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

1304 lines
64 KiB
Python

import copy
from itertools import zip_longest
import json
import logging
import os
import RaceRandom as random
import string
import time
import zlib
import base64
from BaseClasses import World, CollectionState, Item, Region, Location, Shop, Entrance, Settings
from Bosses import place_bosses
from Items import ItemFactory
from KeyDoorShuffle import validate_key_placement
from OverworldGlitchRules import create_owg_connections
from PotShuffle import shuffle_pots, shuffle_pot_switches
from Regions import create_regions, create_shops, mark_light_dark_world_regions, create_dungeon_regions, adjust_locations
from OWEdges import create_owedges
from OverworldShuffle import link_overworld, update_world_regions, create_dynamic_flute_exits, create_dynamic_mirror_exits
from Rom import patch_rom, patch_race_rom, apply_rom_settings, LocalRom, JsonRom, get_hash_string
from Doors import create_doors
from DoorShuffle import link_doors, connect_portal, link_doors_prep
from RoomData import create_rooms
from Rules import set_rules
from Dungeons import create_dungeons
from Fill import distribute_items_restrictive, promote_dungeon_items, fill_dungeons_restrictive, ensure_good_items
from Fill import dungeon_tracking
from Fill import sell_potions, sell_keys, balance_multiworld_progression, balance_money_progression, lock_shop_locations, set_prize_drops
from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops, fill_specific_items, create_farm_locations, shuffle_event_items, follower_pickups
from UnderworldGlitchRules import connect_hmg_entrances_regions, create_hmg_entrances_regions
from Utils import output_path, parse_player_names
from source.item.District import init_districts
from source.item.FillUtil import create_item_pool_config, massage_item_pool, district_item_pool_config, verify_item_pool_config
from source.overworld.EntranceShuffle2 import link_entrances_new
from source.tools.BPS import create_bps_from_data
from source.classes.CustomSettings import CustomSettings
from source.enemizer.DamageTables import DamageTable
from source.enemizer.Enemizer import randomize_enemies
from source.rom.DataTables import init_data_tables
version_number = '1.5.0'
version_branch = '-u'
__version__ = f'{version_number}{version_branch}'
from source.classes.BabelFish import BabelFish
class EnemizerError(RuntimeError):
pass
def check_python_version():
import sys
version = sys.version_info
if version.major < 3 or version.minor < 7:
logging.warning(BabelFish().translate("cli","cli","old.python.version"), sys.version)
def random_ganon_item(sword_mode):
options = [
"silver",
"boomerang",
"hookshot",
"powder",
"fire_rod",
"ice_rod",
"hammer",
"bee",
"somaria",
"byrna",
"bombos",
"ether",
"quake",
]
max_choice = len(options) - 3 if sword_mode == "swordless" else len(options)
return options[random.randint(0, max_choice - 1)]
def main(args, seed=None, fish=None):
check_python_version()
if args.print_template_yaml:
return export_yaml(args, fish)
if args.outputpath:
os.makedirs(args.outputpath, exist_ok=True)
output_path.cached_path = args.outputpath
start = time.perf_counter()
world = init_world(args, fish)
logger = logging.getLogger('')
if args.securerandom:
random.use_secure()
seeded = False
if world.customizer:
seed = world.customizer.determine_seed(seed)
seeded = True
world.customizer.adjust_args(args)
world = init_world(args, fish)
for i in zip(args.logic.values(), args.door_shuffle.values()):
if i[0] == 'hybridglitches' and i[1] != 'vanilla':
raise RuntimeError(BabelFish().translate("cli","cli","hybridglitches.door.shuffle"))
if seed is None:
random.seed(None)
world.seed = random.randint(0, 999999999)
else:
world.seed = int(seed)
if not seeded:
random.seed(world.seed)
if args.securerandom:
world.seed = ''.join(random.choice(string.ascii_uppercase + string.ascii_lowercase + string.digits) for _ in range(9))
resolve_random_settings(world, args)
world.rom_seeds = {player: random.randint(0, 999999999) for player in range(1, world.players + 1)}
world.finish_init()
from OverworldShuffle import __version__ as ORVersion
logger.info(
world.fish.translate("cli","cli","app.title") + "\n",
ORVersion,
"%s (%s)" % (world.seed, str(args.outputname)) if str(args.outputname).startswith('M') else world.seed,
Settings.make_code(world, 1) if world.players == 1 else ''
)
for k,v in {"DR":__version__,"OR":ORVersion}.items():
logger.info((k + ' Version:').ljust(16) + '%s' % v)
parsed_names = parse_player_names(args.names, world.players, args.teams)
world.teams = len(parsed_names)
for i, team in enumerate(parsed_names, 1):
if world.players > 1:
logger.info('%s%s', 'Team%d: ' % i if world.teams > 1 else 'Players: ', ', '.join(team))
for player, name in enumerate(team, 1):
world.player_names[player].append(name)
logger.info('')
outfilebase = f'OR_{args.outputname if args.outputname else world.seed}'
for player in range(1, world.players + 1):
world.difficulty_requirements[player] = difficulties[world.difficulty[player]]
if world.mode[player] == 'standard' and world.enemy_shuffle[player] != 'none':
if hasattr(world,"escape_assist") and player in world.escape_assist:
world.escape_assist[player].append('bombs') # enemized escape assumes infinite bombs available and will likely be unbeatable without it
set_starting_inventory(world, args)
world.settings = CustomSettings()
world.settings.create_from_world(world, args)
if world.spoiler_mode != 'none' and not args.jsonout:
logger.info(world.fish.translate("cli", "cli", "create.meta"))
if world.spoiler_mode != 'json':
world.spoiler.meta_to_file(output_path(f'{outfilebase}_Spoiler.txt'))
if args.mystery and not args.suppress_meta:
world.spoiler.mystery_meta_to_file(output_path(f'{outfilebase}_meta.txt'))
for player in range(1, world.players + 1):
create_regions(world, player)
create_dungeon_regions(world, player)
create_owedges(world, player)
create_shops(world, player)
create_doors(world, player)
create_rooms(world, player)
create_dungeons(world, player)
world.damage_table[player] = DamageTable()
world.data_tables[player] = init_data_tables(world, player)
place_bosses(world, player)
randomize_enemies(world, player)
adjust_locations(world, player)
if any(world.potshuffle.values()):
logger.info(world.fish.translate("cli", "cli", "shuffling.pots"))
for player in range(1, world.players + 1):
if world.potshuffle[player]:
if world.pottery[player] in ['none', 'cave', 'keys', 'cavekeys']:
shuffle_pots(world, player)
else:
shuffle_pot_switches(world, player)
logger.info(world.fish.translate("cli","cli","shuffling.overworld"))
for player in range(1, world.players + 1):
link_overworld(world, player)
create_shops(world, player)
mark_light_dark_world_regions(world, player)
init_districts(world)
logger.info(world.fish.translate("cli","cli","shuffling.world"))
for player in range(1, world.players + 1):
link_entrances_new(world, player)
logger.info(world.fish.translate("cli", "cli", "shuffling.prep"))
for player in range(1, world.players + 1):
link_doors_prep(world, player)
create_item_pool_config(world)
logger.info(world.fish.translate("cli", "cli", "shuffling.dungeons"))
for player in range(1, world.players + 1):
link_doors(world, player)
mark_light_dark_world_regions(world, player)
logger.info(world.fish.translate("cli", "cli", "generating.itempool"))
for player in range(1, world.players + 1):
set_prize_drops(world, player)
create_farm_locations(world, player)
for player in range(1, world.players + 1):
if world.logic[player] in ('nologic', 'hybridglitches'):
create_hmg_entrances_regions(world, player)
connect_hmg_entrances_regions(world, player)
generate_itempool(world, player)
verify_item_pool_config(world)
logger.info(world.fish.translate("cli","cli","calc.access.rules"))
for player in range(1, world.players + 1):
set_rules(world, player)
district_item_pool_config(world)
dungeon_tracking(world)
fill_specific_items(world)
for player in range(1, world.players + 1):
if world.shopsanity[player]:
sell_potions(world, player)
if world.keyshuffle[player] == 'universal':
sell_keys(world, player)
else:
lock_shop_locations(world, player)
shuffle_event_items(world, player)
massage_item_pool(world)
logger.info(world.fish.translate("cli", "cli", "placing.dungeon.prizes"))
fill_prizes(world)
logger.info(world.fish.translate("cli","cli","placing.dungeon.items"))
if args.algorithm != 'equitable':
shuffled_locations = world.get_unfilled_locations()
random.shuffle(shuffled_locations)
fill_dungeons_restrictive(world, shuffled_locations)
else:
promote_dungeon_items(world)
for player in range(1, world.players+1):
if world.logic[player] != 'nologic':
for key_layout in world.key_layout[player].values():
if not validate_key_placement(key_layout, world, player):
raise RuntimeError(
"%s: %s (%s %d)" %
(
world.fish.translate("cli", "cli", "keylock.detected"),
key_layout.sector.name,
world.fish.translate("cli", "cli", "player"),
player
)
)
logger.info(world.fish.translate("cli","cli","fill.world"))
distribute_items_restrictive(world, True)
if world.players > 1:
logger.info(world.fish.translate("cli", "cli", "balance.multiworld"))
if args.algorithm in ['balanced', 'equitable']:
balance_multiworld_progression(world)
# if we only check for beatable, we can do this sanity check first before creating the rom
world.clear_exp_cache()
if not world.can_beat_game(log_error=True):
raise RuntimeError(world.fish.translate("cli", "cli", "cannot.beat.game"))
for player in range(1, world.players+1):
if world.shopsanity[player]:
customize_shops(world, player)
if args.algorithm in ['balanced', 'equitable']:
balance_money_progression(world)
ensure_good_items(world, True)
if args.print_custom_yaml:
world.settings.record_info(world)
world.settings.record_overworld(world)
world.settings.record_entrances(world)
world.settings.record_doors(world)
world.settings.record_item_pool(world)
world.settings.record_item_placements(world)
world.settings.write_to_file(output_path(f'{outfilebase}_custom.yaml'))
rom_names = []
jsonout = {}
if not args.suppress_rom or args.bps:
logger.info(world.fish.translate("cli","cli","patching.rom"))
for team in range(world.teams):
for player in range(1, world.players + 1):
rom = JsonRom() if args.jsonout else LocalRom(args.rom)
patch_rom(world, rom, player, team, bool(args.mystery), str(args.rom_header) if args.rom_header else None)
if args.race:
patch_race_rom(rom)
rom_names.append((player, team, list(rom.name)))
world.spoiler.hashes[(player, team)] = get_hash_string(rom.hash)
apply_rom_settings(rom, args.heartbeep[player], args.heartcolor[player], args.quickswap[player],
args.fastmenu[player], args.disablemusic[player], args.sprite[player], args.triforce_gfx[player],
args.ow_palettes[player], args.uw_palettes[player], args.reduce_flashing[player],
args.shuffle_sfx[player], args.shuffle_sfxinstruments[player], args.shuffle_songinstruments[player],
args.msu_resume[player])
if args.jsonout:
jsonout[f'patch_t{team}_p{player}'] = rom.patches
if args.bps:
localRom = LocalRom.fromJsonRom(rom, args.rom)
patch = create_bps_from_data(LocalRom(args.rom, patch=False).buffer, localRom.buffer)
jsonout[f'bps_t{team}_p{player}'] = base64.b64encode(patch.binary_ba).decode()
else:
outfilepname = f'_T{team+1}' if world.teams > 1 else ''
if world.players > 1:
outfilepname += f'_P{player}'
if world.players > 1 or world.teams > 1:
outfilepname += f"_{world.player_names[player][team].replace(' ', '_')}" if world.player_names[player][team] != 'Player %d' % player else ''
outfilesuffix = f'_{Settings.make_code(world, player)}' if not args.outputname else ''
if args.bps:
patchfile = output_path(f'{outfilebase}{outfilepname}{outfilesuffix}.bps')
patch = create_bps_from_data(LocalRom(args.rom, patch=False).buffer, rom.buffer)
with open(patchfile, 'wb') as stream:
stream.write(patch.binary_ba)
if not args.suppress_rom:
sfc_file = output_path(f'{outfilebase}{outfilepname}{outfilesuffix}.sfc')
rom.write_to_file(sfc_file)
if world.players > 1:
multidata = zlib.compress(json.dumps({"names": parsed_names,
"roms": rom_names,
"remote_items": [player for player in range(1, world.players + 1) if world.remote_items[player]],
"locations": [((location.address, location.player), (location.item.code, location.item.player))
for location in world.get_filled_locations() if type(location.address) is int],
"tags" : ["DR"]
}).encode("utf-8"))
if args.jsonout:
jsonout["multidata"] = list(multidata)
else:
with open(output_path('%s_multidata' % outfilebase), 'wb') as f:
f.write(multidata)
if args.mystery and not args.suppress_meta:
world.spoiler.hashes_to_file(output_path(f'{outfilebase}_meta.txt'))
elif world.spoiler_mode != 'none' and world.spoiler_mode != 'json' and not args.jsonout:
world.spoiler.hashes_to_file(output_path(f'{outfilebase}_Spoiler.txt'))
if world.spoiler_mode != 'none' and world.spoiler_mode != 'json' and not args.jsonout:
logger.info(world.fish.translate("cli", "cli", "patching.spoiler"))
world.spoiler.to_file(output_path(f'{outfilebase}_Spoiler.txt'))
if 'debug' in world.spoiler.settings:
world.spoiler.extras(output_path(f'{outfilebase}_Spoiler.txt'))
player_logics = set(world.logic.values())
if len(player_logics) == 1 and 'nologic' in player_logics:
args.skip_playthrough = True
if not args.skip_playthrough:
logger.info(world.fish.translate("cli","cli","calc.playthrough"))
create_playthrough(world)
if args.jsonout:
print(json.dumps({**jsonout, 'spoiler': world.spoiler.to_json()}))
elif world.spoiler_mode != 'none':
logger.info(world.fish.translate("cli","cli","patching.spoiler"))
if args.jsonout:
with open(output_path('%s_Spoiler.json' % outfilebase), 'w') as outfile:
outfile.write(world.spoiler.to_json())
elif world.spoiler_mode == 'json':
with open(output_path('%s_Spoiler.json' % outfilebase), 'w') as outfile:
outfile.write(world.spoiler.to_json())
with open(output_path('%s_Meta.json' % outfilebase), 'w') as outfile:
outfile.write(json.dumps(world.spoiler.metadata))
elif world.players > 1 or world.logic[1] != "nologic":
world.spoiler.playthrough_to_file(output_path(f'{outfilebase}_Spoiler.txt'))
YES = world.fish.translate("cli","cli","yes")
NO = world.fish.translate("cli","cli","no")
logger.info("")
logger.info(world.fish.translate("cli","cli","done"))
logger.info("")
logger.info(world.fish.translate("cli","cli","made.rom") % (YES if (args.create_rom) else NO))
logger.info(world.fish.translate("cli","cli","made.playthrough") % (YES if (args.calc_playthrough) else NO))
logger.info(world.fish.translate("cli","cli","made.spoiler") % (YES if (not args.jsonout and world.spoiler_mode != 'none') else NO))
logger.info(world.fish.translate("cli","cli","seed") + ": %s", world.seed)
logger.info(world.fish.translate("cli","cli","total.time"), time.perf_counter() - start)
# print_wiki_doors_by_room(dungeon_regions,world,1)
# print_wiki_doors_by_region(dungeon_regions,world,1)
return world
def export_yaml(args, fish):
if args.outputpath:
os.makedirs(args.outputpath, exist_ok=True)
output_path.cached_path = args.outputpath
outfilebase = f'{args.outputname if args.outputname else "export"}'
logger = logging.getLogger('')
world = init_world(args, fish)
if args.seed and int(args.seed) > 0:
world.seed = int(args.seed)
from OverworldShuffle import __version__ as ORVersion
logger.info(
world.fish.translate("cli","cli","app.title") + "\n",
ORVersion,
"(%s)" % outfilebase,
Settings.make_code(world, 1) if world.players == 1 else ''
)
for k,v in {"DR":__version__,"OR":ORVersion}.items():
logger.info((k + ' Version:').ljust(16) + '%s' % v)
for player in range(1, world.players + 1):
world.difficulty_requirements[player] = difficulties[world.difficulty[player]]
set_starting_inventory(world, args)
world.settings = CustomSettings()
world.settings.create_from_world(world, args)
world.settings.record_item_pool(world, True)
world.settings.write_to_file(output_path(f'{outfilebase}.yaml'))
return world
def init_world(args, fish):
if args.code:
for player, code in args.code.items():
if code:
Settings.adjust_args_from_code(code, player, args)
customized = None
if args.customizer:
customized = CustomSettings()
customized.load_yaml(args.customizer)
customized.adjust_args(args, False)
world = World(args.multi, args.ow_shuffle, args.ow_crossed, args.ow_mixed, args.shuffle, args.door_shuffle, args.logic, args.mode, args.swords,
args.difficulty, args.item_functionality, args.timer, args.progressive, args.goal, args.algorithm,
args.accessibility, args.shuffleganon, args.custom, args.customitemarray, args.hints, args.spoiler)
world.customizer = customized
world.boots_hint = args.boots_hint.copy()
world.remote_items = args.remote_items.copy()
world.mapshuffle = args.mapshuffle.copy()
world.compassshuffle = args.compassshuffle.copy()
world.keyshuffle = args.keyshuffle.copy()
world.bigkeyshuffle = args.bigkeyshuffle.copy()
world.prizeshuffle = args.prizeshuffle.copy()
world.bombbag = args.bombbag.copy()
world.flute_mode = args.flute_mode.copy()
world.bow_mode = args.bow_mode.copy()
world.crystals_ganon_orig = args.crystals_ganon.copy()
world.crystals_gt_orig = args.crystals_gt.copy()
world.ganon_item_orig = args.ganon_item.copy()
world.owTerrain = args.ow_terrain.copy()
world.owKeepSimilar = args.ow_keepsimilar.copy()
world.owWhirlpoolShuffle = args.ow_whirlpool.copy()
world.owFluteShuffle = args.ow_fluteshuffle.copy()
world.shuffle_followers = args.shuffle_followers.copy()
world.shuffle_bonk_drops = args.bonk_drops.copy()
world.open_pyramid = args.openpyramid.copy()
world.boss_shuffle = args.shufflebosses.copy()
world.enemy_shuffle = args.shuffleenemies.copy()
world.enemy_health = args.enemy_health.copy()
world.enemy_damage = args.enemy_damage.copy()
world.any_enemy_logic = args.any_enemy_logic.copy()
world.beemizer = {player: str(args.beemizer[player]) for player in range(1, world.players + 1)}
world.intensity = {player: 'random' if args.intensity[player] == 'random' else int(args.intensity[player]) for player in range(1, world.players + 1)}
world.door_type_mode = args.door_type_mode.copy()
world.trap_door_mode = args.trap_door_mode.copy()
world.key_logic_algorithm = args.key_logic_algorithm.copy()
world.decoupledoors = args.decoupledoors.copy()
world.door_self_loops = args.door_self_loops.copy()
world.experimental = args.experimental.copy()
world.dungeon_counters = args.dungeon_counters.copy()
world.fish = fish
world.shopsanity = args.shopsanity.copy()
world.dropshuffle = args.dropshuffle.copy()
world.pottery = args.pottery.copy()
world.potshuffle = args.shufflepots.copy()
world.mixed_travel = args.mixed_travel.copy()
world.standardize_palettes = args.standardize_palettes.copy()
world.shufflelinks = args.shufflelinks.copy()
world.shuffletavern = args.shuffletavern.copy()
world.skullwoods = args.skullwoods.copy()
world.linked_drops = args.linked_drops.copy()
world.pseudoboots = args.pseudoboots.copy()
world.mirrorscroll = args.mirrorscroll.copy()
world.dark_rooms = args.dark_rooms.copy()
world.damage_challenge = args.damage_challenge.copy()
world.shuffle_damage_table = args.shuffle_damage_table.copy()
world.crystal_book = args.crystal_book.copy()
world.overworld_map = args.overworld_map.copy()
world.take_any = args.take_any.copy()
world.restrict_boss_items = args.restrict_boss_items.copy()
world.collection_rate = args.collection_rate.copy()
world.colorizepots = args.colorizepots.copy()
world.aga_randomness = args.aga_randomness.copy()
world.money_balance = args.money_balance.copy()
# custom settings - these haven't been promoted to full settings yet
in_progress_settings = ['force_enemy', 'free_lamp_cone']
for player in range(1, world.players + 1):
for setting in in_progress_settings:
if world.customizer and world.customizer.has_setting(player, setting):
getattr(world, setting)[player] = world.customizer.get_setting(player, setting)
return world
def resolve_random_settings(world, args):
world.crystals_needed_for_ganon = {player: random.randint(0, 7) if args.crystals_ganon[player] == 'random' else int(args.crystals_ganon[player]) for player in range(1, world.players + 1)}
world.crystals_needed_for_gt = {player: random.randint(0, 7) if args.crystals_gt[player] == 'random' else int(args.crystals_gt[player]) for player in range(1, world.players + 1)}
world.ganon_item = {player: random_ganon_item(args.swords[player]) if args.ganon_item[player] == 'random' else args.ganon_item[player] for player in range(1, world.players + 1)}
world.intensity = {player: random.randint(1, 3) if args.intensity[player] == 'random' else int(args.intensity[player]) for player in range(1, world.players + 1)}
world.treasure_hunt_count = {}
world.treasure_hunt_total = {}
for p in args.triforce_goal:
if int(args.triforce_goal[p]) != 0 or int(args.triforce_pool[p]) != 0 or int(args.triforce_goal_min[p]) != 0 or int(args.triforce_goal_max[p]) != 0 or int(args.triforce_pool_min[p]) != 0 or int(args.triforce_pool_max[p]) != 0:
if int(args.triforce_goal[p]) != 0:
world.treasure_hunt_count[p] = int(args.triforce_goal[p])
elif int(args.triforce_goal_min[p]) != 0 and int(args.triforce_goal_max[p]) != 0:
world.treasure_hunt_count[p] = random.randint(int(args.triforce_goal_min[p]), int(args.triforce_goal_max[p]))
else:
world.treasure_hunt_count[p] = 8 if world.goal[p] == 'trinity' else 20
if int(args.triforce_pool[p]) != 0:
world.treasure_hunt_total[p] = int(args.triforce_pool[p])
elif int(args.triforce_pool_min[p]) != 0 and int(args.triforce_pool_max[p]) != 0:
world.treasure_hunt_total[p] = random.randint(max(int(args.triforce_pool_min[p]), world.treasure_hunt_count[p] + int(args.triforce_min_difference[p])), min(int(args.triforce_pool_max[p]), world.treasure_hunt_count[p] + int(args.triforce_max_difference[p])))
else:
world.treasure_hunt_total[p] = 10 if world.goal[p] == 'trinity' else 30
else:
# this will be handled in ItemList.py and custom item pool is used to determine the numbers
world.treasure_hunt_count[p], world.treasure_hunt_total[p] = 0, 0
if world.customizer:
def process_goal(goal_type):
goal_input = goals[player][goal_type]
world.custom_goals[player][goal_type] = goal = {}
if 'cutscene_gfx' in goal_input and goal_type in ['gtentry', 'pedgoal', 'murahgoal']:
gfx = goal_input['cutscene_gfx']
if type(gfx) is str:
from Tables import item_gfx_table
if gfx.lower() == 'random':
gfx = random.choice(list(item_gfx_table.keys()))
if gfx in item_gfx_table:
goal['cutscene_gfx'] = (item_gfx_table[gfx][1] + (0x8000 if not item_gfx_table[gfx][0] else 0), item_gfx_table[gfx][2])
else:
raise Exception(f'Invalid name "{gfx}" in customized {goal_type} cutscene gfx')
else:
goal['cutscene_gfx'] = gfx
if 'requirements' in goal_input:
if goal_type == 'ganongoal' and world.goal[player] == 'pedestal':
goal['requirements'] = [0x00]
goal['logic'] = False
return
goal['requirements'] = []
goal['logic'] = {}
if 'goaltext' in goal_input:
goal['goaltext'] = goal_input['goaltext']
else:
raise Exception(f'Missing goal text for {goal_type}')
req_table = {
'Invulnerable': 0x00,
'Disabled': 0x00,
'Pendants': 0x01,
'Crystals': 0x02,
'PendantBosses': 0x03,
'CrystalBosses': 0x04,
'PrizeBosses': 0x05,
'Bosses': 0x05,
'Agahnim1Defeated': 0x06,
'Agahnim1': 0x06,
'Aga1': 0x06,
'Agahnim2Defeated': 0x07,
'Agahnim2': 0x07,
'Aga2': 0x07,
'GoalItemsCollected': 0x08,
'GoalItems': 0x08,
'TriforcePieces': 0x08,
'TriforceHunt': 0x08,
'MaxCollectionRate': 0x09,
'CollectionRate': 0x09,
'Collection': 0x09,
'CustomGoal': 0x0A,
'Custom': 0x0A,
}
if isinstance(goal_input['requirements'], list):
for r in list(goal_input['requirements']):
req = {}
try:
if isinstance(r, str):
req['condition'] = req_table[r]
else:
req['condition'] = req_table[list(r.keys())[0]]
if req['condition'] == req_table['Invulnerable']:
goal['requirements']= [req]
goal['logic'] = False
break
elif req['condition'] == req_table['CustomGoal']:
if isinstance(r['address'], int) and 0x7E0000 <= r['address'] <= 0x7FFFFF:
compare_table = {
'minimum': 0x00,
'at least': 0x00,
'equal': 0x01,
'equals': 0x01,
'equal to': 0x01,
'any flag': 0x02,
'all flags': 0x03,
'flags match': 0x03,
'count bits': 0x04,
'count flags': 0x04,
}
if r['comparison'] in compare_table:
options = compare_table[r['comparison']]
if r['address'] >= 0x7F0000:
options |= 0x10
if isinstance(r['target'], int) and 0 <= r['target'] <= 0xFFFF:
if 'size' in r and r['size'] in ['word', '16-bit', '16bit', '16 bit', '16', '2-byte', '2byte', '2 byte', '2-bytes', '2 bytes']:
options |= 0x08
req['target'] = r['target']
elif 0 <= r['target'] <= 0xFF:
req['target'] = r['target']
else:
raise Exception(f'Invalid custom goal target for {goal_type}, must be an 8-bit integer')
req.update({'address': r['address'] & 0xFFFF, 'options': options})
goal['requirements'].append(req)
else:
raise Exception(f'Invalid custom goal target for {goal_type}, must be a 16-bit integer')
else:
raise KeyError(f'Invalid custom goal comparison for {goal_type}')
else:
raise Exception(f'Custom goal address for {goal_type} only allows 0x7Exxxx and 0x7Fxxxx addresses')
else:
if req['condition'] not in [req_table['Aga1'], req_table['Aga2']]:
if 'target' not in r:
req['condition'] |= 0x80
else:
if isinstance(r['target'], int):
if req['condition'] < req_table['TriforcePieces']:
if 0 <= r['target'] <= 0xFF:
req['target'] = r['target']
else:
raise Exception(f'Invalid {list(r.keys())[0]} requirement target for {goal_type}, must be an 8-bit integer')
else:
if 0 <= r['target'] <= 0xFFFF:
req['target'] = r['target']
else:
raise Exception(f'Invalid {list(r.keys())[0]} requirement target for {goal_type}, must be a 16-bit integer')
elif isinstance(r['target'], str):
if r['target'].lower() == 'random':
req['target'] = 'random'
elif r['target'].endswith('%') and 1 <= int(r['target'][:-1]) <= 100:
req['target'] = req['target']
else:
raise Exception(f'Invalid {list(r.keys())[0]} requirement target for {goal_type}')
if req['condition'] & 0x7F == req_table['Pendants']:
goal['logic']['pendants'] = req['target'] = req.get('target', 3)
elif req['condition'] & 0x7F == req_table['Crystals']:
goal['logic']['crystals'] = req['target'] = req.get('target', 7)
elif req['condition'] & 0x7F == req_table['PendantBosses']:
goal['logic']['pendant_bosses'] = req['target'] = req.get('target', 3)
elif req['condition'] & 0x7F == req_table['CrystalBosses']:
goal['logic']['crystal_bosses'] = req['target'] = req.get('target', 7)
elif req['condition'] & 0x7F == req_table['PrizeBosses']:
goal['logic']['bosses'] = req['target'] = req.get('target', 10)
elif req['condition'] & 0x7F == req_table['Aga1']:
goal['logic']['aga1'] = True
elif req['condition'] & 0x7F == req_table['Aga2']:
goal['logic']['aga2'] = True
elif req['condition'] & 0x7F == req_table['TriforcePieces']:
goal['logic']['goal_items'] = req['target'] = req.get('target', None)
elif req['condition'] & 0x7F == req_table['CollectionRate']:
goal['logic']['collection'] = req['target'] = req.get('target', None)
goal['requirements'].append(req)
except KeyError:
raise KeyError(f'Invalid {goal_type} requirement: {r}')
else:
raise KeyError(f'Invalid {goal_type} requirement definition')
if 'logic' in goal_input and goal['logic'] and goal['logic'] is not None:
goal['logic'].update(goal_input['logic'])
return
goals = world.customizer.get_goals()
for player in range(1, world.players + 1):
if goals and player in goals:
for g in ['gtentry', 'ganongoal', 'pedgoal', 'murahgoal']:
if g in goals[player]:
process_goal(g)
return
def set_starting_inventory(world, args):
for player in range(1, world.players + 1):
if args.usestartinventory[player]:
for tok in filter(None, args.startinventory[player].replace("_", " ").split(',')):
name = tok.strip()
name = name if name != 'Ocarina' or world.flute_mode[player] not in ['active', 'pseudo'] else 'Ocarina (Activated)'
item = ItemFactory(name, player)
if item:
world.push_precollected(item)
if world.customizer and world.customizer.get_start_inventory():
for p, inv_list in world.customizer.get_start_inventory().items():
if inv_list:
follower_added = False
for inv_item in inv_list:
name = inv_item.strip()
if inv_item == 'RandomWeapon':
name = random.choice(['Progressive Bow', 'Hammer', 'Progressive Sword', 'Cane of Somaria', 'Cane of Byrna', 'Fire Rod'])
extra = []
if name in ['Cane of Somaria', 'Cane of Byrna', 'Fire Rod']:
extra.append('Big Magic')
if name == 'Progressive Bow':
extra.extend(['Arrows (10)'] * 3)
for e in extra:
item = ItemFactory(e, p)
if item:
world.push_precollected(item)
elif inv_item == 'RandomFollower':
name = random.choice([f for f in follower_pickups if f != 'Zelda Herself' or world.mode[p] == 'standard'])
name = name if name != 'Ocarina' or world.flute_mode[p] not in ['active', 'pseudo'] else 'Ocarina (Activated)'
if name in follower_pickups:
if not world.shuffle_followers[p] or follower_added:
continue
follower_added = True
item = ItemFactory(name, p)
if item:
world.push_precollected(item)
def copy_world(world):
# ToDo: Not good yet
ret = World(world.players, world.owShuffle, world.owCrossed, world.owMixed, world.shuffle, world.doorShuffle, world.logic, world.mode, world.swords,
world.difficulty, world.difficulty_adjustments, world.timer, world.progressive, world.goal, world.algorithm,
world.accessibility, world.shuffle_ganon, world.custom, world.customitemarray, world.hints, world.spoiler_mode)
ret.teams = world.teams
ret.player_names = copy.deepcopy(world.player_names)
ret.remote_items = world.remote_items.copy()
ret.required_medallions = world.required_medallions.copy()
ret.bottle_refills = world.bottle_refills.copy()
ret.swamp_patch_required = world.swamp_patch_required.copy()
ret.ganon_at_pyramid = world.ganon_at_pyramid.copy()
ret.powder_patch_required = world.powder_patch_required.copy()
ret.ganonstower_vanilla = world.ganonstower_vanilla.copy()
ret.treasure_hunt_count = world.treasure_hunt_count.copy()
ret.treasure_hunt_icon = world.treasure_hunt_icon.copy()
ret.sewer_light_cone = world.sewer_light_cone.copy()
ret.seed = world.seed
ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge.copy()
ret.can_access_trock_front = world.can_access_trock_front.copy()
ret.can_access_trock_big_chest = world.can_access_trock_big_chest.copy()
ret.can_access_trock_middle = world.can_access_trock_middle.copy()
ret.can_take_damage = world.can_take_damage
ret.difficulty_requirements = world.difficulty_requirements.copy()
ret.fix_fake_world = world.fix_fake_world.copy()
ret.mapshuffle = world.mapshuffle.copy()
ret.compassshuffle = world.compassshuffle.copy()
ret.keyshuffle = world.keyshuffle.copy()
ret.bigkeyshuffle = world.bigkeyshuffle.copy()
ret.prizeshuffle = world.prizeshuffle.copy()
ret.bombbag = world.bombbag.copy()
ret.flute_mode = world.flute_mode.copy()
ret.bow_mode = world.bow_mode.copy()
ret.free_lamp_cone = world.free_lamp_cone.copy()
ret.crystals_needed_for_ganon = world.crystals_needed_for_ganon.copy()
ret.crystals_needed_for_gt = world.crystals_needed_for_gt.copy()
ret.ganon_item = world.ganon_item.copy()
ret.crystals_ganon_orig = world.crystals_ganon_orig.copy()
ret.crystals_gt_orig = world.crystals_gt_orig.copy()
ret.ganon_item_orig = world.ganon_item_orig.copy()
ret.owTerrain = world.owTerrain.copy()
ret.owKeepSimilar = world.owKeepSimilar.copy()
ret.owWhirlpoolShuffle = world.owWhirlpoolShuffle.copy()
ret.owFluteShuffle = world.owFluteShuffle.copy()
ret.shuffle_followers = world.shuffle_followers.copy()
ret.shuffle_bonk_drops = world.shuffle_bonk_drops.copy()
ret.open_pyramid = world.open_pyramid.copy()
ret.shufflelinks = world.shufflelinks.copy()
ret.shuffletavern = world.shuffletavern.copy()
ret.shuffle_ganon = world.shuffle_ganon.copy()
ret.skullwoods = world.skullwoods.copy()
ret.linked_drops = world.linked_drops.copy()
ret.pseudoboots = world.pseudoboots.copy()
ret.mirrorscroll = world.mirrorscroll.copy()
ret.dark_rooms = world.dark_rooms.copy()
ret.damage_challenge = world.damage_challenge.copy()
ret.shuffle_damage_table = world.shuffle_damage_table.copy()
ret.crystal_book = world.crystal_book.copy()
ret.overworld_map = world.overworld_map.copy()
ret.take_any = world.take_any.copy()
ret.boss_shuffle = world.boss_shuffle.copy()
ret.enemy_shuffle = world.enemy_shuffle.copy()
ret.enemy_health = world.enemy_health.copy()
ret.enemy_damage = world.enemy_damage.copy()
ret.any_enemy_logic = world.any_enemy_logic.copy()
ret.beemizer = world.beemizer.copy()
ret.intensity = world.intensity.copy()
ret.decoupledoors = world.decoupledoors.copy()
ret.door_self_loops = world.door_self_loops.copy()
ret.door_type_mode = world.door_type_mode.copy()
ret.trap_door_mode = world.trap_door_mode.copy()
ret.key_logic_algorithm = world.key_logic_algorithm.copy()
ret.aga_randomness = world.aga_randomness.copy()
ret.money_balance = world.money_balance.copy()
ret.experimental = world.experimental.copy()
ret.shopsanity = world.shopsanity.copy()
ret.dropshuffle = world.dropshuffle.copy()
ret.pottery = world.pottery.copy()
ret.potshuffle = world.potshuffle.copy()
ret.mixed_travel = world.mixed_travel.copy()
ret.standardize_palettes = world.standardize_palettes.copy()
ret.owswaps = world.owswaps.copy()
ret.owflutespots = world.owflutespots.copy()
ret.allow_flip_sanc = world.allow_flip_sanc.copy()
ret.prizes = world.prizes.copy()
ret.restrict_boss_items = world.restrict_boss_items.copy()
ret.inaccessible_regions = world.inaccessible_regions.copy()
ret.damage_table = world.damage_table
ret.data_tables = world.data_tables # can be changed...
ret.settings = world.settings
for player in range(1, world.players + 1):
create_regions(ret, player)
update_world_regions(ret, player)
if world.logic[player] in ('owglitches', 'hybridglitches', 'nologic'):
create_owg_connections(ret, player)
create_dungeon_regions(ret, player)
create_owedges(ret, player)
create_shops(ret, player)
create_rooms(ret, player)
create_dungeons(ret, player)
create_dynamic_mirror_exits(ret, player)
create_dynamic_flute_exits(ret, player)
# there are region references here they must be migrated to preserve integrity
# ret.exp_cache = world.exp_cache.copy()
copy_dynamic_regions_and_locations(world, ret)
for player in range(1, world.players + 1):
if world.mode[player] == 'standard':
parent = ret.get_region('Menu', player)
target = ret.get_region('Hyrule Castle Secret Entrance', player)
connection = Entrance(player, 'Uncle S&Q', parent)
parent.exits.append(connection)
connection.connect(target)
# This makes the regions for HMG only
# we'll connect them later after all other connections are made (OW <=> UW, Portals)
if world.logic[player] in ('nologic', 'hybridglitches'):
create_hmg_entrances_regions(ret, player)
# copy bosses
for dungeon in world.dungeons:
for level, boss in dungeon.bosses.items():
ret.get_dungeon(dungeon.name, dungeon.player).bosses[level] = boss
for player in range(1, world.players + 1):
for shop in world.shops[player]:
copied_shop = ret.get_region(shop.region.name, shop.region.player).shop
copied_shop.inventory = copy.copy(shop.inventory)
# connect copied world
copied_locations = {(loc.name, loc.player): loc for loc in ret.get_locations()} # caches all locations
# We have to skip these for now. They require both the rest of the entrances _and_ the dungeon portals to be copied first
# We will connect them later
for region in world.regions:
copied_region = ret.get_region(region.name, region.player)
copied_region.is_light_world = region.is_light_world
copied_region.is_dark_world = region.is_dark_world
copied_region.dungeon = region.dungeon
copied_region.locations = [copied_locations[(location.name, location.player)] for location in region.locations]
for location in copied_region.locations:
location.parent_region = copied_region
for entrance in region.entrances:
ret.get_entrance(entrance.name, entrance.player).connect(copied_region)
for exit in region.exits:
if exit.connected_region:
dest_region = ret.get_region(exit.connected_region.name, region.player)
src_exit = ret.get_entrance(exit.name, exit.player)
if exit.name not in [e.name for e in dest_region.entrances if e.connected_region is not None]:
if exit.name in [e.name for e in dest_region.entrances]:
src_exit.connected_region = dest_region
else:
src_exit.connect(dest_region)
# fill locations
for location in world.get_locations():
new_location = ret.get_location(location.name, location.player)
if location.item is not None:
item = Item(location.item.name, location.item.advancement, location.item.priority, location.item.type, player=location.item.player)
new_location.item = item
item.location = new_location
item.world = ret
new_location.event = location.event
new_location.locked = location.locked
new_location.skip = location.skip
# these need to be modified properly by set_rules
new_location.access_rule = lambda state: True
new_location.item_rule = lambda state: True
new_location.forced_item = location.forced_item
new_location.pot = location.pot
# copy remaining itempool. No item in itempool should have an assigned location
for item in world.itempool:
ret.itempool.append(Item(item.name, item.advancement, item.priority, item.type, player = item.player))
for item in world.precollected_items:
ret.push_precollected(ItemFactory(item.name, item.player))
# copy progress items in state
ret.state.prog_items = world.state.prog_items.copy()
ret.state.stale = {player: True for player in range(1, world.players + 1)}
for edge in world.owedges:
if edge.dest:
copiededge = ret.check_for_owedge(edge.name, edge.player)
copiededge.dest = ret.check_for_owedge(edge.dest.name, edge.dest.player)
# everything below this line is changing the original object, seems to be complicated to replicate similar objects organically
ret.doors = world.doors
for door in ret.doors:
copied_entrance = ret.check_for_entrance(door.entrance.name, door.player)
door.entrance = copied_entrance
if copied_entrance:
copied_entrance.door = door
ret.paired_doors = world.paired_doors
ret.rooms = world.rooms
ret.dungeon_layouts = world.dungeon_layouts
ret.key_logic = world.key_logic
ret.dungeon_portals = world.dungeon_portals
for player, portals in world.dungeon_portals.items():
for portal in portals:
connect_portal(portal, ret, player)
ret.sanc_portal = world.sanc_portal
from OverworldShuffle import categorize_world_regions
for player in range(1, world.players + 1):
categorize_world_regions(ret, player)
create_farm_locations(ret, player)
if world.logic[player] in ('nologic', 'hybridglitches'):
connect_hmg_entrances_regions(ret, player)
for region in world.regions:
copied_region = ret.get_region(region.name, region.player)
for entrance in region.entrances:
ent = ret.get_entrance(entrance.name, entrance.player)
if (ent.connected_region != copied_region):
ent.connect(copied_region)
for player in range(1, world.players + 1):
set_rules(ret, player)
return ret
def copy_world_premature(world, player, create_flute_exits=True):
# ToDo: Not good yet
ret = World(world.players, world.owShuffle, world.owCrossed, world.owMixed, world.shuffle, world.doorShuffle, world.logic, world.mode, world.swords,
world.difficulty, world.difficulty_adjustments, world.timer, world.progressive, world.goal, world.algorithm,
world.accessibility, world.shuffle_ganon, world.custom, world.customitemarray, world.hints, world.spoiler_mode)
ret.teams = world.teams
ret.player_names = copy.deepcopy(world.player_names)
ret.remote_items = world.remote_items.copy()
ret.required_medallions = world.required_medallions.copy()
ret.bottle_refills = world.bottle_refills.copy()
ret.swamp_patch_required = world.swamp_patch_required.copy()
ret.ganon_at_pyramid = world.ganon_at_pyramid.copy()
ret.powder_patch_required = world.powder_patch_required.copy()
ret.ganonstower_vanilla = world.ganonstower_vanilla.copy()
ret.treasure_hunt_count = world.treasure_hunt_count.copy()
ret.treasure_hunt_icon = world.treasure_hunt_icon.copy()
ret.sewer_light_cone = world.sewer_light_cone.copy()
ret.seed = world.seed
ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge.copy()
ret.can_access_trock_front = world.can_access_trock_front.copy()
ret.can_access_trock_big_chest = world.can_access_trock_big_chest.copy()
ret.can_access_trock_middle = world.can_access_trock_middle.copy()
ret.can_take_damage = world.can_take_damage
ret.difficulty_requirements = world.difficulty_requirements.copy()
ret.fix_fake_world = world.fix_fake_world.copy()
ret.mapshuffle = world.mapshuffle.copy()
ret.compassshuffle = world.compassshuffle.copy()
ret.keyshuffle = world.keyshuffle.copy()
ret.bigkeyshuffle = world.bigkeyshuffle.copy()
ret.prizeshuffle = world.prizeshuffle.copy()
ret.bombbag = world.bombbag.copy()
ret.flute_mode = world.flute_mode.copy()
ret.bow_mode = world.bow_mode.copy()
ret.free_lamp_cone = world.free_lamp_cone.copy()
ret.crystals_needed_for_ganon = world.crystals_needed_for_ganon.copy()
ret.crystals_needed_for_gt = world.crystals_needed_for_gt.copy()
ret.ganon_item = world.ganon_item.copy()
ret.crystals_ganon_orig = world.crystals_ganon_orig.copy()
ret.crystals_gt_orig = world.crystals_gt_orig.copy()
ret.ganon_item_orig = world.ganon_item_orig.copy()
ret.owTerrain = world.owTerrain.copy()
ret.owKeepSimilar = world.owKeepSimilar.copy()
ret.owWhirlpoolShuffle = world.owWhirlpoolShuffle.copy()
ret.owFluteShuffle = world.owFluteShuffle.copy()
ret.shuffle_followers = world.shuffle_followers.copy()
ret.shuffle_bonk_drops = world.shuffle_bonk_drops.copy()
ret.open_pyramid = world.open_pyramid.copy()
ret.shufflelinks = world.shufflelinks.copy()
ret.shuffletavern = world.shuffletavern.copy()
ret.shuffle_ganon = world.shuffle_ganon.copy()
ret.skullwoods = world.skullwoods.copy()
ret.linked_drops = world.linked_drops.copy()
ret.pseudoboots = world.pseudoboots.copy()
ret.mirrorscroll = world.mirrorscroll.copy()
ret.dark_rooms = world.dark_rooms.copy()
ret.damage_challenge = world.damage_challenge.copy()
ret.shuffle_damage_table = world.shuffle_damage_table.copy()
ret.crystal_book = world.crystal_book.copy()
ret.overworld_map = world.overworld_map.copy()
ret.take_any = world.take_any.copy()
ret.boss_shuffle = world.boss_shuffle.copy()
ret.enemy_shuffle = world.enemy_shuffle.copy()
ret.enemy_health = world.enemy_health.copy()
ret.enemy_damage = world.enemy_damage.copy()
ret.any_enemy_logic = world.any_enemy_logic.copy()
ret.beemizer = world.beemizer.copy()
ret.intensity = world.intensity.copy()
ret.decoupledoors = world.decoupledoors.copy()
ret.door_self_loops = world.door_self_loops.copy()
ret.door_type_mode = world.door_type_mode.copy()
ret.trap_door_mode = world.trap_door_mode.copy()
ret.key_logic_algorithm = world.key_logic_algorithm.copy()
ret.aga_randomness = world.aga_randomness.copy()
ret.money_balance = world.money_balance.copy()
ret.experimental = world.experimental.copy()
ret.shopsanity = world.shopsanity.copy()
ret.dropshuffle = world.dropshuffle.copy()
ret.pottery = world.pottery.copy()
ret.potshuffle = world.potshuffle.copy()
ret.mixed_travel = world.mixed_travel.copy()
ret.standardize_palettes = world.standardize_palettes.copy()
ret.owswaps = world.owswaps.copy()
ret.owflutespots = world.owflutespots.copy()
ret.allow_flip_sanc = world.allow_flip_sanc.copy()
ret.prizes = world.prizes.copy()
ret.restrict_boss_items = world.restrict_boss_items.copy()
ret.inaccessible_regions = world.inaccessible_regions.copy()
ret.damage_table = world.damage_table
ret.data_tables = world.data_tables # can be changed...
ret.key_logic = world.key_logic.copy()
ret.settings = world.settings
ret.is_premature_copied_world = True
create_regions(ret, player)
update_world_regions(ret, player)
if world.logic[player] in ('owglitches', 'hybridglitches', 'nologic'):
create_owg_connections(ret, player)
create_dungeon_regions(ret, player)
create_owedges(ret, player)
create_shops(ret, player)
create_doors(ret, player)
create_rooms(ret, player)
create_dungeons(ret, player)
create_dynamic_mirror_exits(ret, player) # assumes these have already been added to world
if create_flute_exits:
create_dynamic_flute_exits(ret, player)
if world.mode[player] == 'standard':
parent = ret.get_region('Menu', player)
target = ret.get_region('Hyrule Castle Secret Entrance', player)
connection = Entrance(player, 'Uncle S&Q', parent)
parent.exits.append(connection)
connection.connect(target)
# connect copied world
copied_locations = {(loc.name, loc.player): loc for loc in ret.get_locations() if loc.player == player} # caches all locations
for region in world.regions:
if region.player == player:
copied_region = ret.get_region(region.name, region.player)
if region.dungeon:
copied_region.dungeon = ret.get_dungeon(region.dungeon.name, region.player)
copied_region.locations = [copied_locations[(location.name, location.player)] for location in region.locations if (location.name, location.player) in copied_locations]
for location in copied_region.locations:
location.parent_region = copied_region
for entrance in region.entrances:
ent = ret.get_entrance(entrance.name, entrance.player)
if ent not in copied_region.entrances:
copied_region.entrances.append(ent)
for exit in region.exits:
if exit.connected_region:
dest_region = ret.get_region(exit.connected_region.name, region.player)
src_exit = ret.get_entrance(exit.name, exit.player)
if exit.name not in [e.name for e in dest_region.entrances if e.connected_region is not None]:
if exit.name in [e.name for e in dest_region.entrances]:
src_exit.connected_region = dest_region
else:
src_exit.connect(dest_region)
from OverworldShuffle import categorize_world_regions
categorize_world_regions(ret, player)
for item in world.precollected_items:
if item.player == player:
ret.push_precollected(ItemFactory(item.name, item.player))
for edge in world.owedges:
if edge.player == player and edge.dest:
copiededge = ret.check_for_owedge(edge.name, edge.player)
copiededge.dest = ret.check_for_owedge(edge.dest.name, edge.dest.player)
for door in world.doors:
if door.player == player:
copied_door = ret.check_for_door(door.name, door.player)
copied_entrance = ret.check_for_entrance(door.entrance.name, door.player)
if copied_entrance:
copied_entrance.door = copied_door
if copied_door:
copied_door.entrance = copied_entrance
for portal in world.dungeon_portals[player]:
connect_portal(portal, ret, player)
set_rules(ret, player)
return ret
def copy_dynamic_regions_and_locations(world, ret):
for region in world.dynamic_regions:
new_reg = Region(region.name, region.type, region.hint_text, region.player)
ret.regions.append(new_reg)
ret.initialize_regions([new_reg])
ret.dynamic_regions.append(new_reg)
# Note: ideally exits should be copied here, but the current use case (Take anys) do not require this
if region.shop:
new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.type, region.shop.shopkeeper_config,
region.shop.custom, region.shop.locked, region.shop.sram_address)
ret.shops[region.player].append(new_reg.shop)
for location in world.dynamic_locations:
new_reg = ret.get_region(location.parent_region.name, location.parent_region.player)
new_loc = Location(location.player, location.name, location.address, location.prize, location.hint_text, new_reg)
new_loc.type = location.type
new_reg.locations.append(new_loc)
ret.clear_location_cache()
def create_playthrough(world):
# create a copy as we will modify it
old_world = world
world = copy_world(world)
# get locations containing progress items
prog_locations = [location for location in world.get_filled_locations() if location.item.advancement
or world.goal[location.player] == 'completionist']
optional_locations = ['Trench 1 Switch', 'Trench 2 Switch', 'Ice Block Drop', 'Skull Star Tile', 'Flute Activation']
optional_locations.extend(['Hyrule Castle Courtyard Tree Pull', 'Mountain Pass Area Tree Pull']) # adding pre-aga tree pulls
optional_locations.extend(['Lumberjack Area Crab Drop', 'South Pass Area Crab Drop']) # adding pre-aga bush crabs
state_cache = [None]
collection_spheres = []
state = CollectionState(world)
sphere_candidates = list(prog_locations)
logging.getLogger('').debug(world.fish.translate("cli","cli","building.collection.spheres"))
while sphere_candidates:
state.sweep_for_events(key_only=True)
sphere = set()
# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
for location in sphere_candidates:
if state.can_reach(location) and state.not_flooding_a_key(world, location):
sphere.add(location)
for location in sphere:
sphere_candidates.remove(location)
state.collect(location.item, True, location)
collection_spheres.append(sphere)
state_cache.append(state.copy())
logging.getLogger('').debug(world.fish.translate("cli", "cli", "building.calculating.spheres"), len(collection_spheres), len(sphere), len(prog_locations))
if not sphere:
if world.accessibility[location.item.player] != 'none':
logging.getLogger('').error(world.fish.translate("cli", "cli", "cannot.reach.items"),
[world.fish.translate("cli","cli","cannot.reach.item") % (location.item.name, location.item.player, location.name, location.player) for location in sphere_candidates])
if any([location.name not in optional_locations and world.accessibility[location.item.player] != 'none' for location in sphere_candidates]):
raise RuntimeError(world.fish.translate("cli", "cli", "cannot.reach.progression"))
else:
old_world.spoiler.unreachables = sphere_candidates.copy()
break
# in the second phase, we cull each sphere such that the game is still beatable, reducing each range of influence to the bare minimum required inside it
for num, sphere in reversed(list(enumerate(collection_spheres))):
to_delete = set()
for location in sphere:
if world.goal[location.player] == 'completionist':
continue # every location for that player is required
# we remove the item at location and check if game is still beatable
logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', location.item.name, location.item.player)
old_item = location.item
location.item = None
# todo: this is not very efficient, but I'm not sure how else to do it for this backwards logic
world.clear_exp_cache()
if world.can_beat_game(state_cache[max(num-1, 0)]):
logging.getLogger('').debug(f'{old_item.name} (Player {old_item.player}) is not required')
to_delete.add(location)
else:
# still required, got to keep it around
logging.getLogger('').debug(f'{old_item.name} (Player {old_item.player}) is required')
location.item = old_item
# cull entries in spheres for spoiler walkthrough at end
sphere -= to_delete
# second phase, sphere 0
for item in [i for i in world.precollected_items if i.advancement]:
logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
world.precollected_items.remove(item)
world.state.remove(item)
if not world.can_beat_game():
world.push_precollected(item)
# we are now down to just the required progress items in collection_spheres. Unfortunately
# the previous pruning stage could potentially have made certain items dependant on others
# in the same or later sphere (because the location had 2 ways to access but the item originally
# used to access it was deemed not required.) So we need to do one final sphere collection pass
# to build up the correct spheres
required_locations = {item for sphere in collection_spheres for item in sphere}
state = CollectionState(world)
collection_spheres = []
while required_locations:
state.sweep_for_events(key_only=True)
sphere = list(filter(lambda loc: state.can_reach(loc) and state.not_flooding_a_key(world, loc), required_locations))
for location in sphere:
required_locations.remove(location)
state.collect(location.item, True, location)
collection_spheres.append(sphere)
logging.getLogger('').debug(world.fish.translate("cli","cli","building.final.spheres"), len(collection_spheres), len(sphere), len(sphere) + len(required_locations))
if not sphere:
if world.has_beaten_game(state):
required_locations.clear()
else:
logging.getLogger('').error(world.fish.translate("cli", "cli", "cannot.reach.items"), [world.fish.translate("cli","cli","cannot.reach.item") % (loc.item.name, loc.item.player, loc.name, loc.player) for loc in required_locations])
raise RuntimeError(world.fish.translate("cli","cli","cannot.reach.required"))
# store the required locations for statistical analysis
old_world.required_locations = [(location.name, location.player) for sphere in collection_spheres for location in sphere]
def flist_to_iter(node):
while node:
value, node = node
yield value
def get_path(state, region):
reversed_path_as_flist = state.path.get(region, (region, None))
string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist))))
# Now we combine the flat string list into (region, exit) pairs
pathsiter = iter(string_path_flat)
pathpairs = zip_longest(pathsiter, pathsiter)
return list(pathpairs)
old_world.spoiler.paths = dict()
for player in range(1, world.players + 1):
if world.logic[player] != 'nologic':
old_world.spoiler.paths.update({location.gen_name(): get_path(state, location.parent_region) for sphere in collection_spheres for location in sphere if location.player == player})
# we can finally output our playthrough
old_world.spoiler.playthrough = {"0": [str(item) for item in world.precollected_items if item.advancement]}
for i, sphere in enumerate(collection_spheres):
if world.logic[player] != 'nologic':
old_world.spoiler.playthrough[str(i + 1)] = {location.gen_name(): str(location.item) for location in sphere}