) def finish_init(self): for player in range(1, self.players + 1): if self.mode[player] == 'retro': self.mode[player] = 'open' if self.goal[player] == 'completionist': self.accessibility[player] = 'locations' 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 self._region_cache[region.player][region.name] = region for exit in region.exits: self._entrance_cache[exit.name, exit.player] = exit for r_location in region.locations: self._location_cache[r_location.name, r_location.player] = r_location def initialize_owedges(self, edges): for edge in edges: self._owedge_cache[(edge.name, edge.player)] = edge self._entrance_cache[edge.name, edge.player].spot_type = 'OWEdge' def initialize_doors(self, doors): for door in doors: self._door_cache[(door.name, door.player)] = door def remove_owedge(self, edge, player): if (edge.name, player) in self._owedge_cache.keys(): del self._owedge_cache[(edge.name, player)] if edge in self.owedges: self.owedges.remove(edge) def remove_door(self, door, player): if (door.name, player) in self._door_cache.keys(): del self._door_cache[(door.name, player)] if door in self.doors: self.doors.remove(door) def get_regions(self, player=None): return self.regions if player is None else self._region_cache[player].values() def get_region(self, regionname, player): if isinstance(regionname, Region): return regionname try: return self._region_cache[player][regionname] except KeyError: for region in self.regions: if region.name == regionname and region.player == player: assert not region.world # this should only happen before initialization return region raise RuntimeError('No such region %s for player %d' % (regionname, player)) def get_owedge(self, edgename, player): edge = self.check_for_owedge(edgename, player) if edge is None: raise RuntimeError('No such edge %s for player %d' % (edgename, player)) return edge def get_entrance(self, entrance, player): ent = self.check_for_entrance(entrance, player) if ent is None: raise RuntimeError('No such entrance %s for player %d' % (entrance, player)) return ent def remove_entrance(self, entrance, player): if (entrance, player) in self._entrance_cache.keys(): del self._entrance_cache[(entrance, player)] def get_location(self, location, player): if isinstance(location, Location): return location try: return self._location_cache[(location, player)] except KeyError: for region in self.regions: for r_location in region.locations: if r_location.name == location and r_location.player == player: self._location_cache[(location, player)] = r_location return r_location raise RuntimeError('No such location %s for player %d' % (location, player)) def get_location_unsafe(self, location, player): if (location, player) in self._location_cache: return self._location_cache[(location, player)] return None def get_dungeon(self, dungeonname, player): if isinstance(dungeonname, Dungeon): return dungeonname for dungeon in self.dungeons: if dungeon.name == dungeonname and dungeon.player == player: return dungeon raise RuntimeError('No such dungeon %s for player %d' % (dungeonname, player)) def get_dungeons(self, player): return [d for d in self.dungeons if d.player == player] def get_door(self, doorname, player): door = self.check_for_door(doorname, player) if door is None: raise RuntimeError('No such door %s for player %d' % (doorname, player)) return door def get_portal(self, portal_name, player): if isinstance(portal_name, Portal): return portal_name try: return self._portal_cache[(portal_name, player)] except KeyError: for portal in self.dungeon_portals[player]: if portal.name == portal_name and portal.player == player: self._portal_cache[(portal_name, player)] = portal return portal raise RuntimeError('No such portal %s for player %d' % (portal_name, player)) def is_tile_swapped(self, owid, player): return (self.mode[player] == 'inverted') != (owid in self.owswaps[player][0] and self.owMixed[player]) def is_tile_lw_like(self, owid, player): return (owid >= 0x40 and owid < 0x80) == self.is_tile_swapped(owid, player) def is_atgt_swapped(self, player): return self.is_tile_swapped(0x03, player) and self.is_tile_swapped(0x1b, player) def is_bombshop_start(self, player): return self.is_tile_swapped(0x2c, player) def is_dark_chapel_start(self, player): if self.allow_flip_sanc[player]: return self.is_tile_swapped(0x13, player) return self.mode[player] == 'inverted' def is_pyramid_open(self, player): if self.open_pyramid[player] == 'yes': return True elif self.open_pyramid[player] == 'no': return False else: if self.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull', 'district']: return False elif self.goal[player] in ['crystals', 'trinity', 'ganonhunt']: return True else: return False def check_for_owedge(self, edgename, player): if isinstance(edgename, OWEdge): return edgename try: if edgename[-1] == '*': edgename = edgename[:-1] edge = self.check_for_owedge(edgename, player) if self.is_tile_swapped(edge.owIndex, player): from OverworldShuffle import parallel_links if edgename in parallel_links.keys() or edgename in parallel_links.inverse.keys(): edgename = parallel_links[edgename] if edgename in parallel_links.keys() else parallel_links.inverse[edgename][0] return self.check_for_owedge(edgename, player) else: raise Exception("Edge notated with * doesn't have a parallel edge: %s" & edgename) return self._owedge_cache[(edgename, player)] except KeyError: for edge in self.owedges: if edge.name == edgename and edge.player == player: self._owedge_cache[(edgename, player)] = edge return edge return None def check_for_door(self, doorname, player): if isinstance(doorname, Door): return doorname try: return self._door_cache[(doorname, player)] except KeyError: for door in self.doors: if door.name == doorname and door.player == player: self._door_cache[(doorname, player)] = door return door 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): if isinstance(room_idx, Room): return room_idx try: return self._room_cache[(room_idx, player)] except KeyError: for room in self.rooms: if room.index == room_idx and room.player == player: self._room_cache[(room_idx, player)] = room return room raise RuntimeError('No such room %s for player %d' % (room_idx, player)) def get_all_state(self, keys=False): ret = CollectionState(self) def soft_collect(item): if item.name.startswith('Progressive '): if 'Sword' in item.name: if ret.has('Golden Sword', item.player): pass elif ret.has('Tempered Sword', item.player) and self.difficulty_requirements[item.player].progressive_sword_limit >= 4: ret.prog_items['Golden Sword', item.player] += 1 elif ret.has('Master Sword', item.player) and self.difficulty_requirements[item.player].progressive_sword_limit >= 3: ret.prog_items['Tempered Sword', item.player] += 1 elif ret.has('Fighter Sword', item.player) and self.difficulty_requirements[item.player].progressive_sword_limit >= 2: ret.prog_items['Master Sword', item.player] += 1 elif self.difficulty_requirements[item.player].progressive_sword_limit >= 1: ret.prog_items['Fighter Sword', item.player] += 1 elif 'Glove' in item.name: if ret.has('Titans Mitts', item.player): pass elif ret.has('Power Glove', item.player): ret.prog_items['Titans Mitts', item.player] += 1 else: ret.prog_items['Power Glove', item.player] += 1 elif 'Shield' in item.name: if ret.has('Mirror Shield', item.player): pass elif ret.has('Red Shield', item.player) and self.difficulty_requirements[item.player].progressive_shield_limit >= 3: ret.prog_items['Mirror Shield', item.player] += 1 elif ret.has('Blue Shield', item.player) and self.difficulty_requirements[item.player].progressive_shield_limit >= 2: ret.prog_items['Red Shield', item.player] += 1 elif self.difficulty_requirements[item.player].progressive_shield_limit >= 1: ret.prog_items['Blue Shield', item.player] += 1 elif 'Bow' in item.name: if ret.has('Silver Arrows', item.player): pass elif ret.has('Bow', item.player) and self.difficulty_requirements[item.player].progressive_bow_limit >= 2: ret.prog_items['Silver Arrows', item.player] += 1 elif self.difficulty_requirements[item.player].progressive_bow_limit >= 1: ret.prog_items['Bow', item.player] += 1 elif item.name.startswith('Bottle'): if ret.bottle_count(item.player) < self.difficulty_requirements[item.player].progressive_bottle_limit: ret.prog_items[item.name, item.player] += 1 elif item.advancement or item.smallkey or item.bigkey or item.compass or item.map: ret.prog_items[item.name, item.player] += 1 for item in self.itempool: soft_collect(item) if keys: for p in range(1, self.players + 1): key_list = [] player_dungeons = [x for x in self.dungeons if x.player == p] for dungeon in player_dungeons: if dungeon.big_key is not None: key_list += [dungeon.big_key.name] if len(dungeon.small_keys) > 0: key_list += [x.name for x in dungeon.small_keys] # map/compass may be required now key_list += [x.name for x in dungeon.dungeon_items] from Items import ItemFactory for item in ItemFactory(key_list, p): soft_collect(item) ret.sweep_for_events() return ret def get_items(self): return [loc.item for loc in self.get_filled_locations()] + self.itempool def find_items(self, item, 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 find_items_not_key_only(self, item, 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 and location.forced_item is None] def push_precollected(self, item): item.world = self if ((item.prize and self.prizeshuffle[item.player] != 'none') or (item.smallkey and self.keyshuffle[item.player] != 'none') or (item.bigkey and self.bigkeyshuffle[item.player] != 'none')): item.advancement = True self.precollected_items.append(item) self.state.collect(item, True) def push_item(self, location, item, collect=True): if not isinstance(location, Location): raise RuntimeError('Cannot assign item %s to location %s (player %d).' % (item, location, item.player)) if location.can_fill(self.state, item, False): location.item = item item.location = location item.world = self if location.player != item.player and location.type == LocationType.Pot: self.data_tables[location.player].pot_secret_table.multiworld_count += 1 if collect: self.state.collect(item, location.event, location) logging.getLogger('').debug('Placed %s at %s', item, location) else: raise RuntimeError('Cannot assign item %s to location %s.' % (item, location)) def get_entrances(self): if self._cached_entrances is None: self._cached_entrances = [] for region in self.regions: self._cached_entrances.extend(region.entrances) return self._cached_entrances def clear_entrance_cache(self): self._cached_entrances = None def get_locations(self): if self._cached_locations is None: self._cached_locations = [] for region in self.regions: self._cached_locations.extend(region.locations) return self._cached_locations def clear_location_cache(self): self._cached_locations = None def clear_exp_cache(self): for p in range(1, self.players + 1): self.exp_cache[p].clear() def get_unfilled_locations(self, player=None): return [location for location in self.get_locations() if (player is None or location.player == player) and location.item is None] def get_filled_locations(self, player=None): return [location for location in self.get_locations() if (player is None or location.player == player) and location.item is not None] def get_reachable_locations(self, state=None, player=None): if state is None: state = self.state return [location for location in self.get_locations() if (player is None or location.player == player) and location.can_reach(state)] def get_placeable_locations(self, state=None, player=None): if state is None: state = self.state return [location for location in self.get_locations() if (player is None or location.player == player) and location.item is None and location.can_reach(state)] def unlocks_new_location(self, item): temp_state = self.state.copy() temp_state.collect(item, True) for location in self.get_unfilled_locations(): if temp_state.can_reach(location) and not self.state.can_reach(location): return True return False def has_beaten_game(self, state, player=None): if player: return state.has('Triforce', player) else: return all((self.has_beaten_game(state, p) for p in range(1, self.players + 1))) def can_beat_game(self, starting_state=None, log_error=False): if starting_state: if self.has_beaten_game(starting_state): return True state = starting_state.copy() else: state = CollectionState(self) if self.has_beaten_game(state): return True prog_locations = [location for location in self.get_locations() if location.item is not None and (location.item.advancement or location.event or self.goal[location.player] == 'completionist') and location not in state.locations_checked] while prog_locations: sphere = [] # 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: if location.can_reach(state) and state.not_flooding_a_key(state.world, location): sphere.append(location) if not sphere: # ran out of places and did not finish yet, quit if log_error: missing_locations = ", ".join([f'{x.name} (#{x.player})' for x in prog_locations]) logging.getLogger('').error(f'Cannot reach the following locations: {missing_locations}') return False for location in sphere: prog_locations.remove(location) state.collect(location.item, True, location) if self.has_beaten_game(state): return True return False class CollectionState(object): def __init__(self, parent, skip_init=False): self.world = parent if not skip_init: self.prog_items = Counter() self.forced_keys = Counter() self.reachable_regions = {player: dict() for player in range(1, parent.players + 1)} self.blocked_connections = {player: dict() for player in range(1, parent.players + 1)} self.events = [] self.path = {} self.locations_checked = set() self.stale = {player: True for player in range(1, parent.players + 1)} for item in parent.precollected_items: self.collect(item, True) # reached vs. opened in the counter self.door_counter = {player: (Counter(), Counter()) for player in range(1, parent.players + 1)} self.reached_doors = {player: set() for player in range(1, parent.players + 1)} self.opened_doors = {player: set() for player in range(1, parent.players + 1)} self.dungeons_to_check = {player: defaultdict(dict) for player in range(1, parent.players + 1)} self.dungeon_limits = None self.placing_items = None # self.trace = None def can_reach_from(self, spot, start, player=None): old_state = self.copy() # old_state.path = {old_state.world.get_region(start, player)} old_state.stale[player] = False old_state.reachable_regions[player] = dict() old_state.blocked_connections[player] = dict() rrp = old_state.reachable_regions[player] bc = old_state.blocked_connections[player] # init on first call - this can't be done on construction since the regions don't exist yet start = self.world.get_region(start, player) if start in self.reachable_regions[player]: rrp[start] = self.reachable_regions[player][start] for conn in start.exits: bc[conn] = self.blocked_connections[player][conn] else: rrp[start] = CrystalBarrier.Orange for conn in start.exits: bc[conn] = CrystalBarrier.Orange queue = deque(old_state.blocked_connections[player].items()) old_state.traverse_world(queue, rrp, bc, player) if old_state.world.key_logic_algorithm[player] == 'dangerous': unresolved_events = [x for y in old_state.reachable_regions[player] for x in y.locations if x.event and x.item and (x.item.smallkey or x.item.bigkey or x.item.advancement) and x not in old_state.locations_checked and x.can_reach(old_state)] unresolved_events = old_state._do_not_flood_the_keys(unresolved_events) if len(unresolved_events) == 0: old_state.check_key_doors_in_dungeons(rrp, player) if self.world.get_region(spot, player) in rrp: return True else: return False def update_reachable_regions(self, player): self.stale[player] = False rrp = self.reachable_regions[player] bc = self.blocked_connections[player] # init on first call - this can't be done on construction since the regions don't exist yet start = self.world.get_region('Menu', player) if not start in rrp: rrp[start] = CrystalBarrier.Orange for conn in start.exits: bc[conn] = CrystalBarrier.Orange queue = deque(self.blocked_connections[player].items()) self.traverse_world(queue, rrp, bc, player) if self.world.key_logic_algorithm[player] == 'dangerous': unresolved_events = [x for y in self.reachable_regions[player] for x in y.locations if x.event and x.item and (x.item.smallkey or x.item.bigkey or x.item.advancement) and x not in self.locations_checked and x.can_reach(self)] unresolved_events = self._do_not_flood_the_keys(unresolved_events) if len(unresolved_events) == 0: self.check_key_doors_in_dungeons(rrp, player) def traverse_world(self, queue, rrp, bc, player): # run BFS on all connections, and keep track of those blocked by missing items while len(queue) > 0: connection, crystal_state = queue.popleft() new_region = connection.connected_region if not self.should_visit(new_region, rrp, crystal_state, player): if not new_region or not self.dungeon_limits or self.possibly_connected_to_dungeon(new_region, player): bc.pop(connection, None) elif connection.can_reach(self): bc.pop(connection, None) if new_region.type == RegionType.Dungeon: new_crystal_state = crystal_state if new_region in rrp: new_crystal_state |= rrp[new_region] rrp[new_region] = new_crystal_state for conn in new_region.exits: door = conn.door if door is not None and not door.blocked: if self.valid_crystal(door, new_crystal_state): door_crystal_state = door.crystal if door.crystal else new_crystal_state bc[conn] = door_crystal_state queue.append((conn, door_crystal_state)) elif door is None: bc[conn] = new_crystal_state queue.append((conn, new_crystal_state)) else: new_crystal_state = CrystalBarrier.Orange rrp[new_region] = new_crystal_state for conn in new_region.exits: bc[conn] = new_crystal_state queue.append((conn, new_crystal_state)) self.path[new_region] = (new_region.name, self.path.get(connection, None)) # else those connections that are not accessible yet if self.is_small_door(connection): door = connection.door if connection.door.smallKey else connection.door.controller dungeon_name = connection.parent_region.dungeon.name key_logic = self.world.key_logic[player][dungeon_name] if door.name not in self.reached_doors[player]: self.door_counter[player][0][dungeon_name] += 1 self.reached_doors[player].add(door.name) if key_logic.sm_doors[door]: self.reached_doors[player].add(key_logic.sm_doors[door].name) if not connection.can_reach(self): checklist_key = 'Universal' if self.world.keyshuffle[player] == 'universal' else dungeon_name checklist = self.dungeons_to_check[player][checklist_key] checklist[connection.name] = (connection, crystal_state) elif door.name not in self.opened_doors[player]: opened_doors = self.opened_doors[player] door = connection.door if connection.door.smallKey else connection.door.controller if door.name not in opened_doors: self.door_counter[player][1][dungeon_name] += 1 opened_doors.add(door.name) key_logic = self.world.key_logic[player][dungeon_name] if key_logic.sm_doors[door]: opened_doors.add(key_logic.sm_doors[door].name) def should_visit(self, new_region, rrp, crystal_state, player): if not new_region: return False if self.dungeon_limits and not self.possibly_connected_to_dungeon(new_region, player): return False if new_region not in rrp: return True if new_region.type != RegionType.Dungeon: return False return (rrp[new_region] & crystal_state) != crystal_state def possibly_connected_to_dungeon(self, new_region, player): if new_region.dungeon: return new_region.dungeon.name in self.dungeon_limits else: return new_region.name in self.world.inaccessible_regions[player] @staticmethod def valid_crystal(door, new_crystal_state): return (not door.crystal or door.crystal == CrystalBarrier.Either or new_crystal_state == CrystalBarrier.Either or new_crystal_state == door.crystal or door.alternative_crystal_rule) def check_key_doors_in_dungeons(self, rrp, player): for dungeon_name, checklist in self.dungeons_to_check[player].items(): # todo: optimization idea - abort exploration if there are unresolved events now if self.apply_dungeon_exploration(rrp, player, dungeon_name, checklist): continue init_door_candidates = self.should_explore_child_state(self, dungeon_name, player) key_total = self.prog_items[(dungeon_keys[dungeon_name], player)] # todo: universal remaining_keys = key_total - self.door_counter[player][1][dungeon_name] if not init_door_candidates or remaining_keys == 0: continue dungeon_doors = {x.name for x in self.world.key_logic[player][dungeon_name].sm_doors.keys()} def valid_d_door(x): return x in dungeon_doors child_states = deque() child_states.append(self) visited_opened_doors = set() visited_opened_doors.add(frozenset(self.opened_doors[player])) terminal_states, common_regions, common_bc, common_doors = [], {}, {}, set() while len(child_states) > 0: next_child = child_states.popleft() door_candidates = CollectionState.should_explore_child_state(next_child, dungeon_name, player) child_checklist = next_child.dungeons_to_check[player][dungeon_name] if door_candidates: for chosen_door in door_candidates: child_state = next_child.copy() child_queue = deque() child_state.door_counter[player][1][dungeon_name] += 1 if isinstance(chosen_door, tuple): child_state.opened_doors[player].add(chosen_door[0]) child_state.opened_doors[player].add(chosen_door[1]) if chosen_door[0] in child_checklist: child_queue.append(child_checklist[chosen_door[0]]) if chosen_door[1] in child_checklist: child_queue.append(child_checklist[chosen_door[1]]) else: child_state.opened_doors[player].add(chosen_door) if chosen_door in child_checklist: child_queue.append(child_checklist[chosen_door]) if child_state.opened_doors[player] not in visited_opened_doors: done = False while not done: rrp_ = child_state.reachable_regions[player] bc_ = child_state.blocked_connections[player] child_state.set_dungeon_limits(player, dungeon_name) child_queue.extend([(x, y) for x, y in bc_.items() if child_state.possibly_connected_to_dungeon(x.parent_region, player)]) child_state.traverse_world(child_queue, rrp_, bc_, player) new_events = child_state.sweep_for_events_once(player) child_state.stale[player] = False if new_events: for conn in bc_: if conn.parent_region.dungeon and conn.parent_region.dungeon.name == dungeon_name: child_queue.append((conn, bc_[conn])) done = not new_events if child_state.opened_doors[player] not in visited_opened_doors: visited_opened_doors.add(frozenset(child_state.opened_doors[player])) child_states.append(child_state) else: terminal_states.append(next_child) common_regions, common_bc, common_doors, first = {}, {}, set(), True bc = self.blocked_connections[player] for term_state in terminal_states: t_rrp = term_state.reachable_regions[player] t_bc = term_state.blocked_connections[player] if first: first = False common_regions = {x: y for x, y in t_rrp.items() if x not in rrp or y != rrp[x]} common_bc = {x: y for x, y in t_bc.items() if x not in bc} common_doors = {x for x in term_state.opened_doors[player] - self.opened_doors[player] if valid_d_door(x)} else: cm_rrp = {x: y for x, y in t_rrp.items() if x not in rrp or y != rrp[x]} common_regions = {k: self.comb_crys(v, cm_rrp[k]) for k, v in common_regions.items() if k in cm_rrp and self.crys_agree(v, cm_rrp[k])} common_bc.update({x: y for x, y in t_bc.items() if x not in bc and x not in common_bc}) common_doors &= {x for x in term_state.opened_doors[player] - self.opened_doors[player] if valid_d_door(x)} terminal_queue = deque() for door in common_doors: pair = self.find_door_pair(player, dungeon_name, door) if door not in self.reached_doors[player]: self.door_counter[player][0][dungeon_name] += 1 self.reached_doors[player].add(door) if pair not in self.reached_doors[player]: self.reached_doors[player].add(pair) self.opened_doors[player].add(door) if door in checklist: terminal_queue.append(checklist[door]) if pair not in self.opened_doors[player]: self.door_counter[player][1][dungeon_name] += 1 self.set_dungeon_limits(player, dungeon_name) rrp_ = self.reachable_regions[player] bc_ = self.blocked_connections[player] for block, crystal in bc_.items(): if (block, crystal) not in terminal_queue and self.possibly_connected_to_dungeon(block.connected_region, player): terminal_queue.append((block, crystal)) self.traverse_world(terminal_queue, rrp_, bc_, player) self.dungeon_limits = None rrp = self.reachable_regions[player] missing_regions = {x: y for x, y in common_regions.items() if x not in rrp} paths = {} for k in missing_regions: rrp[k] = missing_regions[k] possible_path = terminal_states[0].path[k] self.path[k] = paths[k] = possible_path for conn in k.exits: if self.is_small_door(conn): door = conn.door if conn.door.smallKey else conn.door.controller key_logic = self.world.key_logic[player][dungeon_name] if door.name not in self.reached_doors[player]: self.door_counter[player][0][dungeon_name] += 1 self.reached_doors[player].add(door.name) if key_logic.sm_doors[door]: self.reached_doors[player].add(key_logic.sm_doors[door].name) missing_bc = {} for blocked, crystal in common_bc.items(): if (blocked not in bc and blocked.parent_region in rrp and self.should_visit(blocked.connected_region, rrp, crystal, player)): missing_bc[blocked] = crystal for k in missing_bc: bc[k] = missing_bc[k] self.record_dungeon_exploration(player, dungeon_name, checklist, common_doors, missing_regions, missing_bc, paths) checklist.clear() @staticmethod def comb_crys(a, b): return a if a == b or a != CrystalBarrier.Either else b @staticmethod def crys_agree(a, b): return a == b or a == CrystalBarrier.Either or b == CrystalBarrier.Either def find_door_pair(self, player, dungeon_name, name): for door in self.world.key_logic[player][dungeon_name].sm_doors.keys(): if door.name == name: paired_door = self.world.key_logic[player][dungeon_name].sm_doors[door] return paired_door.name if paired_door else None return None def set_dungeon_limits(self, player, dungeon_name): if self.world.keyshuffle[player] == 'universal' and self.world.mode[player] == 'standard': self.dungeon_limits = ['Hyrule Castle', 'Agahnims Tower'] else: self.dungeon_limits = [dungeon_name] @staticmethod def should_explore_child_state(state, dungeon_name, player): small_key_name = dungeon_keys[dungeon_name] key_total = state.prog_items[(small_key_name, player)] remaining_keys = key_total - state.door_counter[player][1][dungeon_name] unopened_doors = state.door_counter[player][0][dungeon_name] - state.door_counter[player][1][dungeon_name] if remaining_keys > 0 and unopened_doors > 0: key_logic = state.world.key_logic[player][dungeon_name] door_candidates, skip = [], set() for door, paired in key_logic.sm_doors.items(): if door.name in state.reached_doors[player] and door.name not in state.opened_doors[player]: if door.name not in skip: if paired: door_candidates.append((door.name, paired.name)) skip.add(paired.name) else: door_candidates.append(door.name) return door_candidates door_candidates, skip = [], set() if (state.world.accessibility[player] != 'locations' and remaining_keys == 0 and dungeon_name != 'Universal' and state.placing_items and any(i.name == small_key_name and i.player == player for i in state.placing_items)): key_logic = state.world.key_logic[player][dungeon_name] for door, paired in key_logic.sm_doors.items(): if door.name in key_logic.door_rules: rule = key_logic.door_rules[door.name] key = KeyRuleType.AllowSmall if (key in rule.new_rules and key_total >= rule.new_rules[key] and door.name not in skip and door.name in state.reached_doors[player] and door.name not in state.opened_doors[player] and rule.small_location.item is None): if paired: door_candidates.append((door.name, paired.name)) skip.add(paired.name) else: door_candidates.append(door.name) return door_candidates if door_candidates else None @staticmethod def print_rrp(rrp): logger = logging.getLogger('') logger.debug('RRP Checking') for region, packet in rrp.items(): new_crystal_state, logic, path = packet logger.debug(f'\nRegion: {region.name} (CS: {str(new_crystal_state)})') for i in range(0, len(logic)): logger.debug(f'{logic[i]}') logger.debug(f'{",".join(str(x) for x in path[i])}') def copy(self): ret = CollectionState(self.world, skip_init=True) ret.prog_items = self.prog_items.copy() ret.forced_keys = self.forced_keys.copy() ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in range(1, self.world.players + 1)} ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in range(1, self.world.players + 1)} ret.events = copy.copy(self.events) ret.path = copy.copy(self.path) ret.locations_checked = copy.copy(self.locations_checked) ret.stale = {player: self.stale[player] for player in range(1, self.world.players + 1)} ret.door_counter = {player: (copy.copy(self.door_counter[player][0]), copy.copy(self.door_counter[player][1])) for player in range(1, self.world.players + 1)} ret.reached_doors = {player: copy.copy(self.reached_doors[player]) for player in range(1, self.world.players + 1)} ret.opened_doors = {player: copy.copy(self.opened_doors[player]) for player in range(1, self.world.players + 1)} ret.dungeons_to_check = { player: defaultdict(dict, {name: copy.copy(checklist) for name, checklist in self.dungeons_to_check[player].items()}) for player in range(1, self.world.players + 1)} ret.placing_items = self.placing_items return ret def apply_dungeon_exploration(self, rrp, player, dungeon_name, checklist): bc = self.blocked_connections[player] ec = self.world.exp_cache[player] prog_set = self.reduce_prog_items(player, dungeon_name) exp_key = (prog_set, frozenset(checklist)) if dungeon_name in ec and exp_key in ec[dungeon_name]: # apply common_doors, missing_regions, missing_bc, paths = ec[dungeon_name][exp_key] terminal_queue = deque() for door in common_doors: pair = self.find_door_pair(player, dungeon_name, door) if door not in self.reached_doors[player]: self.door_counter[player][0][dungeon_name] += 1 self.reached_doors[player].add(door) if pair not in self.reached_doors[player]: self.reached_doors[player].add(pair) self.opened_doors[player].add(door) if door in checklist: terminal_queue.append(checklist[door]) if pair not in self.opened_doors[player]: self.door_counter[player][1][dungeon_name] += 1 self.set_dungeon_limits(player, dungeon_name) rrp_ = self.reachable_regions[player] bc_ = self.blocked_connections[player] for block, crystal in bc_.items(): if (block, crystal) not in terminal_queue and self.possibly_connected_to_dungeon(block.connected_region, player): terminal_queue.append((block, crystal)) self.traverse_world(terminal_queue, rrp_, bc_, player) self.dungeon_limits = None for k in missing_regions: rrp[k] = missing_regions[k] for r, path in paths.items(): self.path[r] = path for k in missing_bc: bc[k] = missing_bc[k] return True return False def record_dungeon_exploration(self, player, dungeon_name, checklist, common_doors, missing_regions, missing_bc, paths): ec = self.world.exp_cache[player] prog_set = self.reduce_prog_items(player, dungeon_name) exp_key = (prog_set, frozenset(checklist)) ec[dungeon_name][exp_key] = (common_doors, missing_regions, missing_bc, paths) def reduce_prog_items(self, player, dungeon_name): # todo: possibly could include an analysis of dungeon items req. like Hammer, Hookshot, etc # cross dungeon requirements may be necessary for keysanity - which invalidates the above # todo: universal smalls where needed life_count, bottle_count = 0, 0 reduced = Counter() for item, cnt in self.prog_items.items(): item_name, item_player = item if item_player == player and self.check_if_progressive(item_name, player): if item_name.startswith('Bottle'): # I think magic requirements can require multiple bottles bottle_count += cnt elif item_name in ['Boss Heart Container', 'Sanctuary Heart Container', 'Piece of Heart']: if 'Container' in item_name: life_count += 1 elif 'Piece of Heart' == item_name: life_count += .25 else: reduced[item] = cnt if bottle_count > 0: reduced[('Bottle', player)] = 1 if life_count >= 1: reduced[('Heart Container', player)] = 1 return frozenset(reduced.items()) def check_if_progressive(self, item_name, player): return (item_name in ['Bow', 'Progressive Bow', 'Progressive Bow (Alt)', 'Book of Mudora', 'Hammer', 'Hookshot', 'Magic Mirror', 'Ocarina', 'Pegasus Boots', 'Power Glove', 'Cape', 'Mushroom', 'Shovel', 'Lamp', 'Magic Powder', 'Moon Pearl', 'Cane of Somaria', 'Fire Rod', 'Flippers', 'Ice Rod', 'Titans Mitts', 'Bombos', 'Ether', 'Quake', 'Master Sword', 'Tempered Sword', 'Fighter Sword', 'Golden Sword', 'Progressive Sword', 'Progressive Glove', 'Silver Arrows', 'Green Pendant', 'Blue Pendant', 'Red Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7', 'Blue Boomerang', 'Red Boomerang', 'Blue Shield', 'Red Shield', 'Mirror Shield', 'Progressive Shield', 'Bug Catching Net', 'Cane of Byrna', 'Ocarina (Activated)', 'Boss Heart Container', 'Sanctuary Heart Container', 'Piece of Heart', 'Magic Upgrade (1/2)', 'Magic Upgrade (1/4)'] or item_name.startswith(('Bottle', 'Small Key', 'Big Key')) or (self.world.restrict_boss_items[player] != 'none' and item_name.startswith(('Map', 'Compass')))) def can_reach(self, spot, resolution_hint=None, player=None): try: spot_type = spot.spot_type except AttributeError: # try to resolve a name if resolution_hint == 'Location': spot = self.world.get_location(spot, player) elif resolution_hint in ['Entrance', 'OWEdge', 'OWTerrain', 'OpenTerrain', 'Ledge', 'OWG', 'Portal', 'Whirlpool', 'Mirror', 'Flute']: spot = self.world.get_entrance(spot, player) else: # default to Region spot = self.world.get_region(spot, player) return spot.can_reach(self) def sweep_for_events_once(self, player): locations = self.world.get_filled_locations(player) checked_locations = set([l for l in locations if l in self.locations_checked]) reachable_events = [location for location in locations if location.event and location.can_reach(self)] reachable_events = self._do_not_flood_the_keys(reachable_events) found_new = False for event in reachable_events: if event not in checked_locations: self.events.append((event.name, event.player)) self.collect(event.item, True, event) found_new = True return found_new def sweep_for_events(self, key_only=False, locations=None): # this may need improvement if locations is None: locations = self.world.get_filled_locations() new_locations = True while new_locations: reachable_events = [location for location in locations if location.event and (not key_only or (self.world.keyshuffle[location.item.player] in ['none', 'nearby'] and location.item.smallkey) or (self.world.bigkeyshuffle[location.item.player] in ['none', 'nearby'] and location.item.bigkey)) and location.can_reach(self)] reachable_events = self._do_not_flood_the_keys(reachable_events) new_locations = False for event in reachable_events: if (event.name, event.player) not in self.events: self.events.append((event.name, event.player)) self.collect(event.item, True, event) new_locations = True def can_reach_blue(self, region, player): return region in self.reachable_regions[player] and self.reachable_regions[player][region] in [CrystalBarrier.Blue, CrystalBarrier.Either] def can_reach_orange(self, region, player): return region in self.reachable_regions[player] and self.reachable_regions[player][region] in [CrystalBarrier.Orange, CrystalBarrier.Either] def _do_not_flood_the_keys(self, reachable_events): adjusted_checks = list(reachable_events) for event in reachable_events: if event.name in flooded_keys.keys(): flood_location = self.world.get_location(flooded_keys[event.name], event.player) if (flood_location.item and flood_location not in self.locations_checked and self.location_can_be_flooded(flood_location)): adjusted_checks.remove(event) if len(adjusted_checks) < len(reachable_events): return adjusted_checks return reachable_events def not_flooding_a_key(self, world, location): if location.name in flooded_keys.keys(): flood_location = world.get_location(flooded_keys[location.name], location.player) item = flood_location.item item_is_important = False if not item else item.advancement or item.bigkey or item.smallkey return (flood_location in self.locations_checked or not item_is_important or not self.location_can_be_flooded(flood_location)) return True @staticmethod def is_small_door(connection): return connection and connection.door and (connection.door.smallKey or CollectionState.is_controlled_by_small(connection)) @staticmethod def is_controlled_by_small(connection): return connection.door.controller and connection.door.controller.smallKey def is_door_open(self, door_name, player): return door_name in self.opened_doors[player] @staticmethod def location_can_be_flooded(location): return location.parent_region.name in ['Swamp Trench 1 Alcove', 'Swamp Trench 2 Alcove'] def has(self, item, player, count=1): if count == 1: return (item, player) in self.prog_items return self.prog_items[item, player] >= count def has_sm_key(self, item, player, count=1): if self.world.keyshuffle[player] == 'universal': if self.world.mode[player] == 'standard' and self.world.doorShuffle[player] == 'vanilla' and item == 'Small Key (Escape)': return True # Cannot access the shop until escape is finished. This is safe because the key is manually placed in make_custom_item_pool return self.can_buy_unlimited('Small Key (Universal)', player) if count == 1: return (item, player) in self.prog_items return self.prog_items[item, player] >= count def has_sm_key_strict(self, item, player, count=1): if self.world.keyshuffle[player] == 'universal': if self.world.mode[player] == 'standard' and self.world.doorShuffle[player] == 'vanilla' and item == 'Small Key (Escape)': return True # Cannot access the shop until escape is finished. This is safe because the key is manually placed in make_custom_item_pool return self.can_buy_unlimited('Small Key (Universal)', player) obtained = self.prog_items[item, player] - self.forced_keys[item, player] return obtained >= count def can_buy_unlimited(self, item, player): for shop in self.world.shops[player]: if shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(self): return True return False def can_collect_bonkdrops(self, player): return self.has_Boots(player) or (self.has_sword(player) and self.has('Quake', player)) def can_farm_rupees(self, player): return self.has('Farmable Rupees', player) def can_farm_bombs(self, player): if self.world.mode[player] == 'standard' and not self.has('Zelda Delivered', player): return True if self.has('Farmable Bombs', player): return True # stun prize if self.can_stun_enemies(player) and self.world.prizes[player]['stun'] in [0xdc, 0xdd, 0xde]: return True # bomb purchases if self.can_farm_rupees(player) and (self.can_buy_unlimited('Bombs (10)', player) or self.can_reach('Big Bomb Shop', None, player)): return True return False def item_count(self, item, player): return self.prog_items[item, player] def everything(self, player, all_except=0): all_locations = [x for x in self.world.get_filled_locations(player) if not x.locked] return (len([x for x in self.locations_checked if x.player == player and not x.locked]) + all_except >= len(all_locations)) def has_crystals(self, count, player): crystals = ['Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'] return len([crystal for crystal in crystals if self.has(crystal, player)]) >= count def has_pendants(self, count, player): pendants = ['Green Pendant', 'Red Pendant', 'Blue Pendant'] return len([pendant for pendant in pendants if self.has(pendant, player)]) >= count def has_bosses(self, count, player, prize_type=None): dungeons = 'Eastern Palace', 'Desert Palace', 'Tower of Hera', 'Palace of Darkness', 'Swamp Palace', "Thieves' Town", 'Skull Woods', 'Ice Palace', 'Misery Mire', 'Turtle Rock' reachable_bosses = 0 for d in dungeons: region = self.world.get_region(f'{d} - Boss Kill', player) if prize_type is None or prize_type in region.dungeon.prize.name: if self.can_reach(region, None, player): reachable_bosses += 1 return reachable_bosses >= count def has_crystal_bosses(self, count, player): return self.has_bosses(count, player, 'Crystal') def has_pendant_bosses(self, count, player): return self.has_bosses(count, player, 'Pendant') def can_lift_rocks(self, player): return self.has('Power Glove', player) or self.has('Titans Mitts', player) def can_bomb_clip(self, region, player: int) -> bool: return self.is_not_bunny(region, player) and self.has('Pegasus Boots', player) and self.can_use_bombs(player) def can_dash_clip(self, region, player: int) -> bool: return self.is_not_bunny(region, player) and self.has('Pegasus Boots', player) def has_bottle(self, player): return self.bottle_count(player) > 0 def bottle_count(self, player): return len([item for (item, itemplayer) in self.prog_items if item.startswith('Bottle') and itemplayer == player]) def has_hearts(self, player, count): # Warning: This only considers items that are marked as advancement items return self.heart_count(player) >= count def heart_count(self, player): # Warning: This only considers items that are marked as advancement items diff = self.world.difficulty_requirements[player] return ( min(self.item_count('Boss Heart Container', player), diff.boss_heart_container_limit) + self.item_count('Sanctuary Heart Container', player) + min(self.item_count('Piece of Heart', player), diff.heart_piece_limit) // 4 + 3 # starting hearts ) def can_lift_heavy_rocks(self, player): return self.has('Titans Mitts', player) def can_extend_magic(self, player, smallmagic=16, fullrefill=False): # This reflects the total magic Link has, not the total extra he has. basemagic = 8 if self.has('Magic Upgrade (1/4)', player): basemagic = 32 elif self.has('Magic Upgrade (1/2)', player): basemagic = 16 if self.can_buy_unlimited('Green Potion', player) or self.can_buy_unlimited('Blue Potion', player): if self.world.difficulty_adjustments[player] == 'hard' and not fullrefill: basemagic = basemagic + int(basemagic * 0.5 * self.bottle_count(player)) elif self.world.difficulty_adjustments[player] == 'expert' and not fullrefill: basemagic = basemagic + int(basemagic * 0.25 * self.bottle_count(player)) else: basemagic = basemagic + basemagic * self.bottle_count(player) return basemagic >= smallmagic def can_kill_most_things(self, player, enemies=5): return (self.has_blunt_weapon(player) or self.has('Cane of Somaria', player) or (self.has('Cane of Byrna', player) and (enemies < 6 or self.can_extend_magic(player))) or self.can_shoot_arrows(player) or self.has('Fire Rod', player) ) def can_stun_enemies(self, player): if self.world.difficulty_adjustments[player] == 'expert': return False elif self.world.difficulty_adjustments[player] == 'hard': return self.has('Hookshot', player) else: return self.has('Hookshot', player) \ or self.has('Blue Boomerang', player) \ or self.has('Red Boomerang', player) # In the future, this can be used to check if the player starts without bombs def can_use_bombs(self, player): return (not self.world.bombbag[player] or self.has('Bomb Upgrade (+10)', player) or self.has('Bomb Upgrade (+5)', player, 2)) and (self.world.override_bomb_check or self.can_farm_bombs(player)) def can_hit_crystal(self, player): return (self.can_use_bombs(player) or self.can_shoot_arrows(player) or self.has_blunt_weapon(player) or self.has('Blue Boomerang', player) or self.has('Red Boomerang', player) or self.has('Hookshot', player) or self.has('Fire Rod', player) or self.has('Ice Rod', player) or self.has('Cane of Somaria', player) or self.has('Cane of Byrna', player)) def can_hit_crystal_through_barrier(self, player): return (self.can_use_bombs(player) or self.can_shoot_arrows(player) or self.has('Blue Boomerang', player) or self.has('Red Boomerang', player) or self.has('Fire Rod', player) or self.has('Ice Rod', player) or self.has('Cane of Somaria', player)) def can_shoot_arrows(self, player): if self.world.bow_mode[player] in ['retro', 'retro_silvers']: # todo: Non-progressive silvers grant wooden arrows, but progressive bows do not. Always require shop arrows to be safe return self.has('Bow', player) and (self.can_buy_unlimited('Single Arrow', player) or self.has('Single Arrow', player)) return self.has('Bow', player) # def can_get_good_bee(self, player): # cave = self.world.get_region('Good Bee Cave', player) # return ( # self.can_use_bombs(player) and # self.has_bottle(player) and # self.has('Bug Catching Net', player) and # (self.has_Boots(player) or (self.has_sword(player) and self.has('Quake', player))) and # cave.can_reach(self) and # self.is_not_bunny(cave, player) # ) def has_beaten_aga(self, player): return self.has('Beat Agahnim 1', player) and (self.world.mode[player] != 'standard' or self.has('Zelda Delivered', player)) def has_sword(self, player): return self.has('Fighter Sword', player) or self.has('Master Sword', player) or self.has('Tempered Sword', player) or self.has('Golden Sword', player) def has_beam_sword(self, player): return self.has('Master Sword', player) or self.has('Tempered Sword', player) or self.has('Golden Sword', player) def has_blunt_weapon(self, player): return self.has_sword(player) or self.has('Hammer', player) def can_hit_stunned_ganon(self, player): ganon_item = self.world.ganon_item[player] if ganon_item == "silver": return self.has("Silver Arroys", player) and self.can_shoot_arrows(player) elif ganon_item == "boomerang": return self.has("Blue Boomerang", player) or self.has("Red Boomerang", player) elif ganon_item == "hookshot": return self.has("Hookshot", player) elif ganon_item == "bomb": return self.can_use_bombs(player) elif ganon_item == "powder": return self.has("Magic Powder", player) elif ganon_item == "fire_rod": return self.has("Fire Rod", player) elif ganon_item == "ice_rod": return self.has("Ice Rod", player) elif ganon_item == "bombos": return self.has("Bombos", player) and self.can_use_medallions(player) elif ganon_item == "ether": return self.has("Ether", player) and self.can_use_medallions(player) elif ganon_item == "quake": return self.has("Quake", player) and self.can_use_medallions(player) elif ganon_item == "hammer": return self.has("Hammer", player) elif ganon_item == "bee": return (self.has_bottle(player) and (self.has("Bug Catching Net", player) or self.can_buy_unlimited("Bee", player))) elif ganon_item == "somaria": return self.has("Cane of Somaria", player) elif ganon_item == "byrna": return self.has("Cane of Byrna", player) else: return False def can_use_medallions(self, player): return self.has_sword(player) def has_Mirror(self, player): return self.has('Magic Mirror', player) def has_Boots(self, player): return self.has('Pegasus Boots', player) def has_Pearl(self, player): return self.has('Moon Pearl', player) def has_fire_source(self, player): return self.has('Fire Rod', player) or self.has('Lamp', player) def can_flute(self, player): if self.world.mode[player] == 'standard' and not self.has('Zelda Delivered', player): return False # can't flute in rain state return self.has('Ocarina (Activated)', player) def can_melt_things(self, player): return self.has('Fire Rod', player) or (self.has('Bombos', player) and self.can_use_medallions(player)) def can_avoid_lasers(self, player): return (self.has('Mirror Shield', player) or self.has('Cape', player) or (self.has('Cane of Byrna', player) and self.world.difficulty_adjustments[player] not in ['hard', 'expert'])) def is_not_bunny(self, region, player): return self.has_Pearl(player) or not region.can_cause_bunny(player) def can_reach_light_world(self, player): if True in [i.is_light_world for i in self.reachable_regions[player]]: return True return False def can_reach_dark_world(self, player): if True in [i.is_dark_world for i in self.reachable_regions[player]]: return True return False def has_misery_mire_medallion(self, player): return self.has(self.world.required_medallions[player][0], player) def has_turtle_rock_medallion(self, player): return self.has(self.world.required_medallions[player][1], player) def can_boots_clip_lw(self, player): if self.world.mode[player] == 'inverted': return self.has_Boots(player) and self.has_Pearl(player) return self.has_Boots(player) def can_boots_clip_dw(self, player): if self.world.mode[player] != 'inverted': return self.has_Boots(player) and self.has_Pearl(player) return self.has_Boots(player) def can_get_glitched_speed_lw(self, player): rules = [self.has_Boots(player), any([self.has('Hookshot', player), self.has_sword(player)])] if self.world.mode[player] == 'inverted': rules.append(self.has_Pearl(player)) return all(rules) def can_get_glitched_speed_dw(self, player): rules = [self.has_Boots(player), any([self.has('Hookshot', player), self.has_sword(player)])] if self.world.mode[player] != 'inverted': rules.append(self.has_Pearl(player)) return all(rules) def can_superbunny_mirror_with_sword(self, player): return self.has_Mirror(player) and self.has_sword(player) def can_bunny_pocket(self, player): return self.has_Boots(player) and (self.has_Mirror(player) or self.has_bottle(player)) def collect(self, item, event=False, location=None): if location: self.locations_checked.add(location) if item and item.smallkey and location.forced_item is not None: self.forced_keys[item.name, item.player] += 1 if not item: return changed = False if item.name.startswith('Progressive '): if 'Sword' in item.name: if self.has('Golden Sword', item.player): pass elif self.has('Tempered Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 4: self.prog_items['Golden Sword', item.player] += 1 changed = True elif self.has('Master Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 3: self.prog_items['Tempered Sword', item.player] += 1 changed = True elif self.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2: self.prog_items['Master Sword', item.player] += 1 changed = True elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1: self.prog_items['Fighter Sword', item.player] += 1 changed = True elif 'Glove' in item.name: if self.has('Titans Mitts', item.player): pass elif self.has('Power Glove', item.player): self.prog_items['Titans Mitts', item.player] += 1 changed = True else: self.prog_items['Power Glove', item.player] += 1 changed = True elif 'Shield' in item.name: if self.has('Mirror Shield', item.player): pass elif self.has('Shield Level', item.player, 2) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3: self.prog_items['Mirror Shield', item.player] += 1 self.prog_items['Shield Level', item.player] += 1 changed = True elif self.has('Shield Level', item.player, 1) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2: self.prog_items['Red Shield', item.player] += 1 self.prog_items['Shield Level', item.player] += 1 changed = True elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1: self.prog_items['Blue Shield', item.player] += 1 self.prog_items['Shield Level', item.player] += 1 changed = True elif 'Bow' in item.name: if self.has('Silver Arrows', item.player): pass elif self.has('Bow', item.player): self.prog_items['Silver Arrows', item.player] += 1 changed = True else: self.prog_items['Bow', item.player] += 1 changed = True elif 'Armor' in item.name: if self.has('Red Mail', item.player): pass elif self.has('Blue Mail', item.player): self.prog_items['Red Mail', item.player] += 1 changed = True else: self.prog_items['Blue Mail', item.player] += 1 changed = True elif item.name.startswith('Bottle'): if self.bottle_count(item.player) < self.world.difficulty_requirements[item.player].progressive_bottle_limit: self.prog_items[item.name, item.player] += 1 changed = True elif event or item.advancement: self.prog_items[item.name, item.player] += 1 changed = True self.stale[item.player] = True if changed: if not event: self.sweep_for_events() def remove(self, item): if item.advancement: to_remove = item.name if to_remove.startswith('Progressive '): if 'Sword' in to_remove: if self.has('Golden Sword', item.player): to_remove = 'Golden Sword' elif self.has('Tempered Sword', item.player): to_remove = 'Tempered Sword' elif self.has('Master Sword', item.player): to_remove = 'Master Sword' elif self.has('Fighter Sword', item.player): to_remove = 'Fighter Sword' else: to_remove = None elif 'Glove' in item.name: if self.has('Titans Mitts', item.player): to_remove = 'Titans Mitts' elif self.has('Power Glove', item.player): to_remove = 'Power Glove' else: to_remove = None elif 'Shield' in item.name: if self.has('Mirror Shield', item.player): to_remove = 'Mirror Shield' elif self.has('Red Shield', item.player): to_remove = 'Red Shield' elif self.has('Blue Shield', item.player): to_remove = 'Blue Shield' else: to_remove = 'None' elif 'Bow' in item.name: if self.has('Silver Arrows', item.player): to_remove = 'Silver Arrows' elif self.has('Bow', item.player): to_remove = 'Bow' else: to_remove = None if to_remove is not None: self.prog_items[to_remove, item.player] -= 1 if self.prog_items[to_remove, item.player] < 1: del (self.prog_items[to_remove, item.player]) # invalidate caches, nothing can be trusted anymore now self.reachable_regions[item.player] = dict() self.blocked_connections[item.player] = dict() self.stale[item.player] = True def __getattr__(self, item): if item.startswith('can_reach_'): return self.can_reach(item[10]) # elif item.startswith('has_'): # return self.has(item[4]) if item == '__len__': return raise RuntimeError('Cannot parse %s.' % item) @unique class Terrain(Enum): Land = 0 Water = 1 @unique class RegionType(Enum): Menu = 0 LightWorld = 1 DarkWorld = 2 Cave = 3 # Also includes Houses Dungeon = 4 @property def is_indoors(self): """Shorthand for checking if Cave or Dungeon""" return self in (RegionType.Cave, RegionType.Dungeon) class Region(object): def __init__(self, name, type, hint, player): self.name = name self.type = type self.entrances = [] self.exits = [] self.locations = [] self.dungeon = None self.districts = [] self.shop = None self.world = None self.is_light_world = False # will be set aftermaking connections. self.is_dark_world = False self.spot_type = 'Region' self.terrain = None self.hint_text = hint self.recursion_count = 0 self.player = player self.crystal_switch = False def can_reach(self, state): from Utils import stack_size3a from DungeonGenerator import GenerationException if stack_size3a() > self.world.players * 1000: raise GenerationException(f'Infinite loop detected for "{self.name}" located at \'Region.can_reach\'') if state.stale[self.player]: state.update_reachable_regions(self.player) return self in state.reachable_regions[self.player] def can_reach_private(self, state): for entrance in self.entrances: if entrance.can_reach(state): if not self in state.path: state.path[self] = (self.name, state.path.get(entrance, None)) return True return False def can_fill(self, item): if item.is_near_dungeon_item(self.world): item_dungeon = self.world.get_dungeon(item.dungeon, self.player) if item.dungeon else item.dungeon_object ret = (self.dungeon and self.dungeon.is_dungeon_item(item)) ret = ret or (len(self.districts) and item_dungeon and len([d for d in self.districts if d in item_dungeon.districts])) return ret and item.player == self.player inside_dungeon_item = ((item.smallkey and self.world.keyshuffle[item.player] == 'none') or (item.bigkey and self.world.bigkeyshuffle[item.player] == 'none') or (item.map and self.world.mapshuffle[item.player] == 'none') or (item.compass and self.world.compassshuffle[item.player] == 'none') or (item.prize and self.world.prizeshuffle[item.player] == 'dungeon')) # not all small keys to escape must be in escape # sewer_hack = self.world.mode[item.player] == 'standard' and item.name == 'Small Key (Escape)' if inside_dungeon_item: return self.dungeon and self.dungeon.is_dungeon_item(item) and item.player == self.player return True def can_cause_bunny(self, player): if 'Moon Pearl' in list(map(str, [i for i in self.world.precollected_items if i.player == player])): return False return self.is_dark_world if self.world.mode[player] != 'inverted' else self.is_light_world def is_outdoors(self): return self.type in {RegionType.LightWorld, RegionType.DarkWorld} def __str__(self): return str(self.__unicode__()) def __unicode__(self): return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})' class Entrance(object): def __init__(self, player, name='', parent=None): self.name = name self.parent_region = parent self.connected_region = None self.target = None self.addresses = None self.spot_type = 'Entrance' self.recursion_count = 0 self.vanilla = None self.access_rule = lambda state: True self.verbose_rule = None self.player = player self.door = None self.hide_path = False self.temp_path = [] def can_reach(self, state): # Destination Pickup OW Only No Ledges Can S&Q Allow Mirror multi_step_locations = { 'Pyramid Crack': ('Big Bomb', True, True, False, True), 'Missing Smith': ('Frog', True, False, True, True), 'Middle Aged Man': ('Dark Blacksmith Ruins', True, False, True, True), 'Dark Palace Button':('Kiki', True, False, False, False), 'Old Man Drop Off': ('Lost Old Man', True, False, False, False), 'Revealing Light': ('Suspicious Maiden', False, False, False, False) } if self.name in multi_step_locations: if self not in state.path: world = self.parent_region.world multi_step_loc = multi_step_locations[self.name] if world.shuffle_followers[self.player]: multi_step_loc = (multi_step_loc[0], self.name == 'Pyramid Crack', multi_step_loc[2], True, True) step_location = world.get_location(multi_step_loc[0], self.player) if step_location.can_reach(state) and self.can_reach_thru(state, step_location, multi_step_loc[1], multi_step_loc[2], multi_step_loc[3], multi_step_loc[4]) and self.access_rule(state): if not self in state.path: path = state.path.get(step_location.parent_region, (step_location.parent_region.name, None)) item_name = step_location.item.name if step_location.item else 'Pick Up Item' path = (f'{step_location.parent_region.name} Exit', (item_name, path)) while len(self.temp_path): exit = self.temp_path.pop(0) path = (exit.name, (exit.parent_region.name, path)) item_name = 'Deliver Item' if len(self.connected_region.locations) > 0 and self.connected_region.locations[0].item: item_name = self.connected_region.locations[0].item.name for loc in self.parent_region.locations: if loc.event and not loc.real and loc.item and loc.item.name.find('Farmable') < 0: item_name = loc.item.name break path = (item_name, (self.parent_region.name, path)) state.path[self] = (self.name, path) return True else: return True else: if self.parent_region.can_reach(state) and self.access_rule(state): if not self.hide_path and not self in state.path: state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None))) return True return False def can_reach_thru(self, state, step_location, ignore_underworld=False, ignore_ledges=False, allow_save_quit=False, allow_mirror_reentry=False): def explore_region(region, destination, path = []): nonlocal found if region not in explored_regions: explored_regions[region] = path for exit in region.exits: if exit.connected_region and (not ignore_ledges or exit.spot_type not in ['Ledge', 'OWG']) \ and exit.name not in ['Dig Game To Ledge Drop'] \ and exit.access_rule(state): if exit.connected_region == destination: found = True explored_regions[destination] = path + [exit] elif not ignore_underworld or region.type == exit.connected_region.type or exit.connected_region.type not in [RegionType.Cave, RegionType.Dungeon]: exits_to_traverse.append(tuple((exit, path))) def traverse_paths(region, destination, start_path=[]): nonlocal explored_regions, exits_to_traverse explored_regions = {} exits_to_traverse = list() explore_region(region, destination, start_path) while not found and len(exits_to_traverse): exit, path = exits_to_traverse.pop(0) explore_region(exit.connected_region, destination, path + [exit]) if found: self.temp_path = explored_regions[destination] start_region = step_location.parent_region explored_regions = {} exits_to_traverse = list() found = False if not found and allow_mirror_reentry and state.has_Mirror(self.player): # check for path using mirror portal re-entry at location of the follower pickup # this is checked first as this often the shortest path follower_region = start_region if follower_region.type not in [RegionType.LightWorld, RegionType.DarkWorld]: ent_list = [e for e in start_region.entrances if e.parent_region.type != RegionType.Menu] follower_region = ent_list[0].parent_region if (follower_region.world.mode[self.player] != 'inverted') == (follower_region.type == RegionType.LightWorld): from OverworldShuffle import get_mirror_edges mirror_map = get_mirror_edges(follower_region.world, follower_region, self.player) while len(mirror_map) and not found: if mirror_map[0][1] == follower_region.name: mirror_exit = mirror_map[0][0] mirror_region = follower_region.world.get_entrance(mirror_exit, self.player).parent_region if mirror_exit and mirror_region: if mirror_region.can_reach(state): traverse_paths(mirror_region, self.parent_region) break # no need to continue if there is no path from the mirror re-entry to dest mirror_map.pop(0) if found: path = state.path.get(mirror_region, (mirror_region.name, None)) path = (follower_region.name, (mirror_exit, path)) item_name = step_location.item.name if step_location.item else 'Pick Up Item' if start_region.name != follower_region.name: ent_list = [e for e in start_region.entrances if e.parent_region.type != RegionType.Menu] path = (start_region.name, (ent_list[0].name, path)) path = (f'{step_location.parent_region.name} Exit', ('Leave Item Area', (item_name, path))) else: path = (item_name, path) path = ('Use Mirror Portal', (follower_region.name, path)) while len(self.temp_path): exit = self.temp_path.pop(0) path = (exit.name, (exit.parent_region.name, path)) path = (self.parent_region.name, path) state.path[self] = (self.name, path) for ent in start_region.entrances: if not found: # check normal paths if ent.parent_region.type != RegionType.Menu and (ent.parent_region.type == start_region.type or \ ent.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld] or not ignore_underworld): traverse_paths(ent.parent_region, self.parent_region) if not found and allow_save_quit: # check paths involving save and quit exit = self.parent_region.world.get_entrance('Links House S&Q', self.player) traverse_paths(exit.connected_region, self.parent_region, [exit]) if not found: world = self.parent_region.world exit = world.get_entrance('Sanctuary S&Q', self.player) # only allow save and quit at Sanc if the lobby is guaranteed vanilla if exit.connected_region != 'Sanctuary' or world.mode[self.player] == 'standard' \ or world.doorShuffle[self.player] == 'vanilla' or world.intensity[self.player] < 3: traverse_paths(exit.connected_region, self.parent_region, [exit]) if not found and allow_mirror_reentry and state.has_Mirror(self.player): # check for paths using mirror portal re-entry at location of final destination # this is checked last as this is the most complicated/exhaustive check follower_region = start_region if follower_region.type not in [RegionType.LightWorld, RegionType.DarkWorld]: ent_list = [e for e in start_region.entrances if e.parent_region.type != RegionType.Menu] follower_region = ent_list[0].parent_region if (follower_region.world.mode[self.player] != 'inverted') == (follower_region.type == RegionType.LightWorld): dest_region = self.parent_region if dest_region.type not in [RegionType.LightWorld, RegionType.DarkWorld]: dest_region = dest_region.entrances[0].parent_region if (dest_region.world.mode[self.player] != 'inverted') != (dest_region.type == RegionType.LightWorld): # loop thru potential places to leave a mirror portal from OverworldShuffle import get_mirror_edges mirror_map = get_mirror_edges(dest_region.world, dest_region, self.player) while len(mirror_map) and not found: mirror_exit = dest_region.world.get_entrance(mirror_map[0][0], self.player) if mirror_exit.connected_region.type != dest_region.type: # find path from placed mirror portal to the follower pickup from Items import ItemFactory mirror_item = ItemFactory('Magic Mirror', self.player) while state.prog_items['Magic Mirror', self.player]: state.remove(mirror_item) temp_ignore_ledges = ignore_ledges ignore_ledges = False traverse_paths(mirror_exit.connected_region, start_region) ignore_ledges = temp_ignore_ledges state.collect(mirror_item, True) if found: path_to_pickup = self.temp_path # find path from follower pickup to placed mirror portal found = False state.remove(mirror_item) traverse_paths(follower_region, mirror_exit.connected_region) state.collect(mirror_item, True) mirror_map.pop(0) if found: path = state.path.get(self.parent_region, (self.parent_region.name, None)) path = (mirror_exit.name, path) while len(path_to_pickup): exit = path_to_pickup.pop(0) path = (exit.name, (exit.parent_region.name, path)) item_name = step_location.item.name if step_location.item else 'Pick Up Item' path = (f'{step_location.parent_region.name} Exit', (item_name, path)) while len(self.temp_path): exit = self.temp_path.pop(0) path = (exit.name, (exit.parent_region.name, path)) path = ('Use Mirror Portal', (mirror_exit.connected_region.name, path)) path = (self.parent_region.name, path) state.path[self] = (self.name, path) return found def can_cause_bunny(self, player): return self.parent_region.can_cause_bunny(player) def connect(self, region, addresses=None, target=None, vanilla=None): self.connected_region = region self.target = target self.addresses = addresses self.vanilla = vanilla if self not in region.entrances: region.entrances.append(self) def __str__(self): return str(self.__unicode__()) def __unicode__(self): 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): def __init__(self, name, regions, big_key, small_keys, dungeon_items, player, dungeon_id): self.name = name self.regions = regions self.districts = [] self.prize = None self.big_key = big_key self.small_keys = small_keys self.dungeon_items = dungeon_items self.bosses = dict() self.player = player self.world = None self.dungeon_id = dungeon_id self.entrance_regions = [] @property def boss(self): return self.bosses.get(None, None) @boss.setter def boss(self, value): self.bosses[None] = value @property def keys(self): return self.small_keys + ([self.big_key] if self.big_key else []) @property def all_items(self): return self.dungeon_items + self.keys + ([self.prize] if self.prize else []) def is_dungeon_item(self, item): if item.prize and item.dungeon is None: return item.player == self.player and self.name not in ['Hyrule Castle', 'Agahnims Tower', 'Ganons Tower'] else: return item.player == self.player and item.name in [dungeon_item.name for dungeon_item in self.all_items] def count_dungeon_item(self): return len(self.dungeon_items) + 1 if self.big_key_required else 0 + self.key_number def incomplete_paths(self): ret = 0 for path in self.paths: if not self.path_completion[path]: ret += 1 return ret def __str__(self): return str(self.__unicode__()) def __unicode__(self): return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})' class FillError(RuntimeError): pass @unique class DoorType(Enum): Normal = 1 SpiralStairs = 2 StraightStairs = 3 Ladder = 4 Open = 5 Hole = 6 Warp = 7 Interior = 8 Logical = 9 @unique class Direction(Enum): North = 0 West = 1 South = 2 East = 3 Up = 4 Down = 5 @unique class Hook(Enum): North = 0 West = 1 South = 2 East = 3 Stairs = 4 hook_dir_map = { Direction.North: Hook.North, Direction.South: Hook.South, Direction.West: Hook.West, Direction.East: Hook.East, } def hook_from_door(door): if door.type == DoorType.SpiralStairs: return Hook.Stairs if door.type in [DoorType.Normal, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]: return hook_dir_map[door.direction] return None class Polarity: def __init__(self): self.vector = [0, 0, 0] def __len__(self): return len(self.vector) def __add__(self, other): result = Polarity() for i in range(len(self.vector)): result.vector[i] = pol_add[pol_idx_2[i]](self.vector[i], other.vector[i]) return result def __iadd__(self, other): for i in range(len(self.vector)): self.vector[i] = pol_add[pol_idx_2[i]](self.vector[i], other.vector[i]) return self def __getitem__(self, item): return self.vector[item] def __eq__(self, other): for i in range(len(self.vector)): if self.vector[i] != other.vector[i]: return False return True def __hash__(self): h = 17 spot = self.vector[0] h *= 31 + (spot if spot >= 0 else spot + 100) spot = self.vector[1] h *= 43 + (spot if spot >= 0 else spot + 100) spot = self.vector[2] h *= 73 + (spot if spot >= 0 else spot + 100) return h def is_neutral(self): for i in range(len(self.vector)): if self.vector[i] != 0: return False return True def complement(self): result = Polarity() for i in range(len(self.vector)): result.vector[i] = pol_comp[pol_idx_2[i]](self.vector[i]) return result def charge(self): result = 0 for i in range(len(self.vector)): result += abs(self.vector[i]) return result def __str__(self): return str(self.__unicode__()) def __unicode__(self): return f'{self.vector}' pol_idx = { Direction.North: (0, 'Pos'), Direction.South: (0, 'Neg'), Direction.East: (1, 'Pos'), Direction.West: (1, 'Neg'), Direction.Up: (2, 'Mod'), Direction.Down: (2, 'Mod') } pol_idx_2 = { 0: 'Add', 1: 'Add', 2: 'Mod' } pol_inc = { 'Pos': lambda x: x + 1, 'Neg': lambda x: x - 1, 'Mod': lambda x: (x + 1) % 2 } pol_add = { 'Add': lambda x, y: x + y, 'Mod': lambda x, y: (x + y) % 2 } pol_comp = { 'Add': lambda x: -x, 'Mod': lambda x: 0 if x == 0 else 1 } @unique class PolSlot(Enum): NorthSouth = 0 EastWest = 1 Stairs = 2 class CrystalBarrier(FastEnum): Null = 0 # no special requirement Blue = 1 # blue must be down and explore state set to Blue Orange = 2 # orange must be down and explore state set to Orange Either = 3 # you choose to leave this room in Either state class Door(object): def __init__(self, player, name, type, entrance=None): self.player = player self.name = name self.type = type self.direction = None # rom properties self.roomIndex = -1 # 0,1,2 for normal # 0-7 for ladder # 0-4 for spiral offset thing self.doorIndex = -1 self.layer = -1 # 0 for normal floor, 1 for the inset layer self.pseudo_bg = 0 # 0 for normal floor, 1 for pseudo bg self.toggle = False self.trapFlag = 0x0 self.quadrant = 2 self.shiftX = 78 self.shiftY = 78 self.zeroHzCam = False self.zeroVtCam = False self.doorListPos = -1 self.edge_id = None self.edge_width = None # portal items self.portalAble = False self.roomLayout = 0x22 # free scroll- both directions self.entranceFlag = False self.deadEnd = False self.passage = True self.dungeonLink = None self.bk_shuffle_req = False self.standard_restricted = False # flag if portal is not allowed in HC in standard self.lw_restricted = False # flag if portal is not allowed in DW self.rupee_bow_restricted = False # flag if portal is not allowed in HC in standard+rupee_bow # self.incognitoPos = -1 # self.sectorLink = False # logical properties # self.connected = False # combine with Dest? self.dest = None self.blocked = False # Indicates if the door is normally blocked off as an exit. (Sanc door or always closed) self.blocked_orig = False self.trapped = False self.stonewall = False # Indicate that the door cannot be enter until exited (Desert Torches, PoD Eye Statue) self.smallKey = False # There's a small key door on this side self.bigKey = False # There's a big key door on this side self.ugly = False # Indicates that it can't be seen from the front (e.g. back of a big key door) self.crystal = CrystalBarrier.Null # How your crystal state changes if you use this door self.alternative_crystal_rule = False self.req_event = None # if a dungeon event is required for this door - swamp palace mostly self.controller = None self.dependents = [] self.dead = False self.entrance = entrance if entrance is not None and not entrance.door: entrance.door = self def getAddress(self): if self.type in [DoorType.Normal, DoorType.StraightStairs]: return 0x13A000 + normal_offset_table[self.roomIndex] * 24 + (self.doorIndex + self.direction.value * 3) * 2 elif self.type == DoorType.SpiralStairs: return 0x13B000 + (spiral_offset_table[self.roomIndex] + self.doorIndex) * 4 elif self.type == DoorType.Ladder: return 0x13C700 + self.doorIndex * 2 elif self.type == DoorType.Open: base_address = { Direction.North: 0x13C500, Direction.South: 0x13C521, Direction.West: 0x13C542, Direction.East: 0x13C55D, } return base_address[self.direction] + self.edge_id * 3 def getTarget(self, src): if self.type in [DoorType.Normal, DoorType.StraightStairs]: bitmask = 4 * (self.layer ^ 1 if src.toggle else self.layer) bitmask += 0x08 * int(self.trapFlag) if src.type == DoorType.StraightStairs: bitmask += 0x40 return [self.roomIndex, bitmask + self.doorIndex] if self.type == DoorType.Ladder: bitmask = 4 * (self.layer ^ 1 if src.toggle else self.layer) bitmask += 0x08 * self.doorIndex if src.type == DoorType.StraightStairs: bitmask += 0x40 return [self.roomIndex, bitmask + 0x03] if self.type == DoorType.SpiralStairs: bitmask = int(self.layer) << 2 bitmask += 0x10 * int(self.zeroHzCam) bitmask += 0x20 * int(self.zeroVtCam) bitmask += 0x80 if self.direction == Direction.Up else 0 return [self.roomIndex, bitmask + self.quadrant, self.shiftX, self.shiftY] if self.type == DoorType.Open: bitmask = self.edge_id bitmask += 0x10 * (self.layer ^ 1 if src.toggle else self.layer) bitmask += 0x80 if src.type == DoorType.StraightStairs: bitmask += 0x40 if src.type == DoorType.Open: bitmask += 0x20 * self.quadrant fraction = 0x10 * multiply_lookup[src.edge_width][self.edge_width] fraction += divisor_lookup[src.edge_width][self.edge_width] return [self.roomIndex, bitmask, fraction] else: bitmask += 0x20 * self.quad_indicator() return [self.roomIndex, bitmask] def quad_indicator(self): if self.direction in [Direction.North, Direction.South]: return self.quadrant & 0x1 elif self.direction in [Direction.East, Direction.West]: return (self.quadrant & 0x2) >> 1 return 0 def dir(self, direction, room, doorIndex, layer): self.direction = direction self.roomIndex = room self.doorIndex = doorIndex self.layer = layer return self def ss(self, quadrant, shift_y, shift_x, zero_hz_cam=False, zero_vt_cam=False): self.quadrant = quadrant self.shiftY = shift_y self.shiftX = shift_x self.zeroHzCam = zero_hz_cam self.zeroVtCam = zero_vt_cam return self def edge(self, edge_id, quadrant, width): self.edge_id = edge_id self.quadrant = quadrant self.edge_width = width return self def kind(self, world): if self.roomIndex != -1 and self.doorListPos != -1: return world.get_room(self.roomIndex, self.player).kind(self) return None def small_key(self): self.smallKey = True return self def big_key(self): self.bigKey = True return self def toggler(self): self.toggle = True return self def no_exit(self): self.blocked = self.blocked_orig = self.trapped = True return self def no_entrance(self): self.stonewall = True return self def trap(self, trapFlag): self.trapFlag = trapFlag return self def pos(self, pos): self.doorListPos = pos return self def event(self, event): self.req_event = event return self def barrier(self, crystal): self.crystal = crystal return self def c_switch(self): self.crystal = CrystalBarrier.Either return self def kill(self): self.dead = True return self def portal(self, quadrant, roomLayout, pseudo_bg=0): self.quadrant = quadrant self.roomLayout = roomLayout self.pseudo_bg = pseudo_bg self.portalAble = True return self def dead_end(self, allowPassage=False): self.deadEnd = True if allowPassage: self.passage = True else: self.passage = False def kind(self, world): if self.roomIndex != -1 and self.doorListPos != -1: return world.get_room(self.roomIndex, self.player).kind(self) return None def dungeon_name(self): return self.entrance.parent_region.dungeon.name if self.entrance.parent_region.dungeon else 'Cave' def __eq__(self, other): return isinstance(other, self.__class__) and self.name == other.name def __hash__(self): return hash(self.name) def __str__(self): return str(self.__unicode__()) def __unicode__(self): return '%s' % self.name @unique class WorldType(IntEnum): Light = 0 Dark = 1 @unique class Terrain(Enum): Land = 0 Water = 1 class OWEdge(object): def __init__(self, player, name, owIndex, direction, terrain, edge_id, owSlotIndex=0xff): self.player = player self.name = name self.type = DoorType.Open self.direction = direction self.terrain = terrain self.specialEntrance = False self.specialExit = False self.deadEnd = False # rom properties self.owIndex = owIndex if owSlotIndex == 0xff: self.owSlotIndex = owIndex else: self.owSlotIndex = owSlotIndex self.shiftX = 78 self.shiftY = 78 self.zeroHzCam = False self.zeroVtCam = False self.edge_id = edge_id self.specialID = 0x0 self.midpoint = 0x0 self.linkOpp = 0x0 self.scrollPos = 0x0 self.scrollOpp = 0x0 self.camPos = 0x0 self.camOpp = 0x0 self.vramLoc = 0x0 self.unknownX = 0x0 self.unknownY = 0x0 if self.owIndex & 0x40 == 0: self.worldType = WorldType.Light else: self.worldType = WorldType.Dark # logical properties # self.connected = False # combine with Dest? self.dest = None self.dependents = [] self.dead = False def getAddress(self): base_address = { Direction.North: 0x152800, Direction.South: 0x152800 + (0x42 * 16), Direction.West: 0x152800 + (0x84 * 16), Direction.East: 0x152800 + (0xcf * 16), } return base_address[self.direction] + (self.edge_id * 16) def getTarget(self): return self.dest.specialID if self.dest.specialExit else self.dest.edge_id def dead_end(self): self.deadEnd = True def coordInfo(self, midpoint, vram_loc): self.midpoint = midpoint self.vramLoc = vram_loc return self def special_entrance(self, special_id): self.specialEntrance = True self.specialID = special_id return self def special_exit(self, special_id): self.specialExit = True self.specialID = special_id return self def is_tile_swapped(self, world): return world.is_tile_swapped(self.owIndex, self.player) def is_lw(self, world): return (self.worldType == WorldType.Light) != self.is_tile_swapped(world) def __eq__(self, other): return isinstance(other, self.__class__) and self.name == other.name def __hash__(self): return hash(self.name) def __str__(self): return str(self.__unicode__()) def __unicode__(self): return '%s' % self.name class Sector(object): def __init__(self): self.regions = [] self.outstanding_doors = [] self.name = None self.r_name_set = None self.chest_locations = 0 self.key_only_locations = 0 self.c_switch = False self.orange_barrier = False self.blue_barrier = False self.bk_required = False self.bk_provided = False self.conn_balance = None self.branch_factor = None self.dead_end_cnt = None self.entrance_sector = None self.destination_entrance = False self.equations = None self.item_logic = set() self.chest_location_set = set() def region_set(self): if self.r_name_set is None: self.r_name_set = dict.fromkeys(map(lambda r: r.name, self.regions)) return self.r_name_set.keys() def polarity(self): pol = Polarity() for door in self.outstanding_doors: idx, inc = pol_idx[door.direction] pol.vector[idx] = pol_inc[inc](pol.vector[idx]) return pol def magnitude(self): magnitude = [0, 0, 0] for door in self.outstanding_doors: idx, inc = pol_idx[door.direction] magnitude[idx] = magnitude[idx] + 1 return magnitude def hook_magnitude(self): magnitude = [0] * len(Hook) for door in self.outstanding_doors: idx = hook_from_door(door).value magnitude[idx] = magnitude[idx] + 1 return magnitude def outflow(self): outflow = 0 for door in self.outstanding_doors: if not door.blocked: outflow = outflow + 1 return outflow def adj_outflow(self): outflow = 0 for door in self.outstanding_doors: if not door.blocked and not door.dead: outflow = outflow + 1 return outflow def branching_factor(self): if self.branch_factor is None: self.branch_factor = len(self.outstanding_doors) cnt_dead = len([x for x in self.outstanding_doors if x.dead]) if cnt_dead > 1: self.branch_factor -= cnt_dead - 1 for region in self.regions: for ent in region.entrances: if (ent.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld] and ent.parent_region.name != 'Menu' and ent.parent_region.name != 'Flute Sky') or ent.parent_region.name == 'Sewer Drop': self.branch_factor += 1 break # you only ever get one allowance for an entrance region, multiple entrances don't help return self.branch_factor def branches(self): return max(0, self.branching_factor() - 2) def dead_ends(self): if self.dead_end_cnt is None: if self.branching_factor() <= 1: self.dead_end_cnt = 1 else: dead_cnt = len([x for x in self.outstanding_doors if x.dead]) self.dead_end_cnt = dead_cnt - 1 if dead_cnt > 2 else 0 return self.dead_end_cnt def is_entrance_sector(self): if self.entrance_sector is None: self.entrance_sector = False for region in self.regions: for ent in region.entrances: if ent.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld] or ent.parent_region.name == 'Sewer Drop': self.entrance_sector = True return self.entrance_sector def get_start_regions(self): if self.is_entrance_sector(): starts = [] for region in self.regions: for ent in region.entrances: if ent.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld] or ent.parent_region.name == 'Sewer Drop': starts.append(region) return starts return None def __str__(self): return str(self.__unicode__()) def __unicode__(self): if len(self.regions) > 0: return f'{self.regions[0].name}' return f'{next(iter(self.region_set()))}' class Portal(object): def __init__(self, player, name, door, entrance_offset, exit_offset, boss_exit_idx): self.player = player self.name = name self.door = door self.ent_offset = entrance_offset self.exit_offset = exit_offset self.boss_exit_idx = boss_exit_idx self.default = True self.destination = False self.dependent = None self.deadEnd = False self.light_world = False self.chosen = False def find_portal_entrance(self): p_region = self.door.entrance.connected_region return next((x for x in p_region.entrances if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld]), None) def change_boss_exit(self, exit_idx): self.default = False self.boss_exit_idx = exit_idx def change_door(self, new_door): if new_door != self.door: self.default = False self.door = new_door def current_room(self): return self.door.roomIndex def relative_coords(self): y_rel = (self.door.roomIndex & 0xf0) >> 3 # todo: fix the shift!!!! x_rel = (self.door.roomIndex & 0x0f) * 2 quad = self.door.quadrant if quad == 0: return [y_rel, y_rel, y_rel, y_rel + 1, x_rel, x_rel, x_rel, x_rel + 1] elif quad == 1: return [y_rel, y_rel, y_rel, y_rel + 1, x_rel + 1, x_rel, x_rel + 1, x_rel + 1] elif quad == 2: return [y_rel + 1, y_rel, y_rel + 1, y_rel + 1, x_rel, x_rel, x_rel, x_rel + 1] else: return [y_rel + 1, y_rel, y_rel + 1, y_rel + 1, x_rel + 1, x_rel, x_rel + 1, x_rel + 1] def scroll_x(self): x_rel = (self.door.roomIndex & 0x0f) * 2 if self.door.doorIndex == 0: return [0x00, x_rel] elif self.door.doorIndex == 1: return [0x80, x_rel] else: return [0x00, x_rel + 1] def scroll_y(self): y_rel = ((self.door.roomIndex & 0xf0) >> 3) + 1 return [0x10, y_rel] def link_y(self): y_rel = ((self.door.roomIndex & 0xf0) >> 3) + 1 inset = False if self.door.pseudo_bg == 1 or self.door.layer == 1: inset = True return [(0xd8 if not inset else 0xc0), y_rel] def link_x(self): x_rel = (self.door.roomIndex & 0x0f) * 2 if self.door.doorIndex == 0: return [0x78, x_rel] elif self.door.doorIndex == 1: return [0xf8, x_rel] else: return [0x78, x_rel + 1] # def camera_y(self): # return [0x87, 0x01] def camera_x(self): if self.door.doorIndex == 0: return [0x7f, 0x00] elif self.door.doorIndex == 1: return [0xff, 0x00] else: return [0x7f, 0x01] def bg_setting(self): if self.door.layer == 0: return 0x00 | self.door.pseudo_bg else: return 0x10 | self.door.pseudo_bg def hv_scroll(self): return self.door.roomLayout def scroll_quad(self): quad = self.door.quadrant if quad == 0: return 0x00 elif quad == 1: return 0x10 elif quad == 2: return 0x02 else: return 0x12 def __str__(self): return str(self.__unicode__()) def __unicode__(self): return f'{self.name}:{self.door.name}' class DungeonInfo(object): def __init__(self, name): self.name = name self.total = 0 self.required_passage = {} self.sole_entrance = None # self.dead_ends = 0 total - 1 - req = dead_ends possible class Boss(object): def __init__(self, name, enemizer_name, defeat_rule, player): self.name = name self.enemizer_name = enemizer_name self.defeat_rule = defeat_rule self.player = player def can_defeat(self, state): return self.defeat_rule(state, self.player) class Location(object): def __init__(self, player, name='', address=None, prize=False, hint_text=None, parent=None, forced_item=None, player_address=None, note=None): self.name = name self.parent_region = parent if forced_item is not None: from Items import ItemFactory self.forced_item = ItemFactory([forced_item], player)[0] self.item = self.forced_item self.item.location = self self.event = True else: self.forced_item = None self.item = None self.event = False self.prize = prize self.address = address self.player_address = player_address self.spot_type = 'Location' self.hint_text = hint_text if hint_text is not None else 'Hyrule' self.recursion_count = 0 self.staleness_count = 0 self.locked = False self.real = True self.always_allow = None self.access_rule = lambda state: True self.verbose_rule = None self.item_rule = lambda item: True self.player = player self.skip = False self.type = LocationType.Normal if not prize else LocationType.Prize self.pot = None self.drop = None self.note = note def can_fill(self, state, item, check_access=True): if not self.valid_multiworld(state, item): return False return (self.always_allow and self.always_allow(state, item)) or (self.parent_region.can_fill(item) and self.item_rule(item) and (not check_access or self.can_reach(state))) def valid_multiworld(self, state, item): if self.type == LocationType.Pot and self.player != item.player: return state.world.data_tables[self.player].pot_secret_table.multiworld_count < 256 return True def can_reach(self, state): return self.parent_region.can_reach(state) and self.access_rule(state) def forced_big_key(self): if self.forced_item and self.forced_item.bigkey and self.player == self.forced_item.player: item_dungeon = self.forced_item.name.split('(')[1][:-1] if item_dungeon == 'Escape': item_dungeon = 'Hyrule Castle' if self.parent_region.dungeon.name == item_dungeon: return True return False def gen_name(self): name = self.name world = self.parent_region.world if self.parent_region and self.parent_region.world else None if self.parent_region.dungeon and world and world.doorShuffle[self.player] not in ['basic', 'vanilla']: name += f' @ {self.parent_region.dungeon.name}' if world and world.players > 1: name += f' ({world.get_player_names(self.player)})' if self.note: name += f' ({self.note})' return name def can_cause_bunny(self, player): return self.parent_region.can_cause_bunny(player) def __str__(self): return str(self.__unicode__()) def __unicode__(self): 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})' def __eq__(self, other): return self.name == other.name and self.player == other.player def __hash__(self): return hash((self.name, self.player)) class LocationType(FastEnum): Normal = 0 Prize = 1 Logical = 2 Shop = 3 Pot = 4 Drop = 5 Bonk = 6 class Item(object): def __init__(self, name='', advancement=False, priority=False, type=None, code=None, price=999, pedestal_hint=None, pedestal_credit=None, sickkid_credit=None, zora_credit=None, witch_credit=None, fluteboy_credit=None, hint_text=None, player=None): self.name = name self.advancement = advancement self.priority = priority self.type = type self.pedestal_hint_text = pedestal_hint self.pedestal_credit_text = pedestal_credit self.sickkid_credit_text = sickkid_credit self.zora_credit_text = zora_credit self.magicshop_credit_text = witch_credit self.fluteboy_credit_text = fluteboy_credit self.hint_text = hint_text self.code = code self.price = price self.location = None self.dungeon_object = None self.world = None self.player = player @property def prize(self): return self.type == 'Prize' @property def smallkey(self): return self.type == 'SmallKey' @property def bigkey(self): return self.type == 'BigKey' @property def map(self): return self.type == 'Map' @property def compass(self): return self.type == 'Compass' @property def dungeon(self): if not self.smallkey and not self.bigkey and not self.map and not self.compass: return None item_dungeon = self.name.split('(')[1][:-1] if item_dungeon == 'Escape': item_dungeon = 'Hyrule Castle' return item_dungeon def is_inside_dungeon_item(self, world): return ((self.prize and world.prizeshuffle[self.player] in ['none', 'dungeon']) or (self.smallkey and world.keyshuffle[self.player] == 'none') or (self.bigkey and world.bigkeyshuffle[self.player] == 'none') or (self.compass and world.compassshuffle[self.player] == 'none') or (self.map and world.mapshuffle[self.player] == 'none')) def is_near_dungeon_item(self, world): return ((self.prize and world.prizeshuffle[self.player] == 'nearby') or (self.smallkey and world.keyshuffle[self.player] == 'nearby') or (self.bigkey and world.bigkeyshuffle[self.player] == 'nearby') or (self.compass and world.compassshuffle[self.player] == 'nearby') or (self.map and world.mapshuffle[self.player] == 'nearby')) def get_map_location(self): if self.location: if self.location.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld]: return self.location else: def explore_region(region): explored_regions.append(region.name) for ent in region.entrances: if ent.parent_region is not None and ent.spot_type not in ['OWG', 'HMG']: if ent.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld]: return ent elif ent.parent_region.name not in explored_regions: ret = explore_region(ent.parent_region) if ret: return ret return None explored_regions = list() return explore_region(self.location.parent_region) return None def __str__(self): return str(self.__unicode__()) def __unicode__(self): return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})' def __eq__(self, other): if type(other) is str: return self.name == other return other is not None and self.name == other.name and self.player == other.player # have 6 address that need to be filled class Crystal(Item): pass @unique class ShopType(Enum): Shop = 0 TakeAny = 1 UpgradeShop = 2 class Shop(object): def __init__(self, region, room_id, type, shopkeeper_config, custom, locked, sram_address): self.region = region self.room_id = room_id self.type = type self.inventory = [None, None, None] self.shopkeeper_config = shopkeeper_config self.custom = custom self.locked = locked self.sram_address = sram_address @property def item_count(self): return (3 if self.inventory[2] else 2 if self.inventory[1] else 1 if self.inventory[0] else 0) def get_bytes(self): # [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index] entrances = self.region.entrances config = self.item_count if len(entrances) == 1 and entrances[0].name in door_addresses: door_id = door_addresses[entrances[0].name][0] + 1 else: door_id = 0 config |= 0x40 # ignore door id if self.type == ShopType.TakeAny: config |= 0x80 if self.type == ShopType.UpgradeShop: config |= 0x10 # Alt. VRAM return [0x00] + int16_as_bytes(self.room_id) + [door_id, 0x00, config, self.shopkeeper_config, 0x00] def has_unlimited(self, item): for inv in self.inventory: if inv is None: continue if inv['max'] != 0 and inv['replacement'] is not None and inv['replacement'] == item: return True elif inv['item'] is not None and inv['item'] == item: return True return False def clear_inventory(self): self.inventory = [None, None, None] def add_inventory(self, slot: int, item, price, max=0, replacement=None, replacement_price=0, create_location=False, player=0): self.inventory[slot] = { 'item': item, 'price': price, 'max': max, 'replacement': replacement, 'replacement_price': replacement_price, 'create_location': create_location, 'player': player } class Spoiler(object): def __init__(self, world): self.world = world self.hashes = {} self.overworlds = {} self.whirlpools = {} self.maps = {} self.entrances = {} self.doors = {} self.doorTypes = {} self.lobbies = {} self.medallions = {} self.bottles = {} self.playthrough = {} self.unreachables = [] self.startinventory = [] self.locations = {} self.paths = {} self.metadata = {} self.shops = [] self.bosses = OrderedDict() if world.spoiler_mode == 'settings': self.settings = {'settings'} elif world.spoiler_mode == 'semi': self.settings = {'settings', 'entrances', 'requirements', 'prizes'} elif world.spoiler_mode == 'full' or world.spoiler_mode == 'json': self.settings = {'all'} elif world.spoiler_mode == 'debug': self.settings = {'all', 'debug'} else: self.settings = {} self.suppress_spoiler_locations = ['Lost Old Man', 'Big Bomb', 'Frog', 'Dark Blacksmith Ruins', 'Middle Aged Man', 'Kiki'] def set_overworld(self, entrance, exit, direction, player): if self.world.players == 1: self.overworlds[(entrance, direction, player)] = OrderedDict([('entrance', entrance), ('exit', exit), ('direction', direction)]) else: self.overworlds[(entrance, direction, player)] = OrderedDict([('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction)]) def set_whirlpool(self, entrance, exit, direction, player): if self.world.players == 1: self.whirlpools[(entrance, direction, player)] = OrderedDict([('entrance', entrance), ('exit', exit), ('direction', direction)]) else: self.whirlpools[(entrance, direction, player)] = OrderedDict([('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction)]) def set_map(self, type, text, data, player): if self.world.players == 1: self.maps[(type, player)] = OrderedDict([('type', type), ('text', text), ('data', data)]) else: self.maps[(type, player)] = OrderedDict([('player', player), ('type', type), ('text', text), ('data', data)]) def set_entrance(self, entrance, exit, direction, player): if self.world.players == 1: self.entrances[(entrance, direction, player)] = OrderedDict([('entrance', entrance), ('exit', exit), ('direction', direction)]) else: self.entrances[(entrance, direction, player)] = OrderedDict([('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction)]) def set_door(self, entrance, exit, direction, player, d_name): if self.world.players == 1: self.doors[(entrance, direction, player)] = OrderedDict([('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction), ('dname', d_name)]) else: self.doors[(entrance, direction, player)] = OrderedDict([('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction), ('dname', d_name)]) def set_lobby(self, lobby_name, door_name, player): if self.world.players == 1: self.lobbies[(lobby_name, player)] = {'lobby_name': lobby_name, 'door_name': door_name} else: self.lobbies[(lobby_name, player)] = {'player': player, 'lobby_name': lobby_name, 'door_name': door_name} def set_door_type(self, doorNames, type, player): if self.world.players == 1: self.doorTypes[(doorNames, player)] = OrderedDict([('doorNames', doorNames), ('type', type)]) else: self.doorTypes[(doorNames, player)] = OrderedDict([('player', player), ('doorNames', doorNames), ('type', type)]) def parse_meta(self): from Main import __version__ as ERVersion from OverworldShuffle import __version__ as ORVersion self.startinventory = list(map(str, self.world.precollected_items)) self.metadata = {'version': ERVersion, 'versions': {'Door':ERVersion, 'Overworld':ORVersion}, 'logic': self.world.logic, 'mode': self.world.mode, 'bombbag': self.world.bombbag, 'weapons': self.world.swords, 'flute_mode': self.world.flute_mode, 'bow_mode': self.world.bow_mode, 'goal': self.world.goal, 'custom_goals': self.world.custom_goals, 'ow_shuffle': self.world.owShuffle, 'ow_terrain': self.world.owTerrain, 'ow_crossed': self.world.owCrossed, 'ow_keepsimilar': self.world.owKeepSimilar, 'ow_mixed': self.world.owMixed, 'ow_whirlpool': self.world.owWhirlpoolShuffle, 'ow_fluteshuffle': self.world.owFluteShuffle, 'bonk_drops': self.world.shuffle_bonk_drops, 'shuffle_followers': self.world.shuffle_followers, 'shuffle': self.world.shuffle, 'shuffleganon': self.world.shuffle_ganon, 'shufflelinks': self.world.shufflelinks, 'shuffletavern': self.world.shuffletavern, 'skullwoods': self.world.skullwoods, 'linked_drops': self.world.linked_drops, 'take_any': self.world.take_any, 'overworld_map': self.world.overworld_map, 'door_shuffle': self.world.doorShuffle, 'intensity': self.world.intensity, 'door_type_mode': self.world.door_type_mode, 'trap_door_mode': self.world.trap_door_mode, 'key_logic': self.world.key_logic_algorithm, 'decoupledoors': self.world.decoupledoors, 'door_self_loops': self.world.door_self_loops, 'dungeon_counters': self.world.dungeon_counters, 'item_pool': self.world.difficulty, 'item_functionality': self.world.difficulty_adjustments, 'beemizer': self.world.beemizer, 'gt_crystals': self.world.crystals_needed_for_gt, 'ganon_crystals': self.world.crystals_needed_for_ganon, 'ganon_item': self.world.ganon_item, 'open_pyramid': self.world.open_pyramid, 'accessibility': self.world.accessibility, 'restricted_boss_items': self.world.restrict_boss_items, 'hints': self.world.hints, 'mapshuffle': self.world.mapshuffle, 'compassshuffle': self.world.compassshuffle, 'keyshuffle': self.world.keyshuffle, 'bigkeyshuffle': self.world.bigkeyshuffle, 'prizeshuffle': self.world.prizeshuffle, 'boss_shuffle': self.world.boss_shuffle, 'enemy_shuffle': self.world.enemy_shuffle, 'enemy_health': self.world.enemy_health, 'enemy_damage': self.world.enemy_damage, 'any_enemy_logic': self.world.any_enemy_logic, 'players': self.world.players, 'teams': self.world.teams, 'experimental': self.world.experimental, 'dropshuffle': self.world.dropshuffle, 'pottery': self.world.pottery, 'potshuffle': self.world.potshuffle, 'shopsanity': self.world.shopsanity, 'pseudoboots': self.world.pseudoboots, 'mirrorscroll': self.world.mirrorscroll, 'can_take_damage': self.world.can_take_damage, 'dark_rooms': self.world.dark_rooms, 'damage_challenge': self.world.damage_challenge, 'shuffle_damage_table': self.world.shuffle_damage_table, 'crystal_book': self.world.crystal_book, 'triforcegoal': self.world.treasure_hunt_count, 'triforcepool': self.world.treasure_hunt_total, 'race': self.world.settings.world_rep['meta']['race'], 'user_notes': self.world.settings.world_rep['meta']['user_notes'], 'code': {p: Settings.make_code(self.world, p) for p in range(1, self.world.players + 1)}, 'seed': self.world.seed } for p in range(1, self.world.players + 1): from ItemList import set_default_triforce if self.world.custom and p in self.world.customitemarray: self.metadata['triforcegoal'][p], self.metadata['triforcepool'][p] = set_default_triforce(self.metadata['goal'][p], self.world.customitemarray[p]["triforcepiecesgoal"], self.world.customitemarray[p]["triforcepieces"]) else: custom_goal = self.world.treasure_hunt_count[p] if isinstance(self.world.treasure_hunt_count, dict) else self.world.treasure_hunt_count custom_total = self.world.treasure_hunt_total[p] if isinstance(self.world.treasure_hunt_total, dict) else self.world.treasure_hunt_total self.metadata['triforcegoal'][p], self.metadata['triforcepool'][p] = set_default_triforce(self.metadata['goal'][p], custom_goal, custom_total) def parse_data(self): self.medallions = OrderedDict() if self.world.players == 1: self.medallions['Misery Mire'] = self.world.required_medallions[1][0] self.medallions['Turtle Rock'] = self.world.required_medallions[1][1] else: for player in range(1, self.world.players + 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.prizes = OrderedDict() for player in range(1, self.world.players + 1): player_name = '' if self.world.players == 1 else str(' (Player ' + str(player) + ')') for dungeon in self.world.dungeons: if dungeon.player == player and dungeon.prize: self.prizes[dungeon.name + player_name] = dungeon.prize.name self.bottles = OrderedDict() if self.world.players == 1: self.bottles['Waterfall Bottle'] = self.world.bottle_refills[1][0] self.bottles['Pyramid Bottle'] = self.world.bottle_refills[1][1] else: for player in range(1, self.world.players + 1): self.bottles[f'Waterfall Bottle ({self.world.get_player_names(player)})'] = self.world.bottle_refills[player][0] self.bottles[f'Pyramid Bottle ({self.world.get_player_names(player)})'] = self.world.bottle_refills[player][1] def include_item(item): return 'all' in self.settings or ('items' in self.settings and not item.prize) or ('prizes' in self.settings and item.prize) self.locations = OrderedDict() listed_locations = set() lw_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.LightWorld and not loc.skip and include_item(loc.item)] self.locations['Light World'] = OrderedDict([(location.gen_name(), str(location.item) if location.item is not None else 'Nothing') for location in lw_locations]) listed_locations.update(lw_locations) dw_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.DarkWorld and not loc.skip and include_item(loc.item)] self.locations['Dark World'] = OrderedDict([(location.gen_name(), str(location.item) if location.item is not None else 'Nothing') for location in dw_locations]) listed_locations.update(dw_locations) cave_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.Cave and not loc.skip and include_item(loc.item)] self.locations['Caves'] = OrderedDict([(location.gen_name(), str(location.item) if location.item is not None else 'Nothing') for location in cave_locations]) listed_locations.update(cave_locations) for dungeon in self.world.dungeons: dungeon_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.dungeon == dungeon and not loc.forced_item and not loc.skip and include_item(loc.item)] self.locations[str(dungeon)] = OrderedDict([(location.gen_name(), str(location.item) if location.item is not None else 'Nothing') for location in dungeon_locations]) listed_locations.update(dungeon_locations) other_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and not loc.skip and include_item(loc.item)] if other_locations: self.locations['Other Locations'] = OrderedDict([(location.gen_name(), str(location.item) if location.item is not None else 'Nothing') for location in other_locations]) listed_locations.update(other_locations) self.shops = [] for player in range(1, self.world.players + 1): for shop in self.world.shops[player]: if not shop.custom: continue shopdata = {'location': str(shop.region), 'type': 'Take Any' if shop.type == ShopType.TakeAny else 'Shop' } for index, item in enumerate(shop.inventory): if item is None: continue if self.world.players == 1: shopdata[f'item_{index}'] = f"{item['item']} — {item['price']}" if item['price'] else item['item'] else: shopdata[f'item_{index}'] = f"{item['item']} (Player {item['player']}) — {item['price']}" self.shops.append(shopdata) for player in range(1, self.world.players + 1): self.bosses[str(player)] = OrderedDict() self.bosses[str(player)]["Eastern Palace"] = self.world.get_dungeon("Eastern Palace", player).boss.name self.bosses[str(player)]["Desert Palace"] = self.world.get_dungeon("Desert Palace", player).boss.name self.bosses[str(player)]["Tower of Hera"] = self.world.get_dungeon("Tower of Hera", player).boss.name self.bosses[str(player)]["Hyrule Castle"] = "Agahnim" self.bosses[str(player)]["Palace of Darkness"] = self.world.get_dungeon("Palace of Darkness", player).boss.name self.bosses[str(player)]["Swamp Palace"] = self.world.get_dungeon("Swamp Palace", player).boss.name self.bosses[str(player)]["Skull Woods"] = self.world.get_dungeon("Skull Woods", player).boss.name self.bosses[str(player)]["Thieves Town"] = self.world.get_dungeon("Thieves Town", player).boss.name self.bosses[str(player)]["Ice Palace"] = self.world.get_dungeon("Ice Palace", player).boss.name self.bosses[str(player)]["Misery Mire"] = self.world.get_dungeon("Misery Mire", player).boss.name self.bosses[str(player)]["Turtle Rock"] = self.world.get_dungeon("Turtle Rock", player).boss.name self.bosses[str(player)]["Ganons Tower Basement"] = [x for x in self.world.dungeons if x.player == player and 'bottom' in x.bosses.keys()][0].bosses['bottom'].name self.bosses[str(player)]["Ganons Tower Middle"] = [x for x in self.world.dungeons if x.player == player and 'middle' in x.bosses.keys()][0].bosses['middle'].name self.bosses[str(player)]["Ganons Tower Top"] = [x for x in self.world.dungeons if x.player == player and 'top' in x.bosses.keys()][0].bosses['top'].name self.bosses[str(player)]["Ganons Tower"] = "Agahnim 2" self.bosses[str(player)]["Ganon"] = "Ganon" if self.world.players == 1: self.bosses = self.bosses["1"] for player in range(1, self.world.players + 1): if self.world.intensity[player] >= 3 and self.world.doorShuffle[player] != 'vanilla': for portal in self.world.dungeon_portals[player]: self.set_lobby(portal.name, portal.door.name, player) def to_json(self): self.parse_meta() self.parse_data() out = OrderedDict() out['Overworld'] = list(self.overworlds.values()) out['Whirlpools'] = list(self.whirlpools.values()) out['Maps'] = list(self.maps.values()) out['Entrances'] = list(self.entrances.values()) out['Doors'] = list(self.doors.values()) out['Lobbies'] = list(self.lobbies.values()) out['DoorTypes'] = list(self.doorTypes.values()) out.update(self.locations) out['Starting Inventory'] = self.startinventory out['Special'] = self.medallions out['Bottles'] = self.bottles 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 out['paths'] = {l:p for (l, p) in self.paths.items() if l not in self.suppress_spoiler_locations} out['Bosses'] = self.bosses out['meta'] = self.metadata return json.dumps(out) def mystery_meta_to_file(self, filename): self.parse_meta() with open(filename, 'w') as outfile: line_width = 35 outfile.write('ALttP Overworld Randomizer - Seed: %s\n\n' % (self.world.seed)) for k,v in self.metadata["versions"].items(): outfile.write((k + ' Version:').ljust(line_width) + '%s\n' % v) 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))) outfile.write('Logic:'.ljust(line_width) + '%s\n' % self.metadata['logic'][player]) def meta_to_file(self, filename): def yn(flag): return 'Yes' if flag else 'No' self.parse_meta() with open(filename, 'w') as outfile: line_width = 35 outfile.write('ALttP Overworld Randomizer - Seed: %s\n\n' % (self.world.seed)) for k,v in self.metadata["versions"].items(): outfile.write((k + ' Version:').ljust(line_width) + '%s\n' % v) if self.metadata['user_notes']: outfile.write('User Notes:'.ljust(line_width) + '%s\n' % self.metadata['user_notes']) if 'all' in self.settings or 'settings' in self.settings: outfile.write('Filling Algorithm:'.ljust(line_width) + '%s\n' % self.world.algorithm) outfile.write('Players:'.ljust(line_width) + '%d\n' % self.world.players) outfile.write('Teams:'.ljust(line_width) + '%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))) if 'all' in self.settings or 'settings' in self.settings: outfile.write('Settings Code:'.ljust(line_width) + '%s\n' % self.metadata["code"][player]) outfile.write('\n') if 'all' in self.settings or 'settings' in self.settings: outfile.write('Mode:'.ljust(line_width) + '%s\n' % self.metadata['mode'][player]) outfile.write('Logic:'.ljust(line_width) + '%s\n' % self.metadata['logic'][player]) outfile.write('Goal:'.ljust(line_width) + '%s\n' % self.metadata['goal'][player]) if self.metadata['goal'][player] in ['triforcehunt', 'trinity', 'ganonhunt']: outfile.write('Triforce Pieces Required:'.ljust(line_width) + '%s\n' % self.metadata['triforcegoal'][player]) outfile.write('Triforce Pieces Total:'.ljust(line_width) + '%s\n' % self.metadata['triforcepool'][player]) custom = self.metadata['custom_goals'][player] if custom['gtentry'] and 'requirements' in custom['gtentry']: outfile.write('GT Entry Requirement:'.ljust(line_width) + 'custom\n') outfile.write(' %s\n' % custom['gtentry']['goaltext']) else: outfile.write('GT Entry Requirement:'.ljust(line_width) + '%s crystals\n' % str(self.world.crystals_gt_orig[player])) if custom['ganongoal'] and 'requirements' in custom['ganongoal']: outfile.write('Ganon Requirement:'.ljust(line_width) + 'custom\n') outfile.write(' %s\n' % custom['ganongoal']['goaltext']) else: outfile.write('Ganon Requirement:'.ljust(line_width) + '%s crystals\n' % str(self.world.crystals_ganon_orig[player])) if custom['pedgoal'] and 'requirements' in custom['pedgoal']: outfile.write('Pedestal Requirement:'.ljust(line_width) + 'custom\n') outfile.write(' %s\n' % custom['pedgoal']['goaltext']) if custom['murahgoal'] and 'requirements' in custom['murahgoal']: outfile.write('Murahdahla Requirement:'.ljust(line_width) + 'custom\n') outfile.write(' %s\n' % custom['murahgoal']['goaltext']) outfile.write('Item Required for Ganon:'.ljust(line_width) + '%s\n' % str(self.world.ganon_item_orig[player])) outfile.write('Swords:'.ljust(line_width) + '%s\n' % self.metadata['weapons'][player]) outfile.write('\n') outfile.write('Accessibility:'.ljust(line_width) + '%s\n' % self.metadata['accessibility'][player]) outfile.write('Restricted Boss Items:'.ljust(line_width) + '%s\n' % self.metadata['restricted_boss_items'][player]) outfile.write('Item Functionality:'.ljust(line_width) + '%s\n' % self.metadata['item_functionality'][player]) outfile.write('Difficulty:'.ljust(line_width) + '%s\n' % self.metadata['item_pool'][player]) outfile.write('Flute Mode:'.ljust(line_width) + '%s\n' % self.metadata['flute_mode'][player]) outfile.write('Bow Mode:'.ljust(line_width) + '%s\n' % self.metadata['bow_mode'][player]) outfile.write('Beemizer:'.ljust(line_width) + '%s\n' % self.metadata['beemizer'][player]) outfile.write('Bombbag:'.ljust(line_width) + '%s\n' % yn(self.metadata['bombbag'][player])) outfile.write('\n') outfile.write('Shopsanity:'.ljust(line_width) + '%s\n' % yn(self.metadata['shopsanity'][player])) outfile.write('Bonk Drops:'.ljust(line_width) + '%s\n' % yn(self.metadata['bonk_drops'][player])) outfile.write('Followers:'.ljust(line_width) + '%s\n' % yn(self.metadata['shuffle_followers'][player])) outfile.write('Pottery Mode:'.ljust(line_width) + '%s\n' % self.metadata['pottery'][player]) outfile.write('Pot Shuffle (Legacy):'.ljust(line_width) + '%s\n' % yn(self.metadata['potshuffle'][player])) outfile.write('Enemy Drop Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['dropshuffle'][player]) outfile.write('Take Any Caves:'.ljust(line_width) + '%s\n' % self.metadata['take_any'][player]) outfile.write('\n') outfile.write('Overworld Layout Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['ow_shuffle'][player]) if self.metadata['ow_shuffle'][player] != 'vanilla': outfile.write('Free Terrain:'.ljust(line_width) + '%s\n' % yn(self.metadata['ow_terrain'][player])) outfile.write('Crossed OW:'.ljust(line_width) + '%s\n' % self.metadata['ow_crossed'][player]) if self.metadata['ow_shuffle'][player] != 'vanilla' or self.metadata['ow_crossed'][player] != 'none': outfile.write('Keep Similar OW Edges Together:'.ljust(line_width) + '%s\n' % yn(self.metadata['ow_keepsimilar'][player])) outfile.write('OW Tile Flip (Mixed):'.ljust(line_width) + '%s\n' % yn(self.metadata['ow_mixed'][player])) outfile.write('Whirlpool Shuffle:'.ljust(line_width) + '%s\n' % yn(self.metadata['ow_whirlpool'][player])) outfile.write('Flute Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['ow_fluteshuffle'][player]) outfile.write('\n') outfile.write('Entrance Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['shuffle'][player]) if self.metadata['shuffle'][player] != 'vanilla': outfile.write('Shuffle Link\'s House:'.ljust(line_width) + '%s\n' % yn(self.metadata['shufflelinks'][player])) outfile.write('Shuffle Back of Tavern:'.ljust(line_width) + '%s\n' % yn(self.metadata['shuffletavern'][player])) outfile.write('Skull Woods Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['skullwoods'][player]) if self.metadata['linked_drops'] != "unset": outfile.write('Linked Drops Override:'.ljust(line_width) + '%s\n' % self.metadata['linked_drops'][player]) outfile.write('Shuffle GT/Ganon:'.ljust(line_width) + '%s\n' % yn(self.metadata['shuffleganon'][player])) outfile.write('Pyramid Hole Pre-opened:'.ljust(line_width) + '%s\n' % self.metadata['open_pyramid'][player]) outfile.write('Overworld Map:'.ljust(line_width) + '%s\n' % self.metadata['overworld_map'][player]) outfile.write('\n') outfile.write('Map Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['mapshuffle'][player]) outfile.write('Compass Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['compassshuffle'][player]) outfile.write('Small Key Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['keyshuffle'][player]) outfile.write('Big Key Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['bigkeyshuffle'][player]) outfile.write('Prize Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['prizeshuffle'][player]) outfile.write('Key Logic Algorithm:'.ljust(line_width) + '%s\n' % self.metadata['key_logic'][player]) outfile.write('\n') outfile.write('Door Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['door_shuffle'][player]) if self.metadata['door_shuffle'][player] != 'vanilla': outfile.write('Intensity:'.ljust(line_width) + '%s\n' % self.metadata['intensity'][player]) outfile.write('Door Type Mode:'.ljust(line_width) + '%s\n' % self.metadata['door_type_mode'][player]) outfile.write('Trap Door Mode:'.ljust(line_width) + '%s\n' % self.metadata['trap_door_mode'][player]) outfile.write('Decouple Doors:'.ljust(line_width) + '%s\n' % yn(self.metadata['decoupledoors'][player])) outfile.write('Spiral Stairs Self-Loop:'.ljust(line_width) + '%s\n' % yn(self.metadata['door_self_loops'][player])) outfile.write('Experimental:'.ljust(line_width) + '%s\n' % yn(self.metadata['experimental'][player])) outfile.write('Dungeon Counters:'.ljust(line_width) + '%s\n' % self.metadata['dungeon_counters'][player]) outfile.write('\n') outfile.write('Boss Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['boss_shuffle'][player]) outfile.write('Enemy Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['enemy_shuffle'][player]) outfile.write('Enemy Health:'.ljust(line_width) + '%s\n' % self.metadata['enemy_health'][player]) outfile.write('Enemy Damage:'.ljust(line_width) + '%s\n' % self.metadata['enemy_damage'][player]) if self.metadata['enemy_shuffle'][player] != 'none': outfile.write('Enemy Logic:'.ljust(line_width) + '%s\n' % self.metadata['any_enemy_logic'][player]) outfile.write('\n') outfile.write('Pseudoboots:'.ljust(line_width) + '%s\n' % yn(self.metadata['pseudoboots'][player])) outfile.write('Mirror Scroll:'.ljust(line_width) + '%s\n' % yn(self.metadata['mirrorscroll'][player])) outfile.write('Dark Rooms:'.ljust(line_width) + '%s\n' % self.metadata['dark_rooms'][player]) outfile.write('Damage Challenge:'.ljust(line_width) + '%s\n' % self.metadata['damage_challenge'][player]) outfile.write('Damage Table Randomization:'.ljust(line_width) + '%s\n' % self.metadata['shuffle_damage_table'][player]) outfile.write('Crystal Book:'.ljust(line_width) + '%s\n' % yn(self.metadata['crystal_book'][player])) outfile.write('Hints:'.ljust(line_width) + '%s\n' % yn(self.metadata['hints'][player])) outfile.write('Race:'.ljust(line_width) + '%s\n' % yn(self.world.settings.world_rep['meta']['race'])) if self.startinventory: outfile.write('Starting Inventory:'.ljust(line_width)) outfile.write('\n'.ljust(line_width + 1).join(self.startinventory) + '\n') def hashes_to_file(self, filename): with open(filename, 'r') as infile: contents = infile.readlines() def insert(lines, i, value): lines.insert(i, value) i += 1 return i idx = 2 if self.world.players > 1: idx = insert(contents, idx, 'Hashes:') for player in range(1, self.world.players + 1): if self.world.players > 1: idx = insert(contents, idx, f'\nPlayer {player}: {self.world.get_player_names(player)}\n') if len(self.hashes) > 0: for team in range(self.world.teams): player_name = self.world.player_names[player][team] label = f"Hash - {player_name} (Team {team + 1}): " if self.world.teams > 1 else 'Hash: ' idx = insert(contents, idx, f'{label}{self.hashes[player, team]}\n') if self.world.players > 1: insert(contents, idx, '\n') # return value ignored here, if you want to add more lines with open(filename, "w") as f: contents = "".join(contents) f.write(contents) def to_file(self, filename): self.parse_data() with open(filename, 'a') as outfile: line_width = 35 if 'all' in self.settings or 'requirements' in self.settings: outfile.write('\n\nRequirements:\n\n') for dungeon, medallion in self.medallions.items(): outfile.write(f'{dungeon}:'.ljust(line_width) + '%s Medallion\n' % medallion) for player in range(1, self.world.players + 1): player_name = '' if self.world.players == 1 else str(' (Player ' + str(player) + ')') goal = self.world.custom_goals[player]['gtentry'] if goal and 'requirements' in goal and goal['requirements'][0]['condition'] != 0x00: pass # outfile.write(str('GT Entry Sign Text' + player_name + ':').ljust(line_width) + '%s\n' % goal['goaltext']) elif self.world.crystals_gt_orig[player] == 'random': outfile.write(str('Crystals Required for GT' + player_name + ':').ljust(line_width) + '%s\n' % (str(self.metadata['gt_crystals'][player]))) goal = self.world.custom_goals[player]['ganongoal'] if goal and 'requirements' in goal and goal['requirements'][0]['condition'] != 0x00: pass # outfile.write(str('Ganon Sign Text' + player_name + ':').ljust(line_width) + '%s\n' % goal['goaltext']) elif self.world.crystals_ganon_orig[player] == 'random': outfile.write(str('Crystals Required for Ganon' + player_name + ':').ljust(line_width) + '%s\n' % (str(self.metadata['ganon_crystals'][player]))) # goal = self.world.custom_goals[player]['pedgoal'] # if goal and 'requirements' in goal and goal['requirements'][0]['condition'] != 0x00: # outfile.write(str('Pedestal Sign Text' + player_name + ':').ljust(line_width) + '%s\n' % goal['goaltext']) # goal = self.world.custom_goals[player]['murahgoal'] # if goal and 'requirements' in goal and goal['requirements'][0]['condition'] != 0x00: # outfile.write(str('Murahdahla Sign Text' + player_name + ':').ljust(line_width) + '%s\n' % goal['goaltext']) outfile.write('\n\nPrizes:\n\n') for dungeon, prize in self.prizes.items(): outfile.write(str(dungeon + ':').ljust(line_width) + '%s\n' % prize) if 'all' in self.settings or 'misc' in self.settings: outfile.write('\n\nBottle Refills:\n\n') for fairy, bottle in self.bottles.items(): outfile.write(f'{fairy}: {bottle}\n') if self.maps: if 'all' in self.settings or 'flute' in self.settings: # flute shuffle for player in range(1, self.world.players + 1): if ('flute', player) in self.maps: outfile.write('\n\nFlute Spots:\n\n') break for player in range(1, self.world.players + 1): if ('flute', player) in self.maps: if self.world.players > 1: outfile.write(str('(Player ' + str(player) + ')\n')) # player name outfile.write(self.maps[('flute', player)]['text']) if 'all' in self.settings or 'overworld' in self.settings: # overworld tile flips for player in range(1, self.world.players + 1): if ('swaps', player) in self.maps: outfile.write('\n\nOW Tile Flips:\n\n') break for player in range(1, self.world.players + 1): if ('swaps', player) in self.maps: if self.world.players > 1: outfile.write(str('(Player ' + str(player) + ')\n')) # player name outfile.write(self.maps[('swaps', player)]['text']) # crossed groups for player in range(1, self.world.players + 1): if ('groups', player) in self.maps: outfile.write('\n\nOW Crossed Groups:\n\n') break for player in range(1, self.world.players + 1): if ('groups', player) in self.maps: if self.world.players > 1: outfile.write(str('(Player ' + str(player) + ')\n')) # player name outfile.write(self.maps[('groups', player)]['text']) if self.overworlds and ('all' in self.settings or 'overworld' in self.settings): outfile.write('\n\nOverworld Edges:\n\n') # overworld transitions outfile.write('\n'.join(['%s%s %s %s' % (f'{self.world.get_player_names(entry["player"])}: ' if self.world.players > 1 else '', self.world.fish.translate("meta","overworlds",entry['entrance']), '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', self.world.fish.translate("meta","overworlds",entry['exit'])) for entry in self.overworlds.values()])) if self.whirlpools and ('all' in self.settings or 'overworld' in self.settings): outfile.write('\n\nWhirlpools:\n\n') # whirlpools outfile.write('\n'.join(['%s%s %s %s' % (f'{self.world.get_player_names(entry["player"])}: ' if self.world.players > 1 else '', self.world.fish.translate("meta","whirlpools",entry['entrance']), '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', self.world.fish.translate("meta","whirlpools",entry['exit'])) for entry in self.whirlpools.values()])) if self.entrances and ('all' in self.settings or 'entrances' in self.settings): # entrances: To/From overworld; Checking w/ & w/out "Exit" and translating accordingly outfile.write('\n\nEntrances:\n\n') outfile.write('\n'.join(['%s%s %s %s' % (f'{self.world.get_player_names(entry["player"])}: ' if self.world.players > 1 else '', self.world.fish.translate("meta", "entrances", entry['entrance']), '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', self.world.fish.translate("meta", "entrances", entry['exit'])) for entry in self.entrances.values()])) if self.doors and ('all' in self.settings or 'doors' in self.settings): outfile.write('\n\nDoors:\n\n') outfile.write('\n'.join( ['%s%s %s %s %s' % ('Player {0}: '.format(entry['player']) if self.world.players > 1 else '', self.world.fish.translate("meta", "doors", entry['entrance']), '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', self.world.fish.translate("meta", "doors", entry['exit']), '({0})'.format(entry['dname']) if self.world.doorShuffle[entry['player']] != 'basic' else '') for entry in self.doors.values()])) if self.lobbies and ('all' in self.settings or 'doors' in self.settings): outfile.write('\n\nDungeon Lobbies:\n\n') outfile.write('\n'.join( [f"{'Player {0}: '.format(entry['player']) if self.world.players > 1 else ''}{entry['lobby_name']}: {entry['door_name']}" for entry in self.lobbies.values()])) if self.doorTypes and ('all' in self.settings or 'doors' in self.settings): # doorNames: For some reason these come in combined, somehow need to split on the thing to translate # doorTypes: Small Key, Bombable, Bonkable outfile.write('\n\nDoor Types:\n\n') outfile.write('\n'.join(['%s%s %s' % ('Player {0}: '.format(entry['player']) if self.world.players > 1 else '', self.world.fish.translate("meta", "doors", entry['doorNames']), self.world.fish.translate("meta", "doorTypes", entry['type'])) for entry in self.doorTypes.values()])) # locations: Change up location names; in the instance of a location with multiple sections, it'll try to translate the room name # items: Item names outfile.write('\n\nLocations:\n\n') outfile.write('\n'.join(['%s: %s' % (self.world.fish.translate("meta", "locations", location), self.world.fish.translate("meta", "items", item)) for grouping in self.locations.values() for (location, item) in grouping.items()])) # locations: Change up location names; in the instance of a location with multiple sections, it'll try to translate the room name # items: Item names if 'all' in self.settings or 'shops' in self.settings: outfile.write('\n\nShops:\n\n') outfile.write('\n'.join("{} [{}]\n {}".format(self.world.fish.translate("meta", "locations", shop['location']), shop['type'], "\n ".join(self.world.fish.translate("meta", "items", item) for item in [shop.get('item_0', None), shop.get('item_1', None), shop.get('item_2', None)] if item)) for shop in self.shops)) if 'all' in self.settings or 'bosses' in self.settings: for player in range(1, self.world.players + 1): if self.world.boss_shuffle[player] != 'none': bossmap = self.bosses[str(player)] if self.world.players > 1 else self.bosses outfile.write(f'\n\nBosses ({self.world.get_player_names(player)}):\n\n') outfile.write('\n'.join([f'{x}: {y}' for x, y in bossmap.items() if y not in ['Agahnim', 'Agahnim 2', 'Ganon']])) def extras(self, filename): # todo: conditional on enemy shuffle mode with open(filename, 'a') as outfile: outfile.write('\n\nOverworld Enemies:\n\n') for player in range(1, self.world.players + 1): player_tag = ' ' + self.world.get_player_names(player) if self.world.players > 1 else '' for area, sprite_list in self.world.data_tables[player].ow_enemy_table.items(): for idx, sprite in enumerate(sprite_list): outfile.write(f'{hex(area)} Enemy #{idx + 1}{player_tag}: {str(sprite)}\n') outfile.write('\n\nUnderworld Enemies:\n\n') for player in range(1, self.world.players + 1): player_tag = ' ' + self.world.get_player_names(player) if self.world.players > 1 else '' for area, sprite_list in self.world.data_tables[player].uw_enemy_table.room_map.items(): for idx, sprite in enumerate(sprite_list): outfile.write(f'{hex(area)} Enemy #{idx + 1}{player_tag}: {str(sprite)}\n') def playthrough_to_file(self, filename): with open(filename, 'a') as outfile: # locations: Change up location names; in the instance of a location with multiple sections, it'll try to translate the room name # items: Item names outfile.write('\n\nPlaythrough:\n\n') outfile.write('\n'.join(['%s: {\n%s\n}' % (sphere_nr, '\n'.join([' %s: %s' % (self.world.fish.translate("meta", "locations", location), self.world.fish.translate("meta", "items", item)) for (location, item) in sphere.items()] if sphere_nr != '0' else [f' {item}' for item in sphere])) for (sphere_nr, sphere) in self.playthrough.items()])) if self.unreachables: # locations: Change up location names; in the instance of a location with multiple sections, it'll try to translate the room name # items: Item names outfile.write('\n\nUnreachable Items:\n\n') outfile.write('\n'.join(['%s: %s' % (self.world.fish.translate("meta", "items", unreachable.item.name), self.world.fish.translate("meta", "locations", unreachable.name)) for unreachable in self.unreachables])) # rooms: Change up room names; only if it's got no locations in it # entrances: To/From overworld; Checking w/ & w/out "Exit" and translating accordingly # locations: Change up location names; in the instance of a location with multiple sections, it'll try to translate the room name outfile.write('\n\nPaths:\n\n') path_listings = [] displayed_regions = [] for location, path in sorted(self.paths.items()): if self.world.players == 1: region = self.world.get_location(location.split(' @', 1)[0], 1).parent_region if region.name in displayed_regions: continue displayed_regions.append(region.name) if location not in self.suppress_spoiler_locations: path_lines = [] for region, exit in path: if exit is not None: path_lines.append("{} -> {}".format(self.world.fish.translate("meta", "rooms", region), self.world.fish.translate("meta", "entrances", exit))) else: path_lines.append(self.world.fish.translate("meta", "rooms", region)) path_listings.append("{}\n {}".format(self.world.fish.translate("meta", "locations", location), "\n => ".join(path_lines))) outfile.write('\n'.join(path_listings)) flooded_keys = { 'Trench 1 Switch': 'Swamp Palace - Trench 1 Pot Key', 'Trench 2 Switch': 'Swamp Palace - Trench 2 Pot Key' } dungeon_names = [ 'Hyrule Castle', 'Eastern Palace', 'Desert Palace', 'Tower of Hera', 'Agahnims Tower', 'Palace of Darkness', 'Swamp Palace', 'Skull Woods', 'Thieves Town', 'Ice Palace', 'Misery Mire', 'Turtle Rock', 'Ganons Tower' ] dungeon_keys = { 'Hyrule Castle': 'Small Key (Escape)', 'Eastern Palace': 'Small Key (Eastern Palace)', 'Desert Palace': 'Small Key (Desert Palace)', 'Tower of Hera': 'Small Key (Tower of Hera)', 'Agahnims Tower': 'Small Key (Agahnims Tower)', 'Palace of Darkness': 'Small Key (Palace of Darkness)', 'Swamp Palace': 'Small Key (Swamp Palace)', 'Skull Woods': 'Small Key (Skull Woods)', 'Thieves Town': 'Small Key (Thieves Town)', 'Ice Palace': 'Small Key (Ice Palace)', 'Misery Mire': 'Small Key (Misery Mire)', 'Turtle Rock': 'Small Key (Turtle Rock)', 'Ganons Tower': 'Small Key (Ganons Tower)', 'Universal': 'Small Key (Universal)' } class PotItem(FastEnum): Nothing = 0x0 OneRupee = 0x1 RockCrab = 0x2 Bee = 0x3 Random = 0x4 Bomb_0 = 0x5 Heart_0 = 0x6 FiveRupees = 0x7 Key = 0x8 FiveArrows = 0x9 Bomb = 0xA Heart = 0xB SmallMagic = 0xC BigMagic = 0xD Chicken = 0xE GreenSoldier = 0xF AliveRock = 0x10 BlueSoldier = 0x11 GroundBomb = 0x12 Heart_2 = 0x13 Fairy = 0x14 Heart_3 = 0x15 Hole = 0x80 Warp = 0x82 Staircase = 0x84 Bombable = 0x86 Switch = 0x88 class PotFlags(FastEnum): Normal = 0x0 NoSwitch = 0x1 # A switch should never go here SwitchLogicChange = 0x2 # A switch can go here, but requires a logic change Block = 0x4 # This is actually a block LowerRegion = 0x8 # This is a pot in the lower region class Pot(object): def __init__(self, x, y, item, room, flags=PotFlags.Normal, obj=None): self.x = x self.y = y self.item = item self.room = room self.flags = flags self.indicator = None # 0x80 for standing item, 0xC0 multiworld item self.standing_item_code = None # standing item code if nay self.obj_ref = obj self.location = None # location back ref def copy(self): obj_ref = RoomObject(self.obj_ref.address, self.obj_ref.data) if self.obj_ref else None return Pot(self.x, self.y, self.item, self.room, self.flags, obj_ref) def pot_data(self): high_byte = self.y if self.flags & PotFlags.LowerRegion: high_byte |= 0x20 if self.indicator: high_byte |= self.indicator item = self.item if not self.indicator else self.standing_item_code return [self.x, high_byte, item] def get_region(self, world, player): return world.get_region(self.room, 1) def __eq__(self, other): return self.x == other.x and self.y == other.y and self.room == other.room def __hash__(self): return hash((self.x, self.y, self.room)) # byte 0: DDDE EEEE (DR, ER) dr_mode = {"basic": 1, "crossed": 2, "vanilla": 0, "partitioned": 3, 'paired': 4} er_mode = {"vanilla": 0, "simple": 1, "restricted": 2, "full": 3, "crossed": 4, "insanity": 5, 'lite': 8, 'lean': 9, "dungeonsfull": 7, "dungeonssimple": 6, "swapped": 10, "district": 11} # byte 1: LLLW WSSB (logic, mode, sword, bombbag) logic_mode = {"noglitches": 0, "minorglitches": 1, "nologic": 2, "owglitches": 3, "majorglitches": 4, "hybridglitches": 5} world_mode = {"open": 0, "standard": 1, "inverted": 2} sword_mode = {"random": 0, "assured": 1, "swordless": 2, "vanilla": 3} # byte 2: GGGD DFFH (goal, diff, item_func, hints) goal_mode = {'ganon': 0, 'pedestal': 1, 'dungeons': 2, 'triforcehunt': 3, 'crystals': 4, 'trinity': 5, 'ganonhunt': 6, 'completionist': 7, 'sanctuary': 1} diff_mode = {"normal": 0, "hard": 1, "expert": 2} func_mode = {"normal": 0, "hard": 1, "expert": 2} # byte 3: SDMM PIII (shop, decouple doors, mixed travel, palettes, intensity) # keydrop now has it's own byte mixed_travel_mode = {"prevent": 0, "allow": 1, "force": 2} # intensity is 3 bits (reserves 4-7 levels) # byte 4: TDDD PPPP (tavern shuffle, drop, pottery) # dropshuffle reserves 2 bits, pottery needs 4) drop_shuffle_mode = {'none': 0, 'keys': 1, 'underworld': 2} pottery_mode = {'none': 0, 'keys': 2, 'lottery': 3, 'dungeon': 4, 'cave': 5, 'cavekeys': 6, 'reduced': 7, 'clustered': 8, 'nonempty': 9} # byte 5: SCCC CTTX (self-loop doors, crystals gt, ctr2, experimental) counter_mode = {"default": 0, "off": 1, "on": 2, "pickup": 3} # byte 6: LCCC CPAA (shuffle links, crystals ganon, pyramid, access access_mode = {"items": 0, "locations": 1, "none": 2} # byte 7: MMCC SSBB (maps, compass, small, big) mapshuffle_mode = {'none': 0, 'off': 0, 'nearby': 2, 'wild': 3, 'on': 3} compassshuffle_mode = {'none': 0, 'off': 0, 'nearby': 2, 'wild': 3, 'on': 3} keyshuffle_mode = {'none': 0, 'off': 0, 'universal': 1, 'nearby': 2, 'wild': 3, 'on': 3} bigkeyshuffle_mode = {'none': 0, 'off': 0, 'nearby': 2, 'wild': 3, 'on': 3} # byte 8: HHHD DPEE (enemy_health, enemy_dmg, potshuffle, enemies) e_health = {"default": 0, "easy": 1, "normal": 2, "hard": 3, "expert": 4} e_dmg = {"default": 0, "shuffled": 1, "random": 2} enemy_mode = {"none": 0, "shuffled": 1, "chaos": 2, "random": 2, "mimics": 3} # byte 9: RRAA ABBB (restrict boss mode, algorithm, boss shuffle) rb_mode = {"none": 0, "mapcompass": 1, "dungeon": 2} # algorithm: algo_mode = {"balanced": 0, "equitable": 1, "vanilla_fill": 2, "dungeon_only": 3, "district": 4, 'major_only': 5} boss_mode = {"none": 0, "simple": 1, "full": 2, "chaos": 3, 'random': 3, 'unique': 4} # byte 10: settings_version # byte 11: OOOT WCCC (OWR layout, free terrain, whirlpools, OWR crossed) or_mode = {"vanilla": 0, "parallel": 1, "full": 2} orcrossed_mode = {"none": 0, "polar": 1, "grouped": 2, "unrestricted": 4} # byte 12: KMBQ FF?? (keep similar, mixed/tile flip, bonk drops, follower quests, flute spots) flutespot_mode = {"vanilla": 0, "balanced": 1, "random": 2} # byte 13: FBBB TTPP (flute_mode, bow_mode, take_any, prize shuffle) flute_mode = {'normal': 0, 'active': 1, 'pseudo': 1} bow_mode = {'progressive': 0, 'silvers': 1, 'retro': 2, 'retro_silvers': 3} # reserved 8 modes? take_any_mode = {'none': 0, 'random': 1, 'fixed': 2} prizeshuffle_mode = {'none': 0, 'dungeon': 1, 'nearby': 2, 'wild': 3} # additions # byte 14: POOT TKKK (pseudoboots, overworld_map, trap_door_mode, key_logic_algo) overworld_map_mode = {'default': 0, 'compass': 1, 'map': 2} trap_door_mode = {'vanilla': 0, 'optional': 1, 'boss': 2, 'oneway': 3} key_logic_algo = {'dangerous': 0, 'partial': 1, 'strict': 2} # byte 15: SSLL M?DD (skullwoods, linked_drops, mirrorscroll, 1 free byte, door_type) skullwoods_mode = {'original': 0, 'restricted': 1, 'loose': 2, 'followlinked': 3} linked_drops_mode = {'unset': 0, 'linked': 1, 'independent': 2} door_type_mode = {'original': 0, 'big': 1, 'all': 2, 'chaos': 3} # sfx_shuffle and other adjust items does not affect settings code # Bump this when making changes that are not backwards compatible (nearly all of them) settings_version = 1 class Settings(object): @staticmethod def make_code(w, p): code = bytes([ (dr_mode[w.doorShuffle[p]] << 5) | er_mode[w.shuffle[p]], (logic_mode[w.logic[p]] << 5) | (world_mode[w.mode[p]] << 3) | (sword_mode[w.swords[p]] << 1) | (0x1 if w.bombbag[p] else 0), (goal_mode[w.goal[p]] << 5) | (diff_mode[w.difficulty[p]] << 3) | (func_mode[w.difficulty_adjustments[p]] << 1) | (1 if w.hints[p] else 0), (0x80 if w.shopsanity[p] else 0) | (0x40 if w.decoupledoors[p] else 0) | (mixed_travel_mode[w.mixed_travel[p]] << 4) | (0x8 if w.standardize_palettes[p] == "original" else 0) | (0 if w.intensity[p] == "random" else w.intensity[p]), (0x80 if w.shuffletavern[p] else 0) | (drop_shuffle_mode[w.dropshuffle[p]] << 4) | (pottery_mode[w.pottery[p]]), (0x80 if w.door_self_loops[p] else 0) | ((8 if w.crystals_gt_orig[p] == "random" else int(w.crystals_gt_orig[p])) << 3) | (counter_mode[w.dungeon_counters[p]] << 1) | (1 if w.experimental[p] else 0), (0x80 if w.shufflelinks[p] else 0) | ((8 if w.crystals_ganon_orig[p] == "random" else int(w.crystals_ganon_orig[p])) << 3) | (0x4 if w.is_pyramid_open(p) else 0) | access_mode[w.accessibility[p]], (mapshuffle_mode[w.mapshuffle[p]] << 6) | (compassshuffle_mode[w.compassshuffle[p]] << 4) | (keyshuffle_mode[w.keyshuffle[p]] << 2) | (bigkeyshuffle_mode[w.bigkeyshuffle[p]]), (e_health[w.enemy_health[p]] << 5) | (e_dmg[w.enemy_damage[p]] << 3) | (0x4 if w.potshuffle[p] else 0) | (enemy_mode[w.enemy_shuffle[p]]), (rb_mode[w.restrict_boss_items[p]] << 6) | (algo_mode[w.algorithm] << 3) | (boss_mode[w.boss_shuffle[p]]), settings_version, (or_mode[w.owShuffle[p]] << 5) | (0x10 if w.owTerrain[p] else 0) | (0x08 if w.owWhirlpoolShuffle[p] else 0) | orcrossed_mode[w.owCrossed[p]], (0x80 if w.owKeepSimilar[p] else 0) | (0x40 if w.owMixed[p] else 0) | (0x20 if w.shuffle_bonk_drops[p] else 0) | (0x10 if w.shuffle_followers[p] else 0) | (flutespot_mode[w.owFluteShuffle[p]] << 4), (flute_mode[w.flute_mode[p]] << 7 | bow_mode[w.bow_mode[p]] << 4 | take_any_mode[w.take_any[p]] << 2 | prizeshuffle_mode[w.prizeshuffle[p]]), ((0x80 if w.pseudoboots[p] else 0) | overworld_map_mode[w.overworld_map[p]] << 5 | trap_door_mode[w.trap_door_mode[p]] << 3 | key_logic_algo[w.key_logic_algorithm[p]]), (skullwoods_mode[w.skullwoods[p]] << 6 | linked_drops_mode[w.linked_drops[p]] << 4 | (0x8 if w.mirrorscroll[p] else 0) | door_type_mode[w.door_type_mode[p]]), ]) return base64.b64encode(code, "+-".encode()).decode() @staticmethod def adjust_args_from_code(code, player, args): settings, p = base64.b64decode(code.encode(), "+-".encode()), player if len(settings) < 15: raise Exception('Provided code is incompatible with this version') if settings[10] != settings_version: raise Exception('Provided code is incompatible with this version') def r(d): return {y: x for x, y in d.items()} args.shuffle[p] = r(er_mode)[settings[0] & 0x1F] args.door_shuffle[p] = r(dr_mode)[(settings[0] & 0xE0) >> 5] args.logic[p] = r(logic_mode)[(settings[1] & 0xE0) >> 5] args.mode[p] = r(world_mode)[(settings[1] & 0x18) >> 3] args.swords[p] = r(sword_mode)[(settings[1] & 0x6) >> 1] args.bombbag[p] = True if settings[1] & 0x1 else False args.difficulty[p] = r(diff_mode)[(settings[2] & 0x18) >> 3] args.item_functionality[p] = r(func_mode)[(settings[2] & 0x6) >> 1] args.goal[p] = r(goal_mode)[(settings[2] & 0xE0) >> 5] args.accessibility[p] = r(access_mode)[settings[6] & 0x3] # args.retro[p] = True if settings[1] & 0x01 else False args.hints[p] = True if settings[2] & 0x01 else False args.shopsanity[p] = True if settings[3] & 0x80 else False args.decoupledoors[p] = True if settings[3] & 0x40 else False args.mixed_travel[p] = r(mixed_travel_mode)[(settings[3] & 0x30) >> 4] args.standardize_palettes[p] = "original" if settings[3] & 0x8 else "standardize" intensity = settings[3] & 0x7 args.intensity[p] = "random" if intensity == 0 else intensity args.shuffletavern[p] = True if settings[4] & 0x80 else False args.dropshuffle[p] = r(drop_shuffle_mode)[(settings[4] & 0x70) >> 4] args.pottery[p] = r(pottery_mode)[settings[4] & 0x0F] args.door_self_loops[p] = True if settings[5] & 0x80 else False args.dungeon_counters[p] = r(counter_mode)[(settings[5] & 0x6) >> 1] cgt = (settings[5] & 0x78) >> 3 args.crystals_gt[p] = "random" if cgt == 8 else cgt args.experimental[p] = True if settings[5] & 0x1 else False args.shufflelinks[p] = True if settings[6] & 0x80 else False cgan = (settings[6] & 0x78) >> 3 args.crystals_ganon[p] = "random" if cgan == 8 else cgan args.openpyramid[p] = True if settings[6] & 0x4 else False args.mapshuffle[p] = r(mapshuffle_mode)[(settings[7] & 0xC0) >> 6] args.compassshuffle[p] = r(compassshuffle_mode)[(settings[7] & 0x30) >> 4] args.keyshuffle[p] = r(keyshuffle_mode)[(settings[7] & 0xC) >> 2] args.bigkeyshuffle[p] = r(bigkeyshuffle_mode)[settings[7] & 0x3] args.enemy_health[p] = r(e_health)[(settings[8] & 0xE0) >> 5] args.enemy_damage[p] = r(e_dmg)[(settings[8] & 0x18) >> 3] args.shufflepots[p] = True if settings[8] & 0x4 else False args.shuffleenemies[p] = r(enemy_mode)[settings[8] & 0x3] if len(settings) > 9: args.restrict_boss_items[p] = r(rb_mode)[(settings[9] & 0xC0) >> 6] args.algorithm = r(algo_mode)[(settings[9] & 0x38) >> 3] args.shufflebosses[p] = r(boss_mode)[(settings[9] & 0x07)] args.ow_shuffle[p] = r(or_mode)[(settings[11] & 0xE0) >> 5] args.ow_terrain[p] = True if settings[11] & 0x10 else False args.ow_whirlpool[p] = True if settings[11] & 0x08 else False args.ow_crossed[p] = r(orcrossed_mode)[(settings[11] & 0x07)] args.ow_keepsimilar[p] = True if settings[12] & 0x80 else False args.ow_mixed[p] = True if settings[12] & 0x40 else False args.bonk_drops[p] = True if settings[12] & 0x20 else False args.shuffle_followers[p] = True if settings[12] & 0x10 else False args.ow_fluteshuffle[p] = r(flutespot_mode)[(settings[12] & 0x0C) >> 2] if len(settings) > 13: args.flute_mode[p] = r(flute_mode)[(settings[13] & 0x80) >> 7] args.bow_mode[p] = r(bow_mode)[(settings[13] & 0x70) >> 4] args.take_any[p] = r(take_any_mode)[(settings[13] & 0xC) >> 2] args.prizeshuffle[p] = r(prizeshuffle_mode)[settings[13] & 0x3] if len(settings) > 14: args.pseudoboots[p] = True if settings[14] & 0x80 else False args.overworld_map[p] = r(overworld_map_mode)[(settings[14] & 0x60) >> 5] args.trap_door_mode[p] = r(trap_door_mode)[(settings[14] & 0x18) >> 3] args.key_logic_algorithm[p] = r(key_logic_algo)[settings[14] & 0x07] if len(settings) > 15: args.skullwoods[p] = r(skullwoods_mode)[(settings[15] & 0xc0) >> 6] args.linked_drops[p] = r(linked_drops_mode)[(settings[15] & 0x30) >> 4] args.mirrorscroll[p] = True if settings[15] & 0x8 else False args.door_type_mode[p] = r(door_type_mode)[(settings[15] & 0x3)] class KeyRuleType(FastEnum): WorstCase = 0 AllowSmall = 1 Lock = 2 CrystalAlternative = 3