Files
alttpr-python/BaseClasses.py
2025-12-14 10:00:06 -06:00

3971 lines
189 KiB
Python

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