Customizer improvements: - Better logic around customized lobbies - Better logic around customized door types Fix to key doors that was causing extra key doors Generation improvement around crystal switches Fix bug in dungeon_only that wasn't using pot key locations (known issue still exists in pottery modes) Fixes an issue when keys are found in own dungeon for another player when using the bizhawk plugin
734 lines
35 KiB
Python
734 lines
35 KiB
Python
import copy
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from itertools import zip_longest
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import json
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import logging
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import os
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import RaceRandom as random
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import string
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import time
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import zlib
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from BaseClasses import World, CollectionState, Item, Region, Location, Shop, Entrance, Settings
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from Bosses import place_bosses
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from Items import ItemFactory
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from KeyDoorShuffle import validate_key_placement
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from OverworldGlitchRules import create_owg_connections
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from PotShuffle import shuffle_pots, shuffle_pot_switches
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from Regions import create_regions, create_shops, mark_light_world_regions, create_dungeon_regions, adjust_locations
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from InvertedRegions import create_inverted_regions, mark_dark_world_regions
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from EntranceShuffle import link_entrances, link_inverted_entrances
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from Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, JsonRom, get_hash_string
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from Doors import create_doors
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from DoorShuffle import link_doors, connect_portal, link_doors_prep
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from RoomData import create_rooms
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from Rules import set_rules
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from Dungeons import create_dungeons
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from Fill import distribute_items_restrictive, promote_dungeon_items, fill_dungeons_restrictive, ensure_good_pots
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from Fill import dungeon_tracking
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from Fill import sell_potions, sell_keys, balance_multiworld_progression, balance_money_progression, lock_shop_locations
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from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops, fill_specific_items
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from Utils import output_path, parse_player_names
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from source.item.FillUtil import create_item_pool_config, massage_item_pool, district_item_pool_config
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from source.overworld.EntranceShuffle2 import link_entrances_new
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from source.tools.BPS import create_bps_from_data
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from source.classes.CustomSettings import CustomSettings
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__version__ = '1.2.0.9-u'
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from source.classes.BabelFish import BabelFish
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class EnemizerError(RuntimeError):
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pass
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def check_python_version():
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import sys
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version = sys.version_info
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if version.major < 3 or version.minor < 7:
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logging.warning(BabelFish().translate("cli","cli","old.python.version"), sys.version)
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def main(args, seed=None, fish=None):
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check_python_version()
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if args.outputpath:
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os.makedirs(args.outputpath, exist_ok=True)
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output_path.cached_path = args.outputpath
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start = time.perf_counter()
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if args.securerandom:
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random.use_secure()
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seeded = False
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# initialize the world
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if args.code:
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for player, code in args.code.items():
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if code:
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Settings.adjust_args_from_code(code, player, args)
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customized = None
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if args.customizer:
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customized = CustomSettings()
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customized.load_yaml(args.customizer)
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seed = customized.determine_seed(seed)
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seeded = True
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customized.adjust_args(args)
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world = World(args.multi, args.shuffle, args.door_shuffle, args.logic, args.mode, args.swords,
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args.difficulty, args.item_functionality, args.timer, args.progressive, args.goal, args.algorithm,
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args.accessibility, args.shuffleganon, args.custom, args.customitemarray, args.hints)
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world.customizer = customized if customized else None
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logger = logging.getLogger('')
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if seed is None:
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random.seed(None)
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world.seed = random.randint(0, 999999999)
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else:
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world.seed = int(seed)
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if not seeded:
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random.seed(world.seed)
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if args.securerandom:
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world.seed = ''.join(random.choice(string.ascii_uppercase + string.ascii_lowercase + string.digits) for _ in range(9))
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world.boots_hint = args.boots_hint.copy()
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world.remote_items = args.remote_items.copy()
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world.mapshuffle = args.mapshuffle.copy()
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world.compassshuffle = args.compassshuffle.copy()
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world.keyshuffle = args.keyshuffle.copy()
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world.bigkeyshuffle = args.bigkeyshuffle.copy()
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world.bombbag = args.bombbag.copy()
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world.flute_mode = args.flute_mode.copy()
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world.bow_mode = args.bow_mode.copy()
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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)}
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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)}
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world.crystals_ganon_orig = args.crystals_ganon.copy()
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world.crystals_gt_orig = args.crystals_gt.copy()
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world.open_pyramid = args.openpyramid.copy()
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world.boss_shuffle = args.shufflebosses.copy()
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world.enemy_shuffle = args.shuffleenemies.copy()
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world.enemy_health = args.enemy_health.copy()
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world.enemy_damage = args.enemy_damage.copy()
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world.beemizer = args.beemizer.copy()
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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)}
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world.door_type_mode = args.door_type_mode.copy()
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world.trap_door_mode = args.trap_door_mode.copy()
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world.key_logic_algorithm = args.key_logic_algorithm.copy()
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world.decoupledoors = args.decoupledoors.copy()
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world.experimental = args.experimental.copy()
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world.dungeon_counters = args.dungeon_counters.copy()
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world.fish = fish
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world.shopsanity = args.shopsanity.copy()
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world.dropshuffle = args.dropshuffle.copy()
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world.pottery = args.pottery.copy()
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world.potshuffle = args.shufflepots.copy()
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world.mixed_travel = args.mixed_travel.copy()
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world.standardize_palettes = args.standardize_palettes.copy()
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world.treasure_hunt_count = {k: int(v) for k, v in args.triforce_goal.items()}
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world.treasure_hunt_total = {k: int(v) for k, v in args.triforce_pool.items()}
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world.shufflelinks = args.shufflelinks.copy()
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world.shuffletavern = args.shuffletavern.copy()
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world.pseudoboots = args.pseudoboots.copy()
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world.overworld_map = args.overworld_map.copy()
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world.take_any = args.take_any.copy()
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world.restrict_boss_items = args.restrict_boss_items.copy()
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world.collection_rate = args.collection_rate.copy()
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world.colorizepots = args.colorizepots.copy()
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world.rom_seeds = {player: random.randint(0, 999999999) for player in range(1, world.players + 1)}
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world.finish_init()
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logger.info(
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world.fish.translate("cli","cli","app.title") + "\n",
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__version__,
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world.seed,
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Settings.make_code(world, 1) if world.players == 1 else ''
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)
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parsed_names = parse_player_names(args.names, world.players, args.teams)
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world.teams = len(parsed_names)
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for i, team in enumerate(parsed_names, 1):
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if world.players > 1:
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logger.info('%s%s', 'Team%d: ' % i if world.teams > 1 else 'Players: ', ', '.join(team))
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for player, name in enumerate(team, 1):
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world.player_names[player].append(name)
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logger.info('')
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world.settings = CustomSettings()
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world.settings.create_from_world(world, args.race)
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outfilebase = f'DR_{args.outputname if args.outputname else world.seed}'
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for player in range(1, world.players + 1):
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world.difficulty_requirements[player] = difficulties[world.difficulty[player]]
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if world.mode[player] == 'standard' and world.enemy_shuffle[player] != 'none':
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if hasattr(world,"escape_assist") and player in world.escape_assist:
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world.escape_assist[player].append('bombs') # enemized escape assumes infinite bombs available and will likely be unbeatable without it
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if args.usestartinventory[player]:
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for tok in filter(None, args.startinventory[player].split(',')):
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name = tok.strip()
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name = name if name != 'Ocarina' or world.flute_mode[player] != 'active' else 'Ocarina (Activated)'
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item = ItemFactory(name, player)
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if item:
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world.push_precollected(item)
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if args.create_spoiler and not args.jsonout:
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logger.info(world.fish.translate("cli", "cli", "create.meta"))
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world.spoiler.meta_to_file(output_path(f'{outfilebase}_Spoiler.txt'))
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if args.mystery and not args.suppress_meta:
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world.spoiler.mystery_meta_to_file(output_path(f'{outfilebase}_meta.txt'))
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for player in range(1, world.players + 1):
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if world.mode[player] != 'inverted':
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create_regions(world, player)
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else:
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create_inverted_regions(world, player)
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if world.logic[player] in ('owglitches', 'nologic'):
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create_owg_connections(world, player)
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create_dungeon_regions(world, player)
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create_shops(world, player)
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create_doors(world, player)
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create_rooms(world, player)
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create_dungeons(world, player)
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adjust_locations(world, player)
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place_bosses(world, player)
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if world.customizer and world.customizer.get_start_inventory():
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for p, inv_list in world.customizer.get_start_inventory().items():
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for inv_item in inv_list:
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item = ItemFactory(inv_item.strip(), p)
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if item:
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world.push_precollected(item)
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if args.print_custom_yaml:
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world.settings.record_info(world)
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if any(world.potshuffle.values()):
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logger.info(world.fish.translate("cli", "cli", "shuffling.pots"))
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for player in range(1, world.players + 1):
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if world.potshuffle[player]:
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if world.pottery[player] in ['none', 'cave', 'keys', 'cavekeys']:
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shuffle_pots(world, player)
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else:
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shuffle_pot_switches(world, player)
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logger.info(world.fish.translate("cli","cli","shuffling.world"))
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for player in range(1, world.players + 1):
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if world.experimental[player] or world.shuffle[player] in ['lite', 'lean'] or world.shuffletavern[player] or (world.customizer and world.customizer.get_entrances()):
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link_entrances_new(world, player)
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else:
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if world.mode[player] != 'inverted':
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link_entrances(world, player)
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else:
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link_inverted_entrances(world, player)
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logger.info(world.fish.translate("cli", "cli", "shuffling.prep"))
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for player in range(1, world.players + 1):
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link_doors_prep(world, player)
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if args.print_custom_yaml:
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world.settings.record_entrances(world)
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create_item_pool_config(world)
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logger.info(world.fish.translate("cli", "cli", "shuffling.dungeons"))
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for player in range(1, world.players + 1):
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link_doors(world, player)
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if world.mode[player] != 'inverted':
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mark_light_world_regions(world, player)
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else:
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mark_dark_world_regions(world, player)
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if args.print_custom_yaml:
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world.settings.record_doors(world)
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logger.info(world.fish.translate("cli", "cli", "generating.itempool"))
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for player in range(1, world.players + 1):
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generate_itempool(world, player)
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logger.info(world.fish.translate("cli","cli","calc.access.rules"))
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for player in range(1, world.players + 1):
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set_rules(world, player)
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district_item_pool_config(world)
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for player in range(1, world.players + 1):
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if world.shopsanity[player]:
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sell_potions(world, player)
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if world.keyshuffle[player] == 'universal':
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sell_keys(world, player)
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else:
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lock_shop_locations(world, player)
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massage_item_pool(world)
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if args.print_custom_yaml:
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world.settings.record_item_pool(world)
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dungeon_tracking(world)
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fill_specific_items(world)
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logger.info(world.fish.translate("cli", "cli", "placing.dungeon.prizes"))
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fill_prizes(world)
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logger.info(world.fish.translate("cli","cli","placing.dungeon.items"))
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if args.algorithm != 'equitable':
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shuffled_locations = world.get_unfilled_locations()
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random.shuffle(shuffled_locations)
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fill_dungeons_restrictive(world, shuffled_locations)
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else:
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promote_dungeon_items(world)
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for player in range(1, world.players+1):
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if world.logic[player] != 'nologic':
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for key_layout in world.key_layout[player].values():
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if not validate_key_placement(key_layout, world, player):
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raise RuntimeError(
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"%s: %s (%s %d)" %
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(
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world.fish.translate("cli", "cli", "keylock.detected"),
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key_layout.sector.name,
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world.fish.translate("cli", "cli", "player"),
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player
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)
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)
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logger.info(world.fish.translate("cli","cli","fill.world"))
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distribute_items_restrictive(world, True)
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if world.players > 1:
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logger.info(world.fish.translate("cli", "cli", "balance.multiworld"))
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if args.algorithm in ['balanced', 'equitable']:
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balance_multiworld_progression(world)
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# if we only check for beatable, we can do this sanity check first before creating the rom
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world.clear_exp_cache()
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if not world.can_beat_game(log_error=True):
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raise RuntimeError(world.fish.translate("cli", "cli", "cannot.beat.game"))
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for player in range(1, world.players+1):
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if world.shopsanity[player]:
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customize_shops(world, player)
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if args.algorithm in ['balanced', 'equitable']:
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balance_money_progression(world)
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ensure_good_pots(world, True)
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if args.print_custom_yaml:
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world.settings.record_item_placements(world)
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world.settings.write_to_file(output_path(f'{outfilebase}_custom.yaml'))
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rom_names = []
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jsonout = {}
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enemized = False
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if not args.suppress_rom or args.bps:
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logger.info(world.fish.translate("cli","cli","patching.rom"))
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for team in range(world.teams):
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for player in range(1, world.players + 1):
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sprite_random_on_hit = type(args.sprite[player]) is str and args.sprite[player].lower() == 'randomonhit'
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use_enemizer = (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player] != 'none'
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or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default'
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or sprite_random_on_hit)
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rom = JsonRom() if args.jsonout or use_enemizer else LocalRom(args.rom)
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if use_enemizer and (args.enemizercli or not args.jsonout):
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local_rom = LocalRom(args.rom) # update base2current.json (side effect)
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if args.rom and not(os.path.isfile(args.rom)):
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raise RuntimeError("Could not find valid base rom for enemizing at expected path %s." % args.rom)
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if os.path.exists(args.enemizercli):
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patch_enemizer(world, player, rom, local_rom, args.enemizercli, sprite_random_on_hit)
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enemized = True
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if not args.jsonout:
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rom = LocalRom.fromJsonRom(rom, args.rom, 0x400000)
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else:
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enemizerMsg = world.fish.translate("cli","cli","enemizer.not.found") + ': ' + args.enemizercli + "\n"
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enemizerMsg += world.fish.translate("cli","cli","enemizer.nothing.applied")
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logging.warning(enemizerMsg)
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raise EnemizerError(enemizerMsg)
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patch_rom(world, rom, player, team, enemized, bool(args.mystery))
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if args.race:
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patch_race_rom(rom)
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rom_names.append((player, team, list(rom.name)))
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world.spoiler.hashes[(player, team)] = get_hash_string(rom.hash)
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apply_rom_settings(rom, args.heartbeep[player], args.heartcolor[player], args.quickswap[player],
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args.fastmenu[player], args.disablemusic[player], args.sprite[player],
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args.ow_palettes[player], args.uw_palettes[player], args.reduce_flashing[player],
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args.shuffle_sfx[player], args.msu_resume[player])
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if args.jsonout:
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jsonout[f'patch_t{team}_p{player}'] = rom.patches
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else:
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outfilepname = f'_T{team+1}' if world.teams > 1 else ''
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if world.players > 1:
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outfilepname += f'_P{player}'
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if world.players > 1 or world.teams > 1:
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outfilepname += f"_{world.player_names[player][team].replace(' ', '_')}" if world.player_names[player][team] != 'Player %d' % player else ''
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outfilesuffix = f'_{Settings.make_code(world, player)}' if not args.outputname else ''
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if args.bps:
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patchfile = output_path(f'{outfilebase}{outfilepname}{outfilesuffix}.bps')
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patch = create_bps_from_data(LocalRom(args.rom, patch=False).buffer, rom.buffer)
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with open(patchfile, 'wb') as stream:
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stream.write(patch.binary_ba)
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if not args.suppress_rom:
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sfc_file = output_path(f'{outfilebase}{outfilepname}{outfilesuffix}.sfc')
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rom.write_to_file(sfc_file)
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if world.players > 1:
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multidata = zlib.compress(json.dumps({"names": parsed_names,
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"roms": rom_names,
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"remote_items": [player for player in range(1, world.players + 1) if world.remote_items[player]],
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"locations": [((location.address, location.player), (location.item.code, location.item.player))
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for location in world.get_filled_locations() if type(location.address) is int],
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"tags" : ["DR"]
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}).encode("utf-8"))
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if args.jsonout:
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jsonout["multidata"] = list(multidata)
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else:
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with open(output_path('%s_multidata' % outfilebase), 'wb') as f:
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f.write(multidata)
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if args.mystery and not args.suppress_meta:
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world.spoiler.hashes_to_file(output_path(f'{outfilebase}_meta.txt'))
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elif args.create_spoiler and not args.jsonout:
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world.spoiler.hashes_to_file(output_path(f'{outfilebase}_Spoiler.txt'))
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if args.create_spoiler and not args.jsonout:
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logger.info(world.fish.translate("cli", "cli", "patching.spoiler"))
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world.spoiler.to_file(output_path(f'{outfilebase}_Spoiler.txt'))
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|
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if not args.skip_playthrough:
|
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logger.info(world.fish.translate("cli","cli","calc.playthrough"))
|
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create_playthrough(world)
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|
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if args.jsonout:
|
|
print(json.dumps({**jsonout, 'spoiler': world.spoiler.to_json()}))
|
|
elif args.create_spoiler:
|
|
logger.info(world.fish.translate("cli","cli","patching.spoiler"))
|
|
if args.jsonout:
|
|
with open(output_path('%s_Spoiler.json' % outfilebase), 'w') as outfile:
|
|
outfile.write(world.spoiler.to_json())
|
|
else:
|
|
world.spoiler.playthrough_to_file(output_path(f'{outfilebase}_Spoiler.txt'))
|
|
|
|
YES = world.fish.translate("cli","cli","yes")
|
|
NO = world.fish.translate("cli","cli","no")
|
|
logger.info("")
|
|
logger.info(world.fish.translate("cli","cli","done"))
|
|
logger.info("")
|
|
logger.info(world.fish.translate("cli","cli","made.rom") % (YES if (args.create_rom) else NO))
|
|
logger.info(world.fish.translate("cli","cli","made.playthrough") % (YES if (args.calc_playthrough) else NO))
|
|
logger.info(world.fish.translate("cli","cli","made.spoiler") % (YES if (not args.jsonout and args.create_spoiler) else NO))
|
|
logger.info(world.fish.translate("cli","cli","used.enemizer") % (YES if enemized else NO))
|
|
logger.info(world.fish.translate("cli","cli","seed") + ": %s", world.seed)
|
|
logger.info(world.fish.translate("cli","cli","total.time"), time.perf_counter() - start)
|
|
|
|
# print_wiki_doors_by_room(dungeon_regions,world,1)
|
|
# print_wiki_doors_by_region(dungeon_regions,world,1)
|
|
|
|
return world
|
|
|
|
|
|
def copy_world(world):
|
|
# ToDo: Not good yet
|
|
ret = World(world.players, world.shuffle, world.doorShuffle, world.logic, world.mode, world.swords,
|
|
world.difficulty, world.difficulty_adjustments, world.timer, world.progressive, world.goal, world.algorithm,
|
|
world.accessibility, world.shuffle_ganon, world.custom, world.customitemarray, world.hints)
|
|
ret.teams = world.teams
|
|
ret.player_names = copy.deepcopy(world.player_names)
|
|
ret.remote_items = world.remote_items.copy()
|
|
ret.required_medallions = world.required_medallions.copy()
|
|
ret.bottle_refills = world.bottle_refills.copy()
|
|
ret.swamp_patch_required = world.swamp_patch_required.copy()
|
|
ret.ganon_at_pyramid = world.ganon_at_pyramid.copy()
|
|
ret.powder_patch_required = world.powder_patch_required.copy()
|
|
ret.ganonstower_vanilla = world.ganonstower_vanilla.copy()
|
|
ret.treasure_hunt_count = world.treasure_hunt_count.copy()
|
|
ret.treasure_hunt_icon = world.treasure_hunt_icon.copy()
|
|
ret.sewer_light_cone = world.sewer_light_cone.copy()
|
|
ret.light_world_light_cone = world.light_world_light_cone
|
|
ret.dark_world_light_cone = world.dark_world_light_cone
|
|
ret.seed = world.seed
|
|
ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge.copy()
|
|
ret.can_access_trock_front = world.can_access_trock_front.copy()
|
|
ret.can_access_trock_big_chest = world.can_access_trock_big_chest.copy()
|
|
ret.can_access_trock_middle = world.can_access_trock_middle.copy()
|
|
ret.can_take_damage = world.can_take_damage
|
|
ret.difficulty_requirements = world.difficulty_requirements.copy()
|
|
ret.fix_fake_world = world.fix_fake_world.copy()
|
|
ret.lamps_needed_for_dark_rooms = world.lamps_needed_for_dark_rooms
|
|
ret.mapshuffle = world.mapshuffle.copy()
|
|
ret.compassshuffle = world.compassshuffle.copy()
|
|
ret.keyshuffle = world.keyshuffle.copy()
|
|
ret.bigkeyshuffle = world.bigkeyshuffle.copy()
|
|
ret.bombbag = world.bombbag.copy()
|
|
ret.flute_mode = world.flute_mode.copy()
|
|
ret.crystals_needed_for_ganon = world.crystals_needed_for_ganon.copy()
|
|
ret.crystals_needed_for_gt = world.crystals_needed_for_gt.copy()
|
|
ret.crystals_ganon_orig = world.crystals_ganon_orig.copy()
|
|
ret.crystals_gt_orig = world.crystals_gt_orig.copy()
|
|
ret.open_pyramid = world.open_pyramid.copy()
|
|
ret.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.beemizer = world.beemizer.copy()
|
|
ret.intensity = world.intensity.copy()
|
|
ret.decoupledoors = world.decoupledoors.copy()
|
|
ret.experimental = world.experimental.copy()
|
|
ret.shopsanity = world.shopsanity.copy()
|
|
ret.dropshuffle = world.dropshuffle.copy()
|
|
ret.pottery = world.pottery.copy()
|
|
ret.potshuffle = world.potshuffle.copy()
|
|
ret.mixed_travel = world.mixed_travel.copy()
|
|
ret.standardize_palettes = world.standardize_palettes.copy()
|
|
ret.restrict_boss_items = world.restrict_boss_items.copy()
|
|
|
|
for player in range(1, world.players + 1):
|
|
if world.mode[player] != 'inverted':
|
|
create_regions(ret, player)
|
|
else:
|
|
create_inverted_regions(ret, player)
|
|
create_dungeon_regions(ret, player)
|
|
create_shops(ret, player)
|
|
create_rooms(ret, player)
|
|
create_dungeons(ret, player)
|
|
if world.logic[player] in ('owglitches', 'nologic'):
|
|
create_owg_connections(ret, player)
|
|
|
|
# there are region references here they must be migrated to preserve integrity
|
|
# ret.exp_cache = world.exp_cache.copy()
|
|
|
|
copy_dynamic_regions_and_locations(world, ret)
|
|
for player in range(1, world.players + 1):
|
|
if world.mode[player] == 'standard':
|
|
parent = ret.get_region('Menu', player)
|
|
target = ret.get_region('Hyrule Castle Secret Entrance', player)
|
|
connection = Entrance(player, 'Uncle S&Q', parent)
|
|
parent.exits.append(connection)
|
|
connection.connect(target)
|
|
|
|
# copy bosses
|
|
for dungeon in world.dungeons:
|
|
for level, boss in dungeon.bosses.items():
|
|
ret.get_dungeon(dungeon.name, dungeon.player).bosses[level] = boss
|
|
|
|
for player in range(1, world.players + 1):
|
|
for shop in world.shops[player]:
|
|
copied_shop = ret.get_region(shop.region.name, shop.region.player).shop
|
|
copied_shop.inventory = copy.copy(shop.inventory)
|
|
|
|
# connect copied world
|
|
copied_locations = {(loc.name, loc.player): loc for loc in ret.get_locations()} # caches all locations
|
|
for region in world.regions:
|
|
copied_region = ret.get_region(region.name, region.player)
|
|
copied_region.is_light_world = region.is_light_world
|
|
copied_region.is_dark_world = region.is_dark_world
|
|
copied_region.dungeon = region.dungeon
|
|
copied_region.locations = [copied_locations[(location.name, location.player)] for location in region.locations]
|
|
for location in copied_region.locations:
|
|
location.parent_region = copied_region
|
|
for entrance in region.entrances:
|
|
ret.get_entrance(entrance.name, entrance.player).connect(copied_region)
|
|
|
|
# fill locations
|
|
for location in world.get_locations():
|
|
new_location = ret.get_location(location.name, location.player)
|
|
if location.item is not None:
|
|
item = Item(location.item.name, location.item.advancement, location.item.priority, location.item.type, player=location.item.player)
|
|
new_location.item = item
|
|
item.location = new_location
|
|
item.world = ret
|
|
new_location.event = location.event
|
|
new_location.locked = location.locked
|
|
# these need to be modified properly by set_rules
|
|
new_location.access_rule = lambda state: True
|
|
new_location.item_rule = lambda state: True
|
|
new_location.forced_item = location.forced_item
|
|
new_location.pot = location.pot
|
|
|
|
# copy remaining itempool. No item in itempool should have an assigned location
|
|
for item in world.itempool:
|
|
ret.itempool.append(Item(item.name, item.advancement, item.priority, item.type, player = item.player))
|
|
|
|
for item in world.precollected_items:
|
|
ret.push_precollected(ItemFactory(item.name, item.player))
|
|
|
|
# copy progress items in state
|
|
ret.state.prog_items = world.state.prog_items.copy()
|
|
ret.state.stale = {player: True for player in range(1, world.players + 1)}
|
|
|
|
ret.doors = world.doors
|
|
for door in ret.doors:
|
|
entrance = ret.check_for_entrance(door.name, door.player)
|
|
if entrance is not None:
|
|
entrance.door = door
|
|
ret.paired_doors = world.paired_doors
|
|
ret.rooms = world.rooms
|
|
ret.inaccessible_regions = world.inaccessible_regions
|
|
ret.dungeon_layouts = world.dungeon_layouts
|
|
ret.key_logic = world.key_logic
|
|
ret.dungeon_portals = world.dungeon_portals
|
|
for player, portals in world.dungeon_portals.items():
|
|
for portal in portals:
|
|
connect_portal(portal, ret, player)
|
|
ret.sanc_portal = world.sanc_portal
|
|
|
|
for player in range(1, world.players + 1):
|
|
set_rules(ret, player)
|
|
|
|
return ret
|
|
|
|
|
|
def copy_dynamic_regions_and_locations(world, ret):
|
|
for region in world.dynamic_regions:
|
|
new_reg = Region(region.name, region.type, region.hint_text, region.player)
|
|
ret.regions.append(new_reg)
|
|
ret.initialize_regions([new_reg])
|
|
ret.dynamic_regions.append(new_reg)
|
|
|
|
# Note: ideally exits should be copied here, but the current use case (Take anys) do not require this
|
|
|
|
if region.shop:
|
|
new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.type, region.shop.shopkeeper_config,
|
|
region.shop.custom, region.shop.locked, region.shop.sram_address)
|
|
ret.shops[region.player].append(new_reg.shop)
|
|
|
|
for location in world.dynamic_locations:
|
|
new_reg = ret.get_region(location.parent_region.name, location.parent_region.player)
|
|
new_loc = Location(location.player, location.name, location.address, location.crystal, location.hint_text, new_reg)
|
|
new_loc.type = location.type
|
|
new_reg.locations.append(new_loc)
|
|
|
|
ret.clear_location_cache()
|
|
|
|
|
|
def create_playthrough(world):
|
|
# create a copy as we will modify it
|
|
old_world = world
|
|
world = copy_world(world)
|
|
|
|
# get locations containing progress items
|
|
prog_locations = [location for location in world.get_filled_locations() if location.item.advancement
|
|
or world.goal[location.player] == 'completionist']
|
|
optional_locations = ['Trench 1 Switch', 'Trench 2 Switch', 'Ice Block Drop', 'Skull Star Tile']
|
|
state_cache = [None]
|
|
collection_spheres = []
|
|
state = CollectionState(world)
|
|
sphere_candidates = list(prog_locations)
|
|
logging.getLogger('').debug(world.fish.translate("cli","cli","building.collection.spheres"))
|
|
while sphere_candidates:
|
|
state.sweep_for_events(key_only=True)
|
|
|
|
sphere = set()
|
|
# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
|
|
for location in sphere_candidates:
|
|
if state.can_reach(location) and state.not_flooding_a_key(world, location):
|
|
sphere.add(location)
|
|
|
|
for location in sphere:
|
|
sphere_candidates.remove(location)
|
|
state.collect(location.item, True, location)
|
|
|
|
collection_spheres.append(sphere)
|
|
|
|
state_cache.append(state.copy())
|
|
|
|
logging.getLogger('').debug(world.fish.translate("cli", "cli", "building.calculating.spheres"), len(collection_spheres), len(sphere), len(prog_locations))
|
|
if not sphere:
|
|
logging.getLogger('').error(world.fish.translate("cli", "cli", "cannot.reach.items"), [world.fish.translate("cli","cli","cannot.reach.item") % (location.item.name, location.item.player, location.name, location.player) for location in sphere_candidates])
|
|
if any([location.name not in optional_locations and world.accessibility[location.item.player] != 'none' for location in sphere_candidates]):
|
|
raise RuntimeError(world.fish.translate("cli", "cli", "cannot.reach.progression"))
|
|
else:
|
|
old_world.spoiler.unreachables = sphere_candidates.copy()
|
|
break
|
|
|
|
# in the second phase, we cull each sphere such that the game is still beatable, reducing each range of influence to the bare minimum required inside it
|
|
for num, sphere in reversed(list(enumerate(collection_spheres))):
|
|
to_delete = set()
|
|
for location in sphere:
|
|
if world.goal[location.player] == 'completionist':
|
|
continue # every location for that player is required
|
|
# we remove the item at location and check if game is still beatable
|
|
logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', location.item.name, location.item.player)
|
|
old_item = location.item
|
|
location.item = None
|
|
# todo: this is not very efficient, but I'm not sure how else to do it for this backwards logic
|
|
world.clear_exp_cache()
|
|
if world.can_beat_game(state_cache[max(num-1, 0)]):
|
|
logging.getLogger('').debug(f'{old_item.name} (Player {old_item.player}) is not required')
|
|
to_delete.add(location)
|
|
else:
|
|
# still required, got to keep it around
|
|
logging.getLogger('').debug(f'{old_item.name} (Player {old_item.player}) is required')
|
|
location.item = old_item
|
|
|
|
# cull entries in spheres for spoiler walkthrough at end
|
|
sphere -= to_delete
|
|
|
|
# second phase, sphere 0
|
|
for item in [i for i in world.precollected_items if i.advancement]:
|
|
logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
|
|
world.precollected_items.remove(item)
|
|
world.state.remove(item)
|
|
if not world.can_beat_game():
|
|
world.push_precollected(item)
|
|
|
|
# we are now down to just the required progress items in collection_spheres. Unfortunately
|
|
# the previous pruning stage could potentially have made certain items dependant on others
|
|
# in the same or later sphere (because the location had 2 ways to access but the item originally
|
|
# used to access it was deemed not required.) So we need to do one final sphere collection pass
|
|
# to build up the correct spheres
|
|
|
|
required_locations = {item for sphere in collection_spheres for item in sphere}
|
|
state = CollectionState(world)
|
|
collection_spheres = []
|
|
while required_locations:
|
|
state.sweep_for_events(key_only=True)
|
|
|
|
sphere = list(filter(lambda loc: state.can_reach(loc) and state.not_flooding_a_key(world, loc), required_locations))
|
|
|
|
for location in sphere:
|
|
required_locations.remove(location)
|
|
state.collect(location.item, True, location)
|
|
|
|
collection_spheres.append(sphere)
|
|
|
|
logging.getLogger('').debug(world.fish.translate("cli","cli","building.final.spheres"), len(collection_spheres), len(sphere), len(required_locations))
|
|
if not sphere:
|
|
if world.has_beaten_game(state):
|
|
required_locations.clear()
|
|
else:
|
|
raise RuntimeError(world.fish.translate("cli","cli","cannot.reach.required"))
|
|
|
|
# store the required locations for statistical analysis
|
|
old_world.required_locations = [(location.name, location.player) for sphere in collection_spheres for location in sphere]
|
|
|
|
def flist_to_iter(node):
|
|
while node:
|
|
value, node = node
|
|
yield value
|
|
|
|
def get_path(state, region):
|
|
reversed_path_as_flist = state.path.get(region, (region, None))
|
|
string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist))))
|
|
# Now we combine the flat string list into (region, exit) pairs
|
|
pathsiter = iter(string_path_flat)
|
|
pathpairs = zip_longest(pathsiter, pathsiter)
|
|
return list(pathpairs)
|
|
|
|
old_world.spoiler.paths = dict()
|
|
for player in range(1, world.players + 1):
|
|
old_world.spoiler.paths.update({location.gen_name(): get_path(state, location.parent_region) for sphere in collection_spheres for location in sphere if location.player == player})
|
|
for path in dict(old_world.spoiler.paths).values():
|
|
if any(exit == 'Pyramid Fairy' for (_, exit) in path):
|
|
if world.mode[player] != 'inverted':
|
|
old_world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = get_path(state, world.get_region('Big Bomb Shop', player))
|
|
else:
|
|
old_world.spoiler.paths[str(world.get_region('Inverted Big Bomb Shop', player))] = get_path(state, world.get_region('Inverted Big Bomb Shop', player))
|
|
|
|
# we can finally output our playthrough
|
|
old_world.spoiler.playthrough = {"0": [str(item) for item in world.precollected_items if item.advancement]}
|
|
for i, sphere in enumerate(collection_spheres):
|
|
old_world.spoiler.playthrough[str(i + 1)] = {location.gen_name(): str(location.item) for location in sphere}
|