import copy from itertools import zip_longest import json import logging import os import RaceRandom as random import string import time import zlib from BaseClasses import World, CollectionState, Item, Region, Location, Shop, Entrance, Settings from Bosses import place_bosses from Items import ItemFactory from KeyDoorShuffle import validate_key_placement from OverworldGlitchRules import create_owg_connections from PotShuffle import shuffle_pots, shuffle_pot_switches from Regions import create_regions, create_shops, mark_light_dark_world_regions, create_dungeon_regions, adjust_locations from OverworldShuffle import create_dynamic_exits from EntranceShuffle import link_entrances from Rom import patch_rom, patch_race_rom, apply_rom_settings, LocalRom, JsonRom, get_hash_string from Doors import create_doors from DoorShuffle import link_doors, connect_portal, link_doors_prep from RoomData import create_rooms from Rules import set_rules from Dungeons import create_dungeons from Fill import distribute_items_restrictive, promote_dungeon_items, fill_dungeons_restrictive, ensure_good_items from Fill import dungeon_tracking from Fill import sell_potions, sell_keys, balance_multiworld_progression, balance_money_progression, lock_shop_locations from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops, fill_specific_items from Utils import output_path, parse_player_names from source.item.FillUtil import create_item_pool_config, massage_item_pool, district_item_pool_config from source.overworld.EntranceShuffle2 import link_entrances_new from source.tools.BPS import create_bps_from_data from source.classes.CustomSettings import CustomSettings from source.enemizer.DamageTables import DamageTable from source.enemizer.Enemizer import randomize_enemies from source.rom.DataTables import init_data_tables version_number = '1.3.0.3' version_branch = '-v' __version__ = f'{version_number}{version_branch}' from source.classes.BabelFish import BabelFish class EnemizerError(RuntimeError): pass def check_python_version(): import sys version = sys.version_info if version.major < 3 or version.minor < 7: logging.warning(BabelFish().translate("cli","cli","old.python.version"), sys.version) def main(args, seed=None, fish=None): check_python_version() if args.outputpath: os.makedirs(args.outputpath, exist_ok=True) output_path.cached_path = args.outputpath start = time.perf_counter() if args.securerandom: random.use_secure() seeded = False # initialize the world if args.code: for player, code in args.code.items(): if code: Settings.adjust_args_from_code(code, player, args) customized = None if args.customizer: customized = CustomSettings() customized.load_yaml(args.customizer) seed = customized.determine_seed(seed) seeded = True customized.adjust_args(args) world = World(args.multi, args.shuffle, args.door_shuffle, args.logic, args.mode, args.swords, args.difficulty, args.item_functionality, args.timer, args.progressive, args.goal, args.algorithm, args.accessibility, args.shuffleganon, args.custom, args.customitemarray, args.hints) world.customizer = customized if customized else None logger = logging.getLogger('') if seed is None: random.seed(None) world.seed = random.randint(0, 999999999) else: world.seed = int(seed) if not seeded: random.seed(world.seed) if args.securerandom: world.seed = ''.join(random.choice(string.ascii_uppercase + string.ascii_lowercase + string.digits) for _ in range(9)) world.boots_hint = args.boots_hint.copy() world.remote_items = args.remote_items.copy() world.mapshuffle = args.mapshuffle.copy() world.compassshuffle = args.compassshuffle.copy() world.keyshuffle = args.keyshuffle.copy() world.bigkeyshuffle = args.bigkeyshuffle.copy() world.bombbag = args.bombbag.copy() world.flute_mode = args.flute_mode.copy() world.bow_mode = args.bow_mode.copy() world.crystals_needed_for_ganon = {player: random.randint(0, 7) if args.crystals_ganon[player] == 'random' else int(args.crystals_ganon[player]) for player in range(1, world.players + 1)} world.crystals_needed_for_gt = {player: random.randint(0, 7) if args.crystals_gt[player] == 'random' else int(args.crystals_gt[player]) for player in range(1, world.players + 1)} world.crystals_ganon_orig = args.crystals_ganon.copy() world.crystals_gt_orig = args.crystals_gt.copy() world.open_pyramid = args.openpyramid.copy() world.boss_shuffle = args.shufflebosses.copy() world.enemy_shuffle = args.shuffleenemies.copy() world.enemy_health = args.enemy_health.copy() world.enemy_damage = args.enemy_damage.copy() world.any_enemy_logic = args.any_enemy_logic.copy() world.beemizer = args.beemizer.copy() world.intensity = {player: random.randint(1, 3) if args.intensity[player] == 'random' else int(args.intensity[player]) for player in range(1, world.players + 1)} world.door_type_mode = args.door_type_mode.copy() world.trap_door_mode = args.trap_door_mode.copy() world.key_logic_algorithm = args.key_logic_algorithm.copy() world.decoupledoors = args.decoupledoors.copy() world.experimental = args.experimental.copy() world.dungeon_counters = args.dungeon_counters.copy() world.fish = fish world.shopsanity = args.shopsanity.copy() world.dropshuffle = args.dropshuffle.copy() world.pottery = args.pottery.copy() world.potshuffle = args.shufflepots.copy() world.mixed_travel = args.mixed_travel.copy() world.standardize_palettes = args.standardize_palettes.copy() world.shufflelinks = args.shufflelinks.copy() world.shuffletavern = args.shuffletavern.copy() world.pseudoboots = args.pseudoboots.copy() world.overworld_map = args.overworld_map.copy() world.take_any = args.take_any.copy() world.restrict_boss_items = args.restrict_boss_items.copy() world.collection_rate = args.collection_rate.copy() world.colorizepots = args.colorizepots.copy() world.treasure_hunt_count = {} world.treasure_hunt_total = {} for p in args.triforce_goal: if int(args.triforce_goal[p]) != 0 or int(args.triforce_pool[p]) != 0 or int(args.triforce_goal_min[p]) != 0 or int(args.triforce_goal_max[p]) != 0 or int(args.triforce_pool_min[p]) != 0 or int(args.triforce_pool_max[p]) != 0: if int(args.triforce_goal[p]) != 0: world.treasure_hunt_count[p] = int(args.triforce_goal[p]) elif int(args.triforce_goal_min[p]) != 0 and int(args.triforce_goal_max[p]) != 0: world.treasure_hunt_count[p] = random.randint(int(args.triforce_goal_min[p]), int(args.triforce_goal_max[p])) else: world.treasure_hunt_count[p] = 8 if world.goal[p] == 'trinity' else 20 if int(args.triforce_pool[p]) != 0: world.treasure_hunt_total[p] = int(args.triforce_pool[p]) elif int(args.triforce_pool_min[p]) != 0 and int(args.triforce_pool_max[p]) != 0: world.treasure_hunt_total[p] = random.randint(max(int(args.triforce_pool_min[p]), world.treasure_hunt_count[p] + int(args.triforce_min_difference[p])), min(int(args.triforce_pool_max[p]), world.treasure_hunt_count[p] + int(args.triforce_max_difference[p]))) else: world.treasure_hunt_total[p] = 10 if world.goal[p] == 'trinity' else 30 else: # this will be handled in ItemList.py and custom item pool is used to determine the numbers world.treasure_hunt_count[p], world.treasure_hunt_total[p] = 0, 0 world.rom_seeds = {player: random.randint(0, 999999999) for player in range(1, world.players + 1)} world.finish_init() logger.info( world.fish.translate("cli","cli","app.title") + "\n", __version__, world.seed, Settings.make_code(world, 1) if world.players == 1 else '' ) parsed_names = parse_player_names(args.names, world.players, args.teams) world.teams = len(parsed_names) for i, team in enumerate(parsed_names, 1): if world.players > 1: logger.info('%s%s', 'Team%d: ' % i if world.teams > 1 else 'Players: ', ', '.join(team)) for player, name in enumerate(team, 1): world.player_names[player].append(name) logger.info('') world.settings = CustomSettings() world.settings.create_from_world(world, args.race) outfilebase = f'DR_{args.outputname if args.outputname else world.seed}' for player in range(1, world.players + 1): world.difficulty_requirements[player] = difficulties[world.difficulty[player]] if world.mode[player] == 'standard' and world.enemy_shuffle[player] != 'none': if hasattr(world,"escape_assist") and player in world.escape_assist: world.escape_assist[player].append('bombs') # enemized escape assumes infinite bombs available and will likely be unbeatable without it if args.usestartinventory[player]: for tok in filter(None, args.startinventory[player].split(',')): name = tok.strip() name = name if name != 'Ocarina' or world.flute_mode[player] != 'active' else 'Ocarina (Activated)' item = ItemFactory(name, player) if item: world.push_precollected(item) if args.create_spoiler and not args.jsonout: logger.info(world.fish.translate("cli", "cli", "create.meta")) world.spoiler.meta_to_file(output_path(f'{outfilebase}_Spoiler.txt')) if args.mystery and not args.suppress_meta: world.spoiler.mystery_meta_to_file(output_path(f'{outfilebase}_meta.txt')) for player in range(1, world.players + 1): create_regions(world, player) if world.logic[player] in ('owglitches', 'nologic'): create_owg_connections(world, player) create_dungeon_regions(world, player) create_shops(world, player) create_doors(world, player) create_rooms(world, player) create_dungeons(world, player) world.damage_table[player] = DamageTable() world.data_tables[player] = init_data_tables(world, player) randomize_enemies(world, player) adjust_locations(world, player) place_bosses(world, player) if world.customizer and world.customizer.get_start_inventory(): for p, inv_list in world.customizer.get_start_inventory().items(): for inv_item in inv_list: item = ItemFactory(inv_item.strip(), p) if item: world.push_precollected(item) if args.print_custom_yaml: world.settings.record_info(world) if any(world.potshuffle.values()): logger.info(world.fish.translate("cli", "cli", "shuffling.pots")) for player in range(1, world.players + 1): if world.potshuffle[player]: if world.pottery[player] in ['none', 'cave', 'keys', 'cavekeys']: shuffle_pots(world, player) else: shuffle_pot_switches(world, player) logger.info(world.fish.translate("cli","cli","shuffling.world")) for player in range(1, world.players + 1): create_dynamic_exits(world, player) if world.experimental[player] or world.shuffle[player] in ['lite', 'lean'] or world.shuffletavern[player] or (world.customizer and world.customizer.get_entrances()): link_entrances_new(world, player) else: link_entrances(world, player) logger.info(world.fish.translate("cli", "cli", "shuffling.prep")) for player in range(1, world.players + 1): link_doors_prep(world, player) if args.print_custom_yaml: world.settings.record_entrances(world) create_item_pool_config(world) logger.info(world.fish.translate("cli", "cli", "shuffling.dungeons")) for player in range(1, world.players + 1): link_doors(world, player) mark_light_dark_world_regions(world, player) if args.print_custom_yaml: world.settings.record_doors(world) logger.info(world.fish.translate("cli", "cli", "generating.itempool")) for player in range(1, world.players + 1): generate_itempool(world, player) logger.info(world.fish.translate("cli","cli","calc.access.rules")) for player in range(1, world.players + 1): set_rules(world, player) district_item_pool_config(world) dungeon_tracking(world) fill_specific_items(world) for player in range(1, world.players + 1): if world.shopsanity[player]: sell_potions(world, player) if world.keyshuffle[player] == 'universal': sell_keys(world, player) else: lock_shop_locations(world, player) massage_item_pool(world) if args.print_custom_yaml: world.settings.record_item_pool(world) logger.info(world.fish.translate("cli", "cli", "placing.dungeon.prizes")) fill_prizes(world) logger.info(world.fish.translate("cli","cli","placing.dungeon.items")) if args.algorithm != 'equitable': shuffled_locations = world.get_unfilled_locations() random.shuffle(shuffled_locations) fill_dungeons_restrictive(world, shuffled_locations) else: promote_dungeon_items(world) for player in range(1, world.players+1): if world.logic[player] != 'nologic': for key_layout in world.key_layout[player].values(): if not validate_key_placement(key_layout, world, player): raise RuntimeError( "%s: %s (%s %d)" % ( world.fish.translate("cli", "cli", "keylock.detected"), key_layout.sector.name, world.fish.translate("cli", "cli", "player"), player ) ) logger.info(world.fish.translate("cli","cli","fill.world")) distribute_items_restrictive(world, True) if world.players > 1: logger.info(world.fish.translate("cli", "cli", "balance.multiworld")) if args.algorithm in ['balanced', 'equitable']: balance_multiworld_progression(world) # if we only check for beatable, we can do this sanity check first before creating the rom world.clear_exp_cache() if not world.can_beat_game(log_error=True): raise RuntimeError(world.fish.translate("cli", "cli", "cannot.beat.game")) for player in range(1, world.players+1): if world.shopsanity[player]: customize_shops(world, player) if args.algorithm in ['balanced', 'equitable']: balance_money_progression(world) ensure_good_items(world, True) if args.print_custom_yaml: world.settings.record_item_placements(world) world.settings.write_to_file(output_path(f'{outfilebase}_custom.yaml')) rom_names = [] jsonout = {} if not args.suppress_rom or args.bps: logger.info(world.fish.translate("cli","cli","patching.rom")) for team in range(world.teams): for player in range(1, world.players + 1): rom = JsonRom() if args.jsonout else LocalRom(args.rom) patch_rom(world, rom, player, team, bool(args.mystery)) if args.race: patch_race_rom(rom) rom_names.append((player, team, list(rom.name))) world.spoiler.hashes[(player, team)] = get_hash_string(rom.hash) apply_rom_settings(rom, args.heartbeep[player], args.heartcolor[player], args.quickswap[player], args.fastmenu[player], args.disablemusic[player], args.sprite[player], args.ow_palettes[player], args.uw_palettes[player], args.reduce_flashing[player], args.shuffle_sfx[player], args.msu_resume[player]) if args.jsonout: jsonout[f'patch_t{team}_p{player}'] = rom.patches else: outfilepname = f'_T{team+1}' if world.teams > 1 else '' if world.players > 1: outfilepname += f'_P{player}' if world.players > 1 or world.teams > 1: outfilepname += f"_{world.player_names[player][team].replace(' ', '_')}" if world.player_names[player][team] != 'Player %d' % player else '' outfilesuffix = f'_{Settings.make_code(world, player)}' if not args.outputname else '' if args.bps: patchfile = output_path(f'{outfilebase}{outfilepname}{outfilesuffix}.bps') patch = create_bps_from_data(LocalRom(args.rom, patch=False).buffer, rom.buffer) with open(patchfile, 'wb') as stream: stream.write(patch.binary_ba) if not args.suppress_rom: sfc_file = output_path(f'{outfilebase}{outfilepname}{outfilesuffix}.sfc') rom.write_to_file(sfc_file) if world.players > 1: multidata = zlib.compress(json.dumps({"names": parsed_names, "roms": rom_names, "remote_items": [player for player in range(1, world.players + 1) if world.remote_items[player]], "locations": [((location.address, location.player), (location.item.code, location.item.player)) for location in world.get_filled_locations() if type(location.address) is int], "tags" : ["DR"] }).encode("utf-8")) if args.jsonout: jsonout["multidata"] = list(multidata) else: with open(output_path('%s_multidata' % outfilebase), 'wb') as f: f.write(multidata) if args.mystery and not args.suppress_meta: world.spoiler.hashes_to_file(output_path(f'{outfilebase}_meta.txt')) elif args.create_spoiler and not args.jsonout: world.spoiler.hashes_to_file(output_path(f'{outfilebase}_Spoiler.txt')) if args.create_spoiler and not args.jsonout: logger.info(world.fish.translate("cli", "cli", "patching.spoiler")) world.spoiler.to_file(output_path(f'{outfilebase}_Spoiler.txt')) if args.loglevel == 'debug': world.spoiler.extras(output_path(f'{outfilebase}_Spoiler.txt')) if not args.skip_playthrough: logger.info(world.fish.translate("cli","cli","calc.playthrough")) create_playthrough(world) if args.jsonout: print(json.dumps({**jsonout, 'spoiler': world.spoiler.to_json()})) elif args.create_spoiler: logger.info(world.fish.translate("cli","cli","patching.spoiler")) if args.jsonout: with open(output_path('%s_Spoiler.json' % outfilebase), 'w') as outfile: outfile.write(world.spoiler.to_json()) else: world.spoiler.playthrough_to_file(output_path(f'{outfilebase}_Spoiler.txt')) YES = world.fish.translate("cli","cli","yes") NO = world.fish.translate("cli","cli","no") logger.info("") logger.info(world.fish.translate("cli","cli","done")) logger.info("") logger.info(world.fish.translate("cli","cli","made.rom") % (YES if (args.create_rom) else NO)) logger.info(world.fish.translate("cli","cli","made.playthrough") % (YES if (args.calc_playthrough) else NO)) logger.info(world.fish.translate("cli","cli","made.spoiler") % (YES if (not args.jsonout and args.create_spoiler) else NO)) logger.info(world.fish.translate("cli","cli","seed") + ": %s", world.seed) logger.info(world.fish.translate("cli","cli","total.time"), time.perf_counter() - start) # print_wiki_doors_by_room(dungeon_regions,world,1) # print_wiki_doors_by_region(dungeon_regions,world,1) return world def copy_world(world): # ToDo: Not good yet ret = World(world.players, world.shuffle, world.doorShuffle, world.logic, world.mode, world.swords, world.difficulty, world.difficulty_adjustments, world.timer, world.progressive, world.goal, world.algorithm, world.accessibility, world.shuffle_ganon, world.custom, world.customitemarray, world.hints) ret.teams = world.teams ret.player_names = copy.deepcopy(world.player_names) ret.remote_items = world.remote_items.copy() ret.required_medallions = world.required_medallions.copy() ret.bottle_refills = world.bottle_refills.copy() ret.swamp_patch_required = world.swamp_patch_required.copy() ret.ganon_at_pyramid = world.ganon_at_pyramid.copy() ret.powder_patch_required = world.powder_patch_required.copy() ret.ganonstower_vanilla = world.ganonstower_vanilla.copy() ret.treasure_hunt_count = world.treasure_hunt_count.copy() ret.treasure_hunt_icon = world.treasure_hunt_icon.copy() ret.sewer_light_cone = world.sewer_light_cone.copy() ret.seed = world.seed ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge.copy() ret.can_access_trock_front = world.can_access_trock_front.copy() ret.can_access_trock_big_chest = world.can_access_trock_big_chest.copy() ret.can_access_trock_middle = world.can_access_trock_middle.copy() ret.can_take_damage = world.can_take_damage ret.difficulty_requirements = world.difficulty_requirements.copy() ret.fix_fake_world = world.fix_fake_world.copy() ret.lamps_needed_for_dark_rooms = world.lamps_needed_for_dark_rooms ret.mapshuffle = world.mapshuffle.copy() ret.compassshuffle = world.compassshuffle.copy() ret.keyshuffle = world.keyshuffle.copy() ret.bigkeyshuffle = world.bigkeyshuffle.copy() ret.bombbag = world.bombbag.copy() ret.flute_mode = world.flute_mode.copy() ret.bow_mode = world.bow_mode.copy() ret.crystals_needed_for_ganon = world.crystals_needed_for_ganon.copy() ret.crystals_needed_for_gt = world.crystals_needed_for_gt.copy() ret.crystals_ganon_orig = world.crystals_ganon_orig.copy() ret.crystals_gt_orig = world.crystals_gt_orig.copy() ret.open_pyramid = world.open_pyramid.copy() ret.take_any = world.take_any.copy() ret.boss_shuffle = world.boss_shuffle.copy() ret.enemy_shuffle = world.enemy_shuffle.copy() ret.enemy_health = world.enemy_health.copy() ret.enemy_damage = world.enemy_damage.copy() ret.any_enemy_logic = world.any_enemy_logic.copy() ret.beemizer = world.beemizer.copy() ret.intensity = world.intensity.copy() ret.decoupledoors = world.decoupledoors.copy() ret.experimental = world.experimental.copy() ret.shopsanity = world.shopsanity.copy() ret.dropshuffle = world.dropshuffle.copy() ret.pottery = world.pottery.copy() ret.potshuffle = world.potshuffle.copy() ret.mixed_travel = world.mixed_travel.copy() ret.standardize_palettes = world.standardize_palettes.copy() ret.restrict_boss_items = world.restrict_boss_items.copy() ret.damage_table = world.damage_table ret.data_tables = world.data_tables # can be changed... for player in range(1, world.players + 1): create_regions(ret, player) create_dynamic_exits(ret, player) create_dungeon_regions(ret, player) create_shops(ret, player) create_rooms(ret, player) create_dungeons(ret, player) if world.logic[player] in ('owglitches', 'nologic'): create_owg_connections(ret, player) # there are region references here they must be migrated to preserve integrity # ret.exp_cache = world.exp_cache.copy() copy_dynamic_regions_and_locations(world, ret) for player in range(1, world.players + 1): if world.mode[player] == 'standard': parent = ret.get_region('Menu', player) target = ret.get_region('Hyrule Castle Secret Entrance', player) connection = Entrance(player, 'Uncle S&Q', parent) parent.exits.append(connection) connection.connect(target) # copy bosses for dungeon in world.dungeons: for level, boss in dungeon.bosses.items(): ret.get_dungeon(dungeon.name, dungeon.player).bosses[level] = boss for player in range(1, world.players + 1): for shop in world.shops[player]: copied_shop = ret.get_region(shop.region.name, shop.region.player).shop copied_shop.inventory = copy.copy(shop.inventory) # connect copied world copied_locations = {(loc.name, loc.player): loc for loc in ret.get_locations()} # caches all locations for region in world.regions: copied_region = ret.get_region(region.name, region.player) copied_region.is_light_world = region.is_light_world copied_region.is_dark_world = region.is_dark_world copied_region.dungeon = region.dungeon copied_region.locations = [copied_locations[(location.name, location.player)] for location in region.locations] for location in copied_region.locations: location.parent_region = copied_region for entrance in region.entrances: ret.get_entrance(entrance.name, entrance.player).connect(copied_region) # fill locations for location in world.get_locations(): new_location = ret.get_location(location.name, location.player) if location.item is not None: item = Item(location.item.name, location.item.advancement, location.item.priority, location.item.type, player=location.item.player) new_location.item = item item.location = new_location item.world = ret new_location.event = location.event new_location.locked = location.locked # these need to be modified properly by set_rules new_location.access_rule = lambda state: True new_location.item_rule = lambda state: True new_location.forced_item = location.forced_item new_location.pot = location.pot # copy remaining itempool. No item in itempool should have an assigned location for item in world.itempool: ret.itempool.append(Item(item.name, item.advancement, item.priority, item.type, player = item.player)) for item in world.precollected_items: ret.push_precollected(ItemFactory(item.name, item.player)) # copy progress items in state ret.state.prog_items = world.state.prog_items.copy() ret.state.stale = {player: True for player in range(1, world.players + 1)} ret.doors = world.doors for door in ret.doors: entrance = ret.check_for_entrance(door.name, door.player) if entrance is not None: entrance.door = door ret.paired_doors = world.paired_doors ret.rooms = world.rooms ret.inaccessible_regions = world.inaccessible_regions ret.dungeon_layouts = world.dungeon_layouts ret.key_logic = world.key_logic ret.dungeon_portals = world.dungeon_portals for player, portals in world.dungeon_portals.items(): for portal in portals: connect_portal(portal, ret, player) ret.sanc_portal = world.sanc_portal for player in range(1, world.players + 1): set_rules(ret, player) return ret def copy_dynamic_regions_and_locations(world, ret): for region in world.dynamic_regions: new_reg = Region(region.name, region.type, region.hint_text, region.player) ret.regions.append(new_reg) ret.initialize_regions([new_reg]) ret.dynamic_regions.append(new_reg) # Note: ideally exits should be copied here, but the current use case (Take anys) do not require this if region.shop: new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.type, region.shop.shopkeeper_config, region.shop.custom, region.shop.locked, region.shop.sram_address) ret.shops[region.player].append(new_reg.shop) for location in world.dynamic_locations: new_reg = ret.get_region(location.parent_region.name, location.parent_region.player) new_loc = Location(location.player, location.name, location.address, location.crystal, location.hint_text, new_reg) new_loc.type = location.type new_reg.locations.append(new_loc) ret.clear_location_cache() def create_playthrough(world): # create a copy as we will modify it old_world = world world = copy_world(world) # get locations containing progress items prog_locations = [location for location in world.get_filled_locations() if location.item.advancement or world.goal[location.player] == 'completionist'] optional_locations = ['Trench 1 Switch', 'Trench 2 Switch', 'Ice Block Drop', 'Skull Star Tile'] state_cache = [None] collection_spheres = [] state = CollectionState(world) sphere_candidates = list(prog_locations) logging.getLogger('').debug(world.fish.translate("cli","cli","building.collection.spheres")) while sphere_candidates: state.sweep_for_events(key_only=True) sphere = set() # 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 sphere_candidates: if state.can_reach(location) and state.not_flooding_a_key(world, location): sphere.add(location) for location in sphere: sphere_candidates.remove(location) state.collect(location.item, True, location) collection_spheres.append(sphere) state_cache.append(state.copy()) logging.getLogger('').debug(world.fish.translate("cli", "cli", "building.calculating.spheres"), len(collection_spheres), len(sphere), len(prog_locations)) if not sphere: if world.accessibility[location.item.player] != 'none': logging.getLogger('').error(world.fish.translate("cli", "cli", "cannot.reach.items"), [world.fish.translate("cli","cli","cannot.reach.item") % (location.item.name, location.item.player, location.name, location.player) for location in sphere_candidates]) if any([location.name not in optional_locations and world.accessibility[location.item.player] != 'none' for location in sphere_candidates]): raise RuntimeError(world.fish.translate("cli", "cli", "cannot.reach.progression")) else: old_world.spoiler.unreachables = sphere_candidates.copy() break # in the second phase, we cull each sphere such that the game is still beatable, reducing each range of influence to the bare minimum required inside it for num, sphere in reversed(list(enumerate(collection_spheres))): to_delete = set() for location in sphere: if world.goal[location.player] == 'completionist': continue # every location for that player is required # we remove the item at location and check if game is still beatable logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', location.item.name, location.item.player) old_item = location.item location.item = None # todo: this is not very efficient, but I'm not sure how else to do it for this backwards logic world.clear_exp_cache() if world.can_beat_game(state_cache[max(num-1, 0)]): logging.getLogger('').debug(f'{old_item.name} (Player {old_item.player}) is not required') to_delete.add(location) else: # still required, got to keep it around logging.getLogger('').debug(f'{old_item.name} (Player {old_item.player}) is required') location.item = old_item # cull entries in spheres for spoiler walkthrough at end sphere -= to_delete # second phase, sphere 0 for item in [i for i in world.precollected_items if i.advancement]: logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player) world.precollected_items.remove(item) world.state.remove(item) if not world.can_beat_game(): world.push_precollected(item) # we are now down to just the required progress items in collection_spheres. Unfortunately # the previous pruning stage could potentially have made certain items dependant on others # in the same or later sphere (because the location had 2 ways to access but the item originally # used to access it was deemed not required.) So we need to do one final sphere collection pass # to build up the correct spheres required_locations = {item for sphere in collection_spheres for item in sphere} state = CollectionState(world) collection_spheres = [] while required_locations: state.sweep_for_events(key_only=True) sphere = list(filter(lambda loc: state.can_reach(loc) and state.not_flooding_a_key(world, loc), required_locations)) for location in sphere: required_locations.remove(location) state.collect(location.item, True, location) collection_spheres.append(sphere) logging.getLogger('').debug(world.fish.translate("cli","cli","building.final.spheres"), len(collection_spheres), len(sphere), len(required_locations)) if not sphere: if world.has_beaten_game(state): required_locations.clear() else: raise RuntimeError(world.fish.translate("cli","cli","cannot.reach.required")) # store the required locations for statistical analysis old_world.required_locations = [(location.name, location.player) for sphere in collection_spheres for location in sphere] def flist_to_iter(node): while node: value, node = node yield value def get_path(state, region): reversed_path_as_flist = state.path.get(region, (region, None)) string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist)))) # Now we combine the flat string list into (region, exit) pairs pathsiter = iter(string_path_flat) pathpairs = zip_longest(pathsiter, pathsiter) return list(pathpairs) old_world.spoiler.paths = dict() for player in range(1, world.players + 1): old_world.spoiler.paths.update({location.gen_name(): get_path(state, location.parent_region) for sphere in collection_spheres for location in sphere if location.player == player}) for path in dict(old_world.spoiler.paths).values(): if any(exit == 'Pyramid Fairy' for (_, exit) in path): old_world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = get_path(state, world.get_region('Big Bomb Shop', player)) # we can finally output our playthrough old_world.spoiler.playthrough = {"0": [str(item) for item in world.precollected_items if item.advancement]} for i, sphere in enumerate(collection_spheres): old_world.spoiler.playthrough[str(i + 1)] = {location.gen_name(): str(location.item) for location in sphere}