Sucessfully de-coupling of Big Key doors with dumb small key doors behind Added a bit to trap door fixer so that we can hit the 3rd door in the door list Added door list position info
422 lines
19 KiB
Python
422 lines
19 KiB
Python
from collections import OrderedDict
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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 random
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import time
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from BaseClasses import World, CollectionState, Item, Region, Location, Shop
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from Regions import create_regions, mark_light_world_regions
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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 Doors import create_doors
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from DoorShuffle import link_doors
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from Rom import patch_rom, get_enemizer_patch, apply_rom_settings, Sprite, LocalRom, JsonRom
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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, fill_dungeons, fill_dungeons_restrictive
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from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, flood_items, balance_multiworld_progression
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from ItemList import generate_itempool, difficulties, fill_prizes
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from Utils import output_path
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__version__ = '0.0.1-pre'
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def main(args, seed=None):
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start = time.clock()
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# initialize the world
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world = World(args.multi, args.shuffle, args.door_shuffle, args.logic, args.mode, args.swords, args.difficulty, args.item_functionality, args.timer, args.progressive, args.goal, args.algorithm, not args.nodungeonitems, args.accessibility, args.shuffleganon, args.quickswap, args.fastmenu, args.disablemusic, args.keysanity, args.retro, args.custom, args.customitemarray, args.shufflebosses, args.hints)
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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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random.seed(world.seed)
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world.crystals_needed_for_ganon = random.randint(0, 7) if args.crystals_ganon == 'random' else int(args.crystals_ganon)
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world.crystals_needed_for_gt = random.randint(0, 7) if args.crystals_gt == 'random' else int(args.crystals_gt)
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world.rom_seeds = {player: random.randint(0, 999999999) for player in range(1, world.players + 1)}
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logger.info('ALttP Door Randomizer Version %s - Seed: %s\n\n', __version__, world.seed)
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world.difficulty_requirements = difficulties[world.difficulty]
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if world.mode != 'inverted':
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for player in range(1, world.players + 1):
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create_regions(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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else:
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for player in range(1, world.players + 1):
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create_inverted_regions(world, player) # todo: port all the dungeon region work
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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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logger.info('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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logger.info('Shuffling the World about.')
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if world.mode != 'inverted':
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for player in range(1, world.players + 1):
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link_entrances(world, player)
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mark_light_world_regions(world)
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else:
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for player in range(1, world.players + 1):
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link_inverted_entrances(world, player)
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mark_dark_world_regions(world)
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logger.info('Generating Item Pool.')
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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('Calculating 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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# todo: remove this later. this is for debugging
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for player in range(1, world.players + 1):
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all_state = world.get_all_state(keys=True)
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for bossregion in ['Eastern Boss', 'Desert Boss', 'Hera Boss', 'Tower Agahnim 1']:
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if world.get_region(bossregion, player) not in all_state.reachable_regions[player]:
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raise Exception(bossregion + ' missing from generation')
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logger.info('Placing Dungeon Prizes.')
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fill_prizes(world)
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logger.info('Placing Dungeon Items.')
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shuffled_locations = None
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if args.algorithm in ['balanced', 'vt26'] or args.keysanity:
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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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fill_dungeons(world)
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logger.info('Fill the world.')
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if args.algorithm == 'flood':
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flood_items(world) # different algo, biased towards early game progress items
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elif args.algorithm == 'vt21':
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distribute_items_cutoff(world, 1)
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elif args.algorithm == 'vt22':
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distribute_items_cutoff(world, 0.66)
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elif args.algorithm == 'freshness':
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distribute_items_staleness(world)
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elif args.algorithm == 'vt25':
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distribute_items_restrictive(world, 0)
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elif args.algorithm == 'vt26':
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distribute_items_restrictive(world, gt_filler(world), shuffled_locations)
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elif args.algorithm == 'balanced':
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distribute_items_restrictive(world, gt_filler(world))
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if world.players > 1:
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logger.info('Balancing multiworld progression.')
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balance_multiworld_progression(world)
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logger.info('Patching ROM.')
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if args.sprite is not None:
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if isinstance(args.sprite, Sprite):
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sprite = args.sprite
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else:
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sprite = Sprite(args.sprite)
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else:
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sprite = None
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outfilebase = 'DR_%s_%s-%s-%s-%s%s_%s-%s_%s%s%s%s%s_%s' % (world.logic, world.difficulty, world.difficulty_adjustments, world.mode, world.goal, "" if world.timer in ['none', 'display'] else "-" + world.timer, world.shuffle, world.algorithm, world.doorShuffle, "-keysanity" if world.keysanity else "", "-retro" if world.retro else "", "-prog_" + world.progressive if world.progressive in ['off', 'random'] else "", "-nohints" if not world.hints else "", world.seed)
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use_enemizer = args.enemizercli and (args.shufflebosses != 'none' or args.shuffleenemies or args.enemy_health != 'default' or args.enemy_health != 'default' or args.enemy_damage or args.shufflepalette or args.shufflepots)
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jsonout = {}
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if not args.suppress_rom:
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if world.players > 1:
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raise NotImplementedError("Multiworld rom writes have not been implemented")
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else:
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player = 1
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local_rom = None
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if args.jsonout:
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rom = JsonRom()
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else:
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if use_enemizer:
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local_rom = LocalRom(args.rom)
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rom = JsonRom()
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else:
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rom = LocalRom(args.rom)
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patch_rom(world, player, rom)
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enemizer_patch = []
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if use_enemizer:
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enemizer_patch = get_enemizer_patch(world, player, rom, args.rom, args.enemizercli, args.shuffleenemies, args.enemy_health, args.enemy_damage, args.shufflepalette, args.shufflepots)
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if args.jsonout:
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jsonout['patch'] = rom.patches
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if use_enemizer:
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jsonout['enemizer' % player] = enemizer_patch
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else:
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if use_enemizer:
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local_rom.patch_enemizer(rom.patches, os.path.join(os.path.dirname(args.enemizercli), "enemizerBasePatch.json"), enemizer_patch)
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rom = local_rom
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apply_rom_settings(rom, args.heartbeep, args.heartcolor, world.quickswap, world.fastmenu, world.disable_music, sprite)
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rom.write_to_file(output_path('%s.sfc' % outfilebase))
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if args.create_spoiler and not args.jsonout:
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world.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))
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if not args.skip_playthrough:
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logger.info('Calculating playthrough.')
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create_playthrough(world)
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if args.jsonout:
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print(json.dumps({**jsonout, 'spoiler': world.spoiler.to_json()}))
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elif args.create_spoiler and not args.skip_playthrough:
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world.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))
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logger.info('Done. Enjoy.')
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logger.debug('Total Time: %s', time.clock() - start)
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return world
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def gt_filler(world):
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if world.goal == 'triforcehunt':
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return random.randint(15, 50)
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return random.randint(0, 15)
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def copy_world(world):
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# ToDo: Not good yet
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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.place_dungeon_items, world.accessibility, world.shuffle_ganon, world.quickswap, world.fastmenu, world.disable_music, world.keysanity, world.retro, world.custom, world.customitemarray, world.boss_shuffle, world.hints)
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ret.required_medallions = world.required_medallions.copy()
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ret.swamp_patch_required = world.swamp_patch_required.copy()
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ret.ganon_at_pyramid = world.ganon_at_pyramid.copy()
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ret.powder_patch_required = world.powder_patch_required.copy()
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ret.ganonstower_vanilla = world.ganonstower_vanilla.copy()
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ret.treasure_hunt_count = world.treasure_hunt_count
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ret.treasure_hunt_icon = world.treasure_hunt_icon
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ret.sewer_light_cone = world.sewer_light_cone
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ret.light_world_light_cone = world.light_world_light_cone
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ret.dark_world_light_cone = world.dark_world_light_cone
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ret.seed = world.seed
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ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge
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ret.can_access_trock_front = world.can_access_trock_front
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ret.can_access_trock_big_chest = world.can_access_trock_big_chest
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ret.can_access_trock_middle = world.can_access_trock_middle
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ret.can_take_damage = world.can_take_damage
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ret.difficulty_requirements = world.difficulty_requirements
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ret.fix_fake_world = world.fix_fake_world
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ret.lamps_needed_for_dark_rooms = world.lamps_needed_for_dark_rooms
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ret.crystals_needed_for_ganon = world.crystals_needed_for_ganon
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ret.crystals_needed_for_gt = world.crystals_needed_for_gt
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if world.mode != 'inverted':
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for player in range(1, world.players + 1):
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create_regions(ret, player)
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create_dungeons(ret, player)
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else:
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for player in range(1, world.players + 1):
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create_inverted_regions(ret, player)
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create_dungeons(ret, player)
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copy_dynamic_regions_and_locations(world, ret)
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# copy bosses
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for dungeon in world.dungeons:
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for level, boss in dungeon.bosses.items():
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ret.get_dungeon(dungeon.name, dungeon.player).bosses[level] = boss
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for shop in world.shops:
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copied_shop = ret.get_region(shop.region.name, shop.region.player).shop
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copied_shop.active = shop.active
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copied_shop.inventory = copy.copy(shop.inventory)
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# connect copied world
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for region in world.regions:
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copied_region = ret.get_region(region.name, region.player)
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copied_region.is_light_world = region.is_light_world
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copied_region.is_dark_world = region.is_dark_world
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for entrance in region.entrances:
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ret.get_entrance(entrance.name, entrance.player).connect(copied_region)
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# fill locations
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for location in world.get_locations():
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if location.item is not None:
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item = Item(location.item.name, location.item.advancement, location.item.priority, location.item.type, player = location.item.player)
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ret.get_location(location.name, location.player).item = item
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item.location = ret.get_location(location.name, location.player)
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if location.event:
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ret.get_location(location.name, location.player).event = True
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if location.locked:
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ret.get_location(location.name, location.player).locked = True
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# copy remaining itempool. No item in itempool should have an assigned location
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for item in world.itempool:
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ret.itempool.append(Item(item.name, item.advancement, item.priority, item.type, player = item.player))
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# copy progress items in state
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ret.state.prog_items = world.state.prog_items.copy()
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ret.precollected_items = world.precollected_items.copy()
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ret.state.stale = {player: True for player in range(1, world.players + 1)}
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for player in range(1, world.players + 1):
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set_rules(ret, player)
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return ret
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def copy_dynamic_regions_and_locations(world, ret):
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for region in world.dynamic_regions:
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new_reg = Region(region.name, region.type, region.hint_text, region.player)
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new_reg.world = ret
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ret.regions.append(new_reg)
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ret.dynamic_regions.append(new_reg)
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# Note: ideally exits should be copied here, but the current use case (Take anys) do not require this
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if region.shop:
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new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.type, region.shop.shopkeeper_config, region.shop.replaceable)
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ret.shops.append(new_reg.shop)
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for location in world.dynamic_locations:
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new_reg = ret.get_region(location.parent_region.name, location.parent_region.player)
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new_loc = Location(location.player, location.name, location.address, location.crystal, location.hint_text, new_reg)
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# todo: this is potentially dangerous. later refactor so we
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# can apply dynamic region rules on top of copied world like other rules
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new_loc.access_rule = location.access_rule
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new_loc.always_allow = location.always_allow
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new_loc.item_rule = location.item_rule
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new_reg.locations.append(new_loc)
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ret.clear_location_cache()
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def create_playthrough(world):
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# create a copy as we will modify it
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old_world = world
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world = copy_world(world)
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# if we only check for beatable, we can do this sanity check first before writing down spheres
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if world.accessibility == 'none' and not world.can_beat_game():
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raise RuntimeError('Cannot beat game. Something went terribly wrong here!')
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# get locations containing progress items
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prog_locations = [location for location in world.get_filled_locations() if location.item.advancement]
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state_cache = [None]
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collection_spheres = []
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state = CollectionState(world)
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sphere_candidates = list(prog_locations)
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logging.getLogger('').debug('Building up collection spheres.')
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while sphere_candidates:
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if not world.keysanity:
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state.sweep_for_events(key_only=True)
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sphere = []
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# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
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for location in sphere_candidates:
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if state.can_reach(location):
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sphere.append(location)
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for location in sphere:
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sphere_candidates.remove(location)
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state.collect(location.item, True, location)
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collection_spheres.append(sphere)
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state_cache.append(state.copy())
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logging.getLogger('').debug('Calculated sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(prog_locations))
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if not sphere:
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logging.getLogger('').debug('The following items could not be reached: %s', ['%s (Player %d) at %s (Player %d)' % (location.item.name, location.item.player, location.name, location.player) for location in sphere_candidates])
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if not world.accessibility == 'none':
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raise RuntimeError('Not all progression items reachable. Something went terribly wrong here.')
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else:
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break
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# 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
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for num, sphere in reversed(list(enumerate(collection_spheres))):
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to_delete = []
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for location in sphere:
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# we remove the item at location and check if game is still beatable
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logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', location.item.name, location.item.player)
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old_item = location.item
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location.item = None
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state.remove(old_item)
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if world.can_beat_game(state_cache[num]):
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to_delete.append(location)
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else:
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# still required, got to keep it around
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location.item = old_item
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# cull entries in spheres for spoiler walkthrough at end
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for location in to_delete:
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sphere.remove(location)
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# we are now down to just the required progress items in collection_spheres. Unfortunately
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# the previous pruning stage could potentially have made certain items dependant on others
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# in the same or later sphere (because the location had 2 ways to access but the item originally
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# used to access it was deemed not required.) So we need to do one final sphere collection pass
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# to build up the correct spheres
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required_locations = [item for sphere in collection_spheres for item in sphere]
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state = CollectionState(world)
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collection_spheres = []
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while required_locations:
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if not world.keysanity:
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state.sweep_for_events(key_only=True)
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sphere = list(filter(state.can_reach, required_locations))
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for location in sphere:
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required_locations.remove(location)
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state.collect(location.item, True, location)
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collection_spheres.append(sphere)
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logging.getLogger('').debug('Calculated final sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(required_locations))
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if not sphere:
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raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
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# store the required locations for statistical analysis
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old_world.required_locations = [(location.name, location.player) for sphere in collection_spheres for location in sphere]
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def flist_to_iter(node):
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while node:
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value, node = node
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yield value
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def get_path(state, region):
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reversed_path_as_flist = state.path.get(region, (region, None))
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string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist))))
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# Now we combine the flat string list into (region, exit) pairs
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pathsiter = iter(string_path_flat)
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pathpairs = zip_longest(pathsiter, pathsiter)
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return list(pathpairs)
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old_world.spoiler.paths = dict()
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for player in range(1, world.players + 1):
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old_world.spoiler.paths.update({ str(location) : get_path(state, location.parent_region) for sphere in collection_spheres for location in sphere if location.player == player})
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for _, path in dict(old_world.spoiler.paths).items():
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if any(exit == 'Pyramid Fairy' for (_, exit) in path):
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if world.mode != 'inverted':
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old_world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = get_path(state, world.get_region('Big Bomb Shop', player))
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else:
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old_world.spoiler.paths[str(world.get_region('Inverted Big Bomb Shop', player))] = get_path(state, world.get_region('Inverted Big Bomb Shop', player))
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# we can finally output our playthrough
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old_world.spoiler.playthrough = OrderedDict([(str(i + 1), {str(location): str(location.item) for location in sphere}) for i, sphere in enumerate(collection_spheres)])
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