Files
alttpr-python/BaseClasses.py
aerinon bda5b27c44 Stonewall generation changed to pre-open wall if necessary.
GT Mini bosses no longer drop heart containers.
Crystal switch logic during generation updated.
2020-02-06 15:12:52 -07:00

1729 lines
75 KiB
Python

import copy
from enum import Enum, unique, Flag
import logging
import json
from collections import OrderedDict, deque
from EntranceShuffle import door_addresses
from _vendor.collections_extended import bag
from Utils import int16_as_bytes
from Tables import normal_offset_table, spiral_offset_table
from RoomData import Room
class World(object):
def __init__(self, players, shuffle, doorShuffle, logic, mode, swords, difficulty, difficulty_adjustments, timer, progressive, goal, algorithm, accessibility, shuffle_ganon, retro, custom, customitemarray, hints):
self.players = players
self.teams = 1
self.shuffle = shuffle.copy()
self.doorShuffle = doorShuffle.copy()
self.logic = logic.copy()
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_prizes = False
self.light_world_light_cone = False
self.dark_world_light_cone = False
self.clock_mode = 'off'
self.rupoor_cost = 10
self.aga_randomness = True
self.lock_aga_door_in_escape = False
self.save_and_quit_from_boss = True
self.accessibility = accessibility.copy()
self.fix_skullwoods_exit = {}
self.fix_palaceofdarkness_exit = {}
self.fix_trock_exit = {}
self.shuffle_ganon = shuffle_ganon
self.fix_gtower_exit = self.shuffle_ganon
self.retro = retro.copy()
self.custom = custom
self.customitemarray = customitemarray
self.can_take_damage = True
self.hints = hints.copy()
self.dynamic_regions = []
self.dynamic_locations = []
self.spoiler = Spoiler(self)
self.lamps_needed_for_dark_rooms = 1
self.doors = []
self._door_cache = {}
self.paired_doors = {}
self.rooms = []
self._room_cache = {}
self.dungeon_layouts = {}
self.inaccessible_regions = {}
self.key_logic = {}
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('remote_items', False)
set_player_attr('required_medallions', ['Ether', 'Quake'])
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.mode[player] == 'inverted')
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('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', True)
set_player_attr('mapshuffle', False)
set_player_attr('compassshuffle', False)
set_player_attr('keyshuffle', False)
set_player_attr('bigkeyshuffle', 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('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('open_pyramid', False)
set_player_attr('treasure_hunt_icon', 'Triforce Piece')
set_player_attr('treasure_hunt_count', 0)
def get_name_string_for_object(self, obj):
return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_names(obj.player)})'
def get_player_names(self, player):
return ", ".join([name for i, name in enumerate(self.player_names[player]) if self.player_names[player].index(name) == i])
def initialize_regions(self, regions=None):
for region in regions if regions else self.regions:
region.world = self
self._region_cache[region.player][region.name] = region
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_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 exit in region.exits:
if exit.name == entrance and exit.player == player:
self._entrance_cache[(entrance, player)] = exit
return exit
raise RuntimeError('No such entrance %s for player %d' % (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_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_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
raise RuntimeError('No such door %s for player %d' % (doorname, player))
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.add(('Golden Sword', item.player))
elif ret.has('Master Sword', item.player) and self.difficulty_requirements[item.player].progressive_sword_limit >= 3:
ret.prog_items.add(('Tempered Sword', item.player))
elif ret.has('Fighter Sword', item.player) and self.difficulty_requirements[item.player].progressive_sword_limit >= 2:
ret.prog_items.add(('Master Sword', item.player))
elif self.difficulty_requirements[item.player].progressive_sword_limit >= 1:
ret.prog_items.add(('Fighter Sword', item.player))
elif 'Glove' in item.name:
if ret.has('Titans Mitts', item.player):
pass
elif ret.has('Power Glove', item.player):
ret.prog_items.add(('Titans Mitts', item.player))
else:
ret.prog_items.add(('Power Glove', item.player))
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.add(('Mirror Shield', item.player))
elif ret.has('Blue Shield', item.player) and self.difficulty_requirements[item.player].progressive_shield_limit >= 2:
ret.prog_items.add(('Red Shield', item.player))
elif self.difficulty_requirements[item.player].progressive_shield_limit >= 1:
ret.prog_items.add(('Blue Shield', item.player))
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.add(('Silver Arrows', item.player))
elif self.difficulty_requirements[item.player].progressive_bow_limit >= 1:
ret.prog_items.add(('Bow', item.player))
elif item.name.startswith('Bottle'):
if ret.bottle_count(item.player) < self.difficulty_requirements[item.player].progressive_bottle_limit:
ret.prog_items.add((item.name, item.player))
elif item.advancement or item.smallkey or item.bigkey:
ret.prog_items.add((item.name, item.player))
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]
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.smallkey and self.keyshuffle[item.player]) or (item.bigkey and self.bigkeyshuffle[item.player]):
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 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 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):
if starting_state:
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) and location not in state.locations_checked]
while prog_locations:
state.sweep_for_crystal_access()
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
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):
self.prog_items = bag()
self.world = parent
self.reachable_regions = {player: set() for player in range(1, parent.players + 1)}
self.colored_regions = {player: {} for player in range(1, parent.players + 1)}
self.blocked_color_regions = {player: set() 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)
def update_reachable_regions(self, player):
player_regions = self.world.get_regions(player)
self.stale[player] = False
rrp = self.reachable_regions[player]
ccr = self.colored_regions[player]
blocked = self.blocked_color_regions[player]
new_regions = True
reachable_regions_count = len(rrp)
while new_regions:
player_regions = [region for region in player_regions if region not in rrp]
for candidate in player_regions:
if candidate.can_reach_private(self):
rrp.add(candidate)
if candidate.type == RegionType.Dungeon:
c_switch_present = False
for ext in candidate.exits:
door = self.world.check_for_door(ext.name, player)
if door is not None and door.crystal == CrystalBarrier.Either:
c_switch_present = True
break
if c_switch_present:
ccr[candidate] = CrystalBarrier.Either
self.spread_crystal_access(candidate, CrystalBarrier.Either, rrp, ccr, player)
for ext in candidate.exits:
connect = ext.connected_region
if connect in rrp and not ext.can_reach(self):
blocked.add(candidate)
else:
color_type = CrystalBarrier.Null
for entrance in candidate.entrances:
if entrance.parent_region in rrp:
if entrance.can_reach(self):
door = self.world.check_for_door(entrance.name, player)
if door is None or entrance.parent_region.type != RegionType.Dungeon:
color_type |= CrystalBarrier.Orange
elif entrance.parent_region in ccr.keys():
color_type |= (ccr[entrance.parent_region] & (door.crystal or CrystalBarrier.Either))
else:
blocked.add(entrance.parent_region)
if color_type:
ccr[candidate] = color_type
for ext in candidate.exits:
connect = ext.connected_region
if connect in rrp and connect in ccr:
door = self.world.check_for_door(ext.name, player)
if door is not None and not door.blocked:
if ext.can_reach(self):
new_color = ccr[connect] | (ccr[candidate] & (door.crystal or CrystalBarrier.Either))
if new_color != ccr[connect]:
self.spread_crystal_access(candidate, new_color, rrp, ccr, player)
else:
blocked.add(candidate)
new_regions = len(rrp) > reachable_regions_count
reachable_regions_count = len(rrp)
def spread_crystal_access(self, region, crystal, rrp, ccr, player):
queue = deque([(region, crystal)])
visited = set()
updated = False
while len(queue) > 0:
region, crystal = queue.popleft()
visited.add(region)
for ext in region.exits:
connect = ext.connected_region
if connect is not None and connect.type == RegionType.Dungeon:
if connect not in visited and connect in rrp and connect in ccr:
if ext.can_reach(self):
door = self.world.check_for_door(ext.name, player)
if door is not None and not door.blocked:
current_crystal = ccr[connect]
new_crystal = current_crystal | (crystal & (door.crystal or CrystalBarrier.Either))
if current_crystal != new_crystal:
updated = True
ccr[connect] = new_crystal
queue.append((connect, new_crystal))
return updated
def copy(self):
ret = CollectionState(self.world)
ret.prog_items = self.prog_items.copy()
ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in range(1, self.world.players + 1)}
ret.colored_regions = {player: copy.copy(self.colored_regions[player]) for player in range(1, self.world.players + 1)}
ret.blocked_color_regions = {player: copy.copy(self.blocked_color_regions[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)
return ret
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 == 'Entrance':
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_crystal_access(self):
for player, rrp in self.reachable_regions.items():
updated = True
while updated:
if self.stale[player]:
self.update_reachable_regions(player)
updated = False
dungeon_regions = self.blocked_color_regions[player]
ccr = self.colored_regions[player]
for region in dungeon_regions.copy():
if region in ccr.keys():
updated |= self.spread_crystal_access(region, ccr[region], rrp, ccr, player)
self.stale[player] = updated
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
checked_locations = 0
while new_locations:
reachable_events = [location for location in locations if location.event and
(not key_only or (not self.world.keyshuffle[location.item.player] and location.item.smallkey) or (not self.world.bigkeyshuffle[location.item.player] and location.item.bigkey))
and location.can_reach(self)]
reachable_events = self._do_not_flood_the_keys(reachable_events)
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 = len(reachable_events) > checked_locations
checked_locations = len(reachable_events)
if new_locations:
self.sweep_for_crystal_access()
def can_reach_blue(self, region, player):
if region not in self.colored_regions[player].keys():
return False
return self.colored_regions[player][region] in [CrystalBarrier.Blue, CrystalBarrier.Either]
def can_reach_orange(self, region, player):
if region not in self.colored_regions[player].keys():
return False
return self.colored_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() and self.world.get_location(flooded_keys[event.name], event.player) not in reachable_events:
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():
return world.get_location(flooded_keys[location.name], location.player) in self.locations_checked
return True
def has(self, item, player, count=1):
if count == 1:
return (item, player) in self.prog_items
return self.prog_items.count((item, player)) >= count
def has_key(self, item, player, count=1):
if self.world.retro[player]:
return self.can_buy_unlimited('Small Key (Universal)', player)
if count == 1:
return (item, player) in self.prog_items
return self.prog_items.count((item, player)) >= count
def can_buy_unlimited(self, item, player):
for shop in self.world.shops:
if shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(self):
return True
return False
def item_count(self, item, player):
return self.prog_items.count((item, player))
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 can_lift_rocks(self, player):
return self.has('Power Glove', player) or self.has('Titans Mitts', 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('Quarter Magic', player):
basemagic = 32
elif self.has('Half Magic', 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_shoot_arrows(self, player):
if self.world.retro[player]:
#TODO: need to decide how we want to handle wooden arrows longer-term (a can-buy-a check, or via dynamic shop location)
#FIXME: Should do something about hard+ ganon only silvers. For the moment, i believe they effective grant wooden, so we are safe
return self.has('Bow', player) and (self.has('Silver Arrows', player) or self.can_buy_unlimited('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.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_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 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):
lw = self.world.get_region('Light World', player)
return self.has('Ocarina', player) and lw.can_reach(self) and self.is_not_bunny(lw, player)
def can_melt_things(self, player):
return self.has('Fire Rod', player) or (self.has('Bombos', player) and self.has_sword(player))
def can_avoid_lasers(self, player):
return self.has('Mirror Shield', player) or self.has('Cane of Byrna', player) or self.has('Cape', player)
def is_not_bunny(self, region, player):
if self.has_Pearl(player):
return True
return region.is_light_world if self.world.mode[player] != 'inverted' else region.is_dark_world
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 collect(self, item, event=False, location=None):
if location:
self.locations_checked.add(location)
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.add(('Golden Sword', item.player))
changed = True
elif self.has('Master Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 3:
self.prog_items.add(('Tempered Sword', item.player))
changed = True
elif self.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2:
self.prog_items.add(('Master Sword', item.player))
changed = True
elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1:
self.prog_items.add(('Fighter Sword', item.player))
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.add(('Titans Mitts', item.player))
changed = True
else:
self.prog_items.add(('Power Glove', item.player))
changed = True
elif 'Shield' in item.name:
if self.has('Mirror Shield', item.player):
pass
elif self.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3:
self.prog_items.add(('Mirror Shield', item.player))
changed = True
elif self.has('Blue Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2:
self.prog_items.add(('Red Shield', item.player))
changed = True
elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1:
self.prog_items.add(('Blue Shield', item.player))
changed = True
elif 'Bow' in item.name:
if self.has('Silver Arrows', item.player):
pass
elif self.has('Bow', item.player):
self.prog_items.add(('Silver Arrows', item.player))
changed = True
else:
self.prog_items.add(('Bow', item.player))
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.add((item.name, item.player))
changed = True
elif event or item.advancement:
self.prog_items.add((item.name, item.player))
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:
try:
self.prog_items.remove((to_remove, item.player))
except ValueError:
return
# invalidate caches, nothing can be trusted anymore now
self.reachable_regions[item.player] = set()
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 RegionType(Enum):
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.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.hint_text = hint
self.recursion_count = 0
self.player = player
self.crystal_switch = False
def can_reach(self, state):
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):
inside_dungeon_item = ((item.smallkey and not self.world.keyshuffle[item.player])
or (item.bigkey and not self.world.bigkeyshuffle[item.player])
or (item.map and not self.world.mapshuffle[item.player])
or (item.compass and not self.world.compassshuffle[item.player]))
sewer_hack = self.world.mode[item.player] == 'standard' and item.name == 'Small Key (Escape)'
if sewer_hack or inside_dungeon_item:
return self.dungeon and self.dungeon.is_dungeon_item(item) and item.player == self.player
return True
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.player = player
self.door = None
def can_reach(self, state):
if self.parent_region.can_reach(state) and self.access_rule(state):
if 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 connect(self, region, addresses=None, target=None, vanilla=None):
self.connected_region = region
self.target = target
self.addresses = addresses
self.vanilla = vanilla
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):
self.name = name
self.regions = regions
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.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
def is_dungeon_item(self, item):
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})'
@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
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 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
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
@unique
class CrystalBarrier(Flag):
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 + Direction (N:0, W:3, S:6, E:9) for normal
# 0-4 for spiral offset thing
self.doorIndex = -1
self.layer = -1 # 0 for normal floor, 1 for the inset layer
self.toggle = False
self.trapFlag = 0x0
self.quadrant = 2
self.shiftX = 78
self.shiftY = 78
self.zeroHzCam = False
self.zeroVtCam = False
self.doorListPos = -1
# 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.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.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:
entrance.door = self
def getAddress(self):
if self.type == DoorType.Normal:
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
def getTarget(self, toggle):
if self.type == DoorType.Normal:
bitmask = 4 * (self.layer ^ 1 if toggle else self.layer)
bitmask += 0x08 * int(self.trapFlag)
return [self.roomIndex, bitmask + self.doorIndex]
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]
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 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 = 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 __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.big_chest_present = False
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.equations = None
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 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]:
# same sector as another entrance
if region.name not in ['Skull Pot Circle', 'Skull Back Drop', 'Desert East Lobby', 'Desert West Lobby']:
self.branch_factor += 1
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 __str__(self):
return str(self.__unicode__())
def __unicode__(self):
return '%s' % next(iter(self.region_set()))
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, crystal=False, hint_text=None, parent=None, forced_item=None, player_address=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.crystal = crystal
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.always_allow = lambda item, state: False
self.access_rule = lambda state: True
self.item_rule = lambda item: True
self.player = player
def can_fill(self, state, item, check_access=True):
return 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 can_reach(self, state):
if self.parent_region.can_reach(state) and self.access_rule(state):
return True
return False
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})'
class Item(object):
def __init__(self, name='', advancement=False, priority=False, type=None, code=None, 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.location = None
self.world = None
self.player = player
@property
def crystal(self):
return self.type == 'Crystal'
@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'
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})'
# 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):
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
@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, item, price, max=0, replacement=None, replacement_price=0, create_location=False):
self.inventory[slot] = {
'item': item,
'price': price,
'max': max,
'replacement': replacement,
'replacement_price': replacement_price,
'create_location': create_location
}
class Spoiler(object):
def __init__(self, world):
self.world = world
self.hashes = {}
self.entrances = OrderedDict()
self.doors = OrderedDict()
self.doorTypes = OrderedDict()
self.medallions = {}
self.playthrough = {}
self.unreachables = []
self.startinventory = []
self.locations = {}
self.paths = {}
self.metadata = {}
self.shops = []
self.bosses = OrderedDict()
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):
if self.world.players == 1:
self.doors[(entrance, direction, player)] = OrderedDict([('entrance', entrance), ('exit', exit), ('direction', direction)])
else:
self.doors[(entrance, direction, player)] = OrderedDict([('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction)])
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_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.startinventory = list(map(str, self.world.precollected_items))
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]
self.locations['Light World'] = OrderedDict([(str(location), 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]
self.locations['Dark World'] = OrderedDict([(str(location), 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]
self.locations['Caves'] = OrderedDict([(str(location), 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]
self.locations[str(dungeon)] = OrderedDict([(str(location), 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]
if other_locations:
self.locations['Other Locations'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in other_locations])
listed_locations.update(other_locations)
self.shops = []
for shop in self.world.shops:
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
shopdata['item_{}'.format(index)] = "{}{}".format(item['item'], item['price']) if item['price'] else item['item']
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"]
from Main import __version__ as ERVersion
self.metadata = {'version': ERVersion,
'logic': self.world.logic,
'mode': self.world.mode,
'retro': self.world.retro,
'weapons': self.world.swords,
'goal': self.world.goal,
'shuffle': self.world.shuffle,
'door_shuffle': self.world.doorShuffle,
'item_pool': self.world.difficulty,
'item_functionality': self.world.difficulty_adjustments,
'gt_crystals': self.world.crystals_needed_for_gt,
'ganon_crystals': self.world.crystals_needed_for_ganon,
'open_pyramid': self.world.open_pyramid,
'accessibility': self.world.accessibility,
'hints': self.world.hints,
'mapshuffle': self.world.mapshuffle,
'compassshuffle': self.world.compassshuffle,
'keyshuffle': self.world.keyshuffle,
'bigkeyshuffle': self.world.bigkeyshuffle,
'boss_shuffle': self.world.boss_shuffle,
'enemy_shuffle': self.world.enemy_shuffle,
'enemy_health': self.world.enemy_health,
'enemy_damage': self.world.enemy_damage,
'players': self.world.players,
'teams': self.world.teams
}
def to_json(self):
self.parse_data()
out = OrderedDict()
out['Entrances'] = list(self.entrances.values())
out['Doors'] = list(self.doors.values())
out['DoorTypes'] = list(self.doorTypes.values())
out.update(self.locations)
out['Starting Inventory'] = self.startinventory
out['Special'] = self.medallions
if self.hashes:
out['Hashes'] = {f"{self.world.player_names[player][team]} (Team {team+1})": hash for (player, team), hash in self.hashes.items()}
if self.shops:
out['Shops'] = self.shops
out['playthrough'] = self.playthrough
out['paths'] = self.paths
out['Bosses'] = self.bosses
out['meta'] = self.metadata
return json.dumps(out)
def to_file(self, filename):
self.parse_data()
with open(filename, 'w') as outfile:
outfile.write('ALttP Entrance Randomizer Version %s - Seed: %s\n\n' % (self.metadata['version'], self.world.seed))
outfile.write('Filling Algorithm: %s\n' % self.world.algorithm)
outfile.write('Players: %d\n' % self.world.players)
outfile.write('Teams: %d\n' % self.world.teams)
for player in range(1, self.world.players + 1):
if self.world.players > 1:
outfile.write('\nPlayer %d: %s\n' % (player, self.world.get_player_names(player)))
if len(self.hashes) > 0:
for team in range(self.world.teams):
outfile.write('%s%s\n' % (f"Hash - {self.world.player_names[player][team]} (Team {team+1}): " if self.world.teams > 1 else 'Hash: ', self.hashes[player, team]))
outfile.write('Logic: %s\n' % self.metadata['logic'][player])
outfile.write('Mode: %s\n' % self.metadata['mode'][player])
outfile.write('Retro: %s\n' % ('Yes' if self.metadata['retro'][player] else 'No'))
outfile.write('Swords: %s\n' % self.metadata['weapons'][player])
outfile.write('Goal: %s\n' % self.metadata['goal'][player])
outfile.write('Difficulty: %s\n' % self.metadata['item_pool'][player])
outfile.write('Item Functionality: %s\n' % self.metadata['item_functionality'][player])
outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle'][player])
outfile.write('Door Shuffle: %s\n' % self.metadata['door_shuffle'][player])
outfile.write('Crystals required for GT: %s\n' % self.metadata['gt_crystals'][player])
outfile.write('Crystals required for Ganon: %s\n' % self.metadata['ganon_crystals'][player])
outfile.write('Pyramid hole pre-opened: %s\n' % ('Yes' if self.metadata['open_pyramid'][player] else 'No'))
outfile.write('Accessibility: %s\n' % self.metadata['accessibility'][player])
outfile.write('Map shuffle: %s\n' % ('Yes' if self.metadata['mapshuffle'][player] else 'No'))
outfile.write('Compass shuffle: %s\n' % ('Yes' if self.metadata['compassshuffle'][player] else 'No'))
outfile.write('Small Key shuffle: %s\n' % ('Yes' if self.metadata['keyshuffle'][player] else 'No'))
outfile.write('Big Key shuffle: %s\n' % ('Yes' if self.metadata['bigkeyshuffle'][player] else 'No'))
outfile.write('Boss shuffle: %s\n' % self.metadata['boss_shuffle'][player])
outfile.write('Enemy shuffle: %s\n' % self.metadata['enemy_shuffle'][player])
outfile.write('Enemy health: %s\n' % self.metadata['enemy_health'][player])
outfile.write('Enemy damage: %s\n' % self.metadata['enemy_damage'][player])
outfile.write('Hints: %s\n' % ('Yes' if self.metadata['hints'][player] else 'No'))
if self.doors:
outfile.write('\n\nDoors:\n\n')
outfile.write('\n'.join(['%s%s %s %s' % ('Player {0}: '.format(entry['player']) if self.world.players > 1 else '', entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.doors.values()]))
if self.doorTypes:
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 '', entry['doorNames'], entry['type']) for entry in self.doorTypes.values()]))
if self.entrances:
outfile.write('\n\nEntrances:\n\n')
outfile.write('\n'.join(['%s%s %s %s' % (f'{self.world.get_player_names(entry["player"])}: ' if self.world.players > 1 else '', entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.entrances.values()]))
outfile.write('\n\nMedallions:\n')
for dungeon, medallion in self.medallions.items():
outfile.write(f'\n{dungeon}: {medallion}')
if self.startinventory:
outfile.write('\n\nStarting Inventory:\n\n')
outfile.write('\n'.join(self.startinventory))
outfile.write('\n\nLocations:\n\n')
outfile.write('\n'.join(['%s: %s' % (location, item) for grouping in self.locations.values() for (location, item) in grouping.items()]))
outfile.write('\n\nShops:\n\n')
outfile.write('\n'.join("{} [{}]\n {}".format(shop['location'], shop['type'], "\n ".join(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))
outfile.write('\n\nPlaythrough:\n\n')
outfile.write('\n'.join(['%s: {\n%s\n}' % (sphere_nr, '\n'.join([' %s: %s' % (location, 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:
outfile.write('\n\nUnreachable Items:\n\n')
outfile.write('\n'.join(['%s: %s' % (unreachable.item, unreachable) for unreachable in self.unreachables]))
outfile.write('\n\nPaths:\n\n')
path_listings = []
for location, path in sorted(self.paths.items()):
path_lines = []
for region, exit in path:
if exit is not None:
path_lines.append("{} -> {}".format(region, exit))
else:
path_lines.append(region)
path_listings.append("{}\n {}".format(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'
}