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from BaseClasses import World , CollectionState , Item
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from Regions import create_regions
from EntranceShuffle import link_entrances
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from Rom import patch_rom , patch_base_rom
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from Rules import set_rules
from Dungeons import fill_dungeons
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from Items import ItemFactory
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import random
import time
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import logging
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import argparse
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import os
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__version__ = ' 0.3-dev '
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logic_hash = [ 169 , 242 , 143 , 206 , 16 , 22 , 49 , 159 , 94 , 18 , 202 , 249 , 155 , 198 , 75 , 55 , 122 , 166 , 239 , 175 , 62 , 4 , 118 , 13 , 149 , 70 , 26 , 11 , 141 , 173 , 168 , 252 ,
100 , 152 , 221 , 248 , 112 , 58 , 80 , 158 , 87 , 162 , 190 , 99 , 219 , 184 , 178 , 101 , 43 , 73 , 164 , 226 , 63 , 185 , 54 , 107 , 38 , 17 , 68 , 32 , 148 , 209 , 181 , 146 ,
85 , 156 , 127 , 7 , 182 , 37 , 113 , 66 , 59 , 41 , 78 , 189 , 20 , 180 , 144 , 9 , 231 , 161 , 88 , 46 , 1 , 24 , 53 , 167 , 213 , 220 , 115 , 81 , 194 , 205 , 163 , 14 ,
42 , 64 , 183 , 104 , 79 , 71 , 50 , 98 , 138 , 233 , 240 , 96 , 23 , 31 , 67 , 251 , 217 , 232 , 236 , 250 , 238 , 218 , 201 , 151 , 200 , 28 , 150 , 65 , 2 , 103 , 223 , 5 ,
72 , 93 , 176 , 243 , 177 , 40 , 197 , 52 , 132 , 56 , 212 , 227 , 136 , 147 , 135 , 188 , 29 , 19 , 51 , 142 , 120 , 225 , 8 , 137 , 92 , 154 , 196 , 241 , 215 , 171 , 133 , 131 ,
186 , 117 , 130 , 210 , 69 , 106 , 145 , 110 , 214 , 15 , 124 , 157 , 57 , 191 , 121 , 255 , 170 , 237 , 229 , 105 , 30 , 134 , 235 , 102 , 119 , 139 , 83 , 153 , 47 , 82 , 114 , 160 ,
211 , 108 , 216 , 10 , 203 , 39 , 77 , 123 , 207 , 140 , 230 , 90 , 27 , 244 , 116 , 21 , 179 , 165 , 245 , 95 , 12 , 253 , 6 , 60 , 25 , 74 , 76 , 91 , 126 , 195 , 224 , 246 ,
125 , 61 , 33 , 44 , 187 , 222 , 0 , 45 , 86 , 34 , 129 , 174 , 111 , 35 , 84 , 128 , 208 , 247 , 234 , 48 , 97 , 199 , 204 , 192 , 228 , 89 , 172 , 109 , 36 , 254 , 3 , 193 ]
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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 . shuffle , args . logic , args . mode , args . difficulty , args . goal , args . algorithm , not args . nodungeonitems )
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logger = logging . getLogger ( ' ' )
if seed is None :
random . seed ( None )
world . seed = random . randint ( 0 , 999999999 )
else :
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world . seed = int ( seed )
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random . seed ( world . seed )
world . spoiler + = ' ALttP Entrance Randomizer Version %s - Seed: %s \n \n ' % ( __version__ , world . seed )
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world . spoiler + = ' Logic: %s Mode: %s Goal: %s Entrance Shuffle: %s Filling Algorithm: %s \n \n ' % ( args . logic , args . mode , args . goal , args . shuffle , args . algorithm ) # todo
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logger . info ( world . spoiler )
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create_regions ( world )
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logger . info ( ' Shuffling the World about. ' )
world . spoiler + = link_entrances ( world )
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logger . info ( ' Generating Item Pool. ' )
world . spoiler + = generate_itempool ( world )
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logger . info ( ' Calculating Access Rules. ' )
world . spoiler + = set_rules ( world )
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logger . info ( ' Placing Dungeon Items. ' )
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world . spoiler + = 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 ' :
distribute_items_cutoff ( world , 1 )
elif args . algorithm == ' vt22 ' :
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distribute_items_cutoff ( world , 0.66 )
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elif args . algorithm == ' freshness ' :
distribute_items_staleness ( world )
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elif args . algorithm == ' restrictive ' :
distribute_items_restrictive ( world )
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world . spoiler + = print_location_spoiler ( world )
logger . info ( ' Calculating playthrough. ' )
world . spoiler + = create_playthrough ( world )
logger . info ( ' Patching ROM. ' )
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if args . sprite is not None :
sprite = bytearray ( open ( args . sprite , ' rb ' ) . read ( ) )
else :
sprite = None
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outfilebase = ' ER_ %s _ %s _ %s _ %s _ %s _ %s ' % ( world . mode , world . goal , world . shuffle , world . difficulty , world . algorithm , world . seed )
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if not args . suppress_rom :
rom = bytearray ( open ( args . rom , ' rb ' ) . read ( ) )
patch_base_rom ( rom )
patched_rom = patch_rom ( world , rom , bytearray ( logic_hash ) , args . quickswap , args . heartbeep , sprite )
with open ( ' %s .sfc ' % outfilebase , ' wb ' ) as outfile :
outfile . write ( patched_rom )
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if args . create_spoiler :
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with open ( ' %s _Spoiler.txt ' % outfilebase , ' w ' ) as outfile :
outfile . write ( world . spoiler )
logger . info ( ' Done. Enjoy. ' )
logger . debug ( ' Total Time: %s ' % ( time . clock ( ) - start ) )
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return world
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def distribute_items_cutoff ( world , cutoffrate = 0.33 ) :
# get list of locations to fill in
fill_locations = world . get_unfilled_locations ( )
random . shuffle ( fill_locations )
# get items to distribute
random . shuffle ( world . itempool )
itempool = world . itempool
total_advancement_items = len ( [ item for item in itempool if item . advancement ] )
placed_advancement_items = 0
progress_done = False
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advancement_placed = False
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while itempool and fill_locations :
candidate_item_to_place = None
item_to_place = None
for item in itempool :
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if advancement_placed or ( progress_done and ( item . advancement or item . priority ) ) :
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item_to_place = item
break
if item . advancement :
candidate_item_to_place = item
if world . unlocks_new_location ( item ) :
item_to_place = item
placed_advancement_items + = 1
break
if item_to_place is None :
# check if we can reach all locations and that is why we find no new locations to place
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if not progress_done and len ( world . get_reachable_locations ( ) ) == len ( world . get_locations ( ) ) :
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progress_done = True
continue
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# check if we have now placed all advancement items
if progress_done :
advancement_placed = True
continue
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# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
if candidate_item_to_place is not None :
item_to_place = candidate_item_to_place
placed_advancement_items + = 1
else :
# we placed all available progress items. Maybe the game can be beaten anyway?
if world . can_beat_game ( ) :
logging . getLogger ( ' ' ) . warning ( ' Not all locations reachable. Game beatable anyway. ' )
progress_done = True
continue
raise RuntimeError ( ' No more progress items left to place. ' )
spot_to_fill = None
for location in ( fill_locations if placed_advancement_items / total_advancement_items < cutoffrate else reversed ( fill_locations ) ) :
if world . state . can_reach ( location ) and location . item_rule ( item_to_place ) :
spot_to_fill = location
break
if spot_to_fill is None :
# we filled all reachable spots. Maybe the game can be beaten anyway?
if world . can_beat_game ( ) :
logging . getLogger ( ' ' ) . warning ( ' Not all items placed. Game beatable anyway. ' )
break
raise RuntimeError ( ' No more spots to place %s ' % item_to_place )
world . push_item ( spot_to_fill , item_to_place , True )
itempool . remove ( item_to_place )
fill_locations . remove ( spot_to_fill )
logging . getLogger ( ' ' ) . debug ( ' Unplaced items: %s - Unfilled Locations: %s ' % ( [ item . name for item in itempool ] , [ location . name for location in fill_locations ] ) )
def distribute_items_staleness ( world ) :
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# get list of locations to fill in
fill_locations = world . get_unfilled_locations ( )
random . shuffle ( fill_locations )
# get items to distribute
random . shuffle ( world . itempool )
itempool = world . itempool
progress_done = False
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advancement_placed = False
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while itempool and fill_locations :
candidate_item_to_place = None
item_to_place = None
for item in itempool :
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if advancement_placed or ( progress_done and ( item . advancement or item . priority ) ) :
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item_to_place = item
break
if item . advancement :
candidate_item_to_place = item
if world . unlocks_new_location ( item ) :
item_to_place = item
break
if item_to_place is None :
# check if we can reach all locations and that is why we find no new locations to place
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if not progress_done and len ( world . get_reachable_locations ( ) ) == len ( world . get_locations ( ) ) :
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progress_done = True
continue
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# check if we have now placed all advancement items
if progress_done :
advancement_placed = True
continue
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# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
if candidate_item_to_place is not None :
item_to_place = candidate_item_to_place
else :
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# we placed all available progress items. Maybe the game can be beaten anyway?
if world . can_beat_game ( ) :
logging . getLogger ( ' ' ) . warning ( ' Not all locations reachable. Game beatable anyway. ' )
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progress_done = True
continue
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raise RuntimeError ( ' No more progress items left to place. ' )
spot_to_fill = None
for location in fill_locations :
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# increase likelyhood of skipping a location if it has been found stale
if not progress_done and random . randint ( 0 , location . staleness_count ) > 2 :
continue
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if world . state . can_reach ( location ) and location . item_rule ( item_to_place ) :
spot_to_fill = location
break
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else :
location . staleness_count + = 1
# might have skipped too many locations due to potential staleness. Do not check for staleness now to find a candidate
if spot_to_fill is None :
for location in fill_locations :
if world . state . can_reach ( location ) and location . item_rule ( item_to_place ) :
spot_to_fill = location
break
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if spot_to_fill is None :
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# we filled all reachable spots. Maybe the game can be beaten anyway?
if world . can_beat_game ( ) :
logging . getLogger ( ' ' ) . warning ( ' Not all items placed. Game beatable anyway. ' )
break
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raise RuntimeError ( ' No more spots to place %s ' % item_to_place )
world . push_item ( spot_to_fill , item_to_place , True )
itempool . remove ( item_to_place )
fill_locations . remove ( spot_to_fill )
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logging . getLogger ( ' ' ) . debug ( ' Unplaced items: %s - Unfilled Locations: %s ' % ( [ item . name for item in itempool ] , [ location . name for location in fill_locations ] ) )
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def distribute_items_restrictive ( world , gftower_trash_count = 10 ) :
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# get list of locations to fill in
fill_locations = world . get_unfilled_locations ( )
# get items to distribute
random . shuffle ( world . itempool )
progitempool = [ item for item in world . itempool if item . advancement ]
prioitempool = [ item for item in world . itempool if not item . advancement and item . priority ]
restitempool = [ item for item in world . itempool if not item . advancement and not item . priority ]
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# fill in gtower locations with trash first
gtower_locations = [ location for location in fill_locations if ' Ganons Tower ' in location . name ]
random . shuffle ( gtower_locations )
trashcnt = 0
while gtower_locations and restitempool and trashcnt < gftower_trash_count :
spot_to_fill = gtower_locations . pop ( )
item_to_place = restitempool . pop ( )
world . push_item ( spot_to_fill , item_to_place , False )
fill_locations . remove ( spot_to_fill )
trashcnt + = 1
random . shuffle ( fill_locations )
def sweep_from_pool ( ) :
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new_state = world . state . copy ( )
for item in progitempool :
new_state . collect ( item , True )
new_state . sweep_for_events ( )
return new_state
while progitempool and fill_locations :
item_to_place = progitempool . pop ( )
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maximum_exploration_state = sweep_from_pool ( )
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spot_to_fill = None
for location in fill_locations :
if maximum_exploration_state . can_reach ( location ) and location . item_rule ( item_to_place ) :
spot_to_fill = location
break
if spot_to_fill is None :
# we filled all reachable spots. Maybe the game can be beaten anyway?
if world . can_beat_game ( ) :
logging . getLogger ( ' ' ) . warning ( ' Not all items placed. Game beatable anyway. ' )
break
raise RuntimeError ( ' No more spots to place %s ' % item_to_place )
world . push_item ( spot_to_fill , item_to_place , False )
fill_locations . remove ( spot_to_fill )
spot_to_fill . event = True
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random . shuffle ( fill_locations )
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while prioitempool and fill_locations :
spot_to_fill = fill_locations . pop ( )
item_to_place = prioitempool . pop ( )
world . push_item ( spot_to_fill , item_to_place , False )
while restitempool and fill_locations :
spot_to_fill = fill_locations . pop ( )
item_to_place = restitempool . pop ( )
world . push_item ( spot_to_fill , item_to_place , False )
logging . getLogger ( ' ' ) . debug ( ' Unplaced items: %s - Unfilled Locations: %s ' % ( [ item . name for item in progitempool + prioitempool + restitempool ] , [ location . name for location in fill_locations ] ) )
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def flood_items ( world ) :
# get items to distribute
random . shuffle ( world . itempool )
itempool = world . itempool
progress_done = False
# fill world from top of itempool while we can
while not progress_done :
location_list = world . get_unfilled_locations ( )
random . shuffle ( location_list )
spot_to_fill = None
for location in location_list :
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if world . state . can_reach ( location ) and location . item_rule ( itempool [ 0 ] ) :
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spot_to_fill = location
break
if spot_to_fill :
item = itempool . pop ( 0 )
world . push_item ( spot_to_fill , item , True )
continue
# ran out of spots, check if we need to step in and correct things
if len ( world . get_reachable_locations ( ) ) == len ( world . get_locations ( ) ) :
progress_done = True
continue
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# need to place a progress item instead of an already placed item, find candidate
item_to_place = None
candidate_item_to_place = None
for item in itempool :
if item . advancement :
candidate_item_to_place = item
if world . unlocks_new_location ( item ) :
item_to_place = item
break
# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
if item_to_place is None :
if candidate_item_to_place is not None :
item_to_place = candidate_item_to_place
else :
raise RuntimeError ( ' No more progress items left to place. ' )
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# find item to replace with progress item
location_list = world . get_reachable_locations ( )
random . shuffle ( location_list )
for location in location_list :
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if location . item is not None and not location . item . advancement and not location . item . priority and not location . item . key :
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# safe to replace
replace_item = location . item
replace_item . location = None
itempool . append ( replace_item )
world . push_item ( location , item_to_place , True )
itempool . remove ( item_to_place )
break
def generate_itempool ( world ) :
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if world . difficulty not in [ ' normal ' , ' timed ' , ' timed-ohko ' , ' timed-countdown ' ] or world . goal not in [ ' ganon ' , ' pedestal ' , ' dungeons ' , ' starhunt ' , ' triforcehunt ' ] or world . mode not in [ ' open ' , ' standard ' ] :
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raise NotImplementedError ( ' Not supported yet ' )
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world . push_item ( ' Ganon ' , ItemFactory ( ' Triforce ' ) , False )
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world . push_item ( ' Agahnim 1 ' , ItemFactory ( ' Beat Agahnim 1 ' ) , False )
world . get_location ( ' Agahnim 1 ' ) . event = True
world . push_item ( ' Agahnim 2 ' , ItemFactory ( ' Beat Agahnim 2 ' ) , False )
world . get_location ( ' Agahnim 2 ' ) . event = True
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# set up item pool
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if world . difficulty in [ ' timed ' , ' timed-countdown ' ] :
world . itempool = ItemFactory ( [ ' Arrow Upgrade (+5) ' ] * 2 + [ ' Bomb Upgrade (+5) ' ] * 2 + [ ' Arrow Upgrade (+10) ' ] * 3 + [ ' Bomb Upgrade (+10) ' ] * 3 +
[ ' Progressive Armor ' ] * 2 + [ ' Progressive Shield ' ] * 3 + [ ' Progressive Sword ' ] * 3 + [ ' Progressive Glove ' ] * 2 +
[ ' Bottle ' ] * 4 +
[ ' Bombos ' , ' Book of Mudora ' , ' Blue Boomerang ' , ' Bow ' , ' Bug Catching Net ' , ' Cane of Byrna ' , ' Cane of Somaria ' ,
' Ether ' , ' Fire Rod ' , ' Flippers ' , ' Ocarina ' , ' Hammer ' , ' Hookshot ' , ' Ice Rod ' , ' Lamp ' , ' Cape ' , ' Magic Powder ' ,
' Red Boomerang ' , ' Mushroom ' , ' Pegasus Boots ' , ' Quake ' , ' Shovel ' , ' Silver Arrows ' ] +
[ ' Sanctuary Heart Container ' ] + [ ' Rupees (100) ' ] * 2 + [ ' Boss Heart Container ' ] * 12 + [ ' Piece of Heart ' ] * 16 +
[ ' Rupees (50) ' ] * 8 + [ ' Rupees (300) ' ] * 5 + [ ' Rupees (20) ' ] * 4 +
[ ' Arrows (10) ' ] * 2 + [ ' Bombs (3) ' ] * 10 + [ ' Red Clock ' ] * 10 + [ ' Blue Clock ' ] * 10 + [ ' Green Clock ' ] * 20 )
world . clock_mode = ' stopwatch ' if world . difficulty == ' timed ' else ' countdown '
elif world . difficulty == ' timed-ohko ' :
world . itempool = ItemFactory ( [ ' Arrow Upgrade (+5) ' ] * 6 + [ ' Bomb Upgrade (+5) ' ] * 6 + [ ' Arrow Upgrade (+10) ' , ' Bomb Upgrade (+10) ' ] +
[ ' Progressive Armor ' ] * 2 + [ ' Progressive Shield ' ] * 3 + [ ' Progressive Sword ' ] * 3 + [ ' Progressive Glove ' ] * 2 +
[ ' Bottle ' ] * 4 +
[ ' Bombos ' , ' Book of Mudora ' , ' Blue Boomerang ' , ' Bow ' , ' Bug Catching Net ' , ' Cane of Byrna ' , ' Cane of Somaria ' ,
' Ether ' , ' Fire Rod ' , ' Flippers ' , ' Ocarina ' , ' Hammer ' , ' Hookshot ' , ' Ice Rod ' , ' Lamp ' , ' Cape ' , ' Magic Powder ' ,
' Red Boomerang ' , ' Mushroom ' , ' Pegasus Boots ' , ' Quake ' , ' Shovel ' , ' Silver Arrows ' ] +
[ ' Single Arrow ' , ' Sanctuary Heart Container ' ] + [ ' Rupees (100) ' ] * 3 + [ ' Boss Heart Container ' ] * 10 + [ ' Piece of Heart ' ] * 24 +
[ ' Rupees (50) ' ] * 7 + [ ' Rupees (300) ' ] * 6 + [ ' Rupees (20) ' ] * 5 +
[ ' Arrows (10) ' ] * 4 + [ ' Bombs (3) ' ] * 10 + [ ' Green Clock ' ] * 25 )
world . clock_mode = ' ohko '
else :
world . itempool = ItemFactory ( [ ' Arrow Upgrade (+5) ' ] * 6 + [ ' Bomb Upgrade (+5) ' ] * 6 + [ ' Arrow Upgrade (+10) ' , ' Bomb Upgrade (+10) ' ] +
[ ' Progressive Armor ' ] * 2 + [ ' Progressive Shield ' ] * 3 + [ ' Progressive Sword ' ] * 3 + [ ' Progressive Glove ' ] * 2 +
[ ' Bottle ' ] * 4 +
[ ' Bombos ' , ' Book of Mudora ' , ' Blue Boomerang ' , ' Bow ' , ' Bug Catching Net ' , ' Cane of Byrna ' , ' Cane of Somaria ' ,
' Ether ' , ' Fire Rod ' , ' Flippers ' , ' Ocarina ' , ' Hammer ' , ' Hookshot ' , ' Ice Rod ' , ' Lamp ' , ' Cape ' , ' Magic Powder ' ,
' Red Boomerang ' , ' Mushroom ' , ' Pegasus Boots ' , ' Quake ' , ' Shovel ' , ' Silver Arrows ' ] +
[ ' Single Arrow ' , ' Sanctuary Heart Container ' , ' Rupees (100) ' ] + [ ' Boss Heart Container ' ] * 10 + [ ' Piece of Heart ' ] * 24 +
[ ' Rupees (50) ' ] * 7 + [ ' Rupees (5) ' ] * 4 + [ ' Rupee (1) ' ] * 2 + [ ' Rupees (300) ' ] * 4 + [ ' Rupees (20) ' ] * 28 +
[ ' Arrows (10) ' ] * 4 + [ ' Bombs (3) ' ] * 10 )
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if world . mode == ' standard ' :
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world . push_item ( ' Uncle ' , ItemFactory ( ' Progressive Sword ' ) , do_not_sweep = True )
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else :
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world . itempool . append ( ItemFactory ( ' Progressive Sword ' ) )
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# provide mirror and pearl so you can avoid fake DW/LW and do dark world exploration as intended by algorithm, for now
if world . shuffle == ' insanity ' :
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world . push_item ( ' [cave-040] Links House ' , ItemFactory ( ' Magic Mirror ' ) , do_not_sweep = True )
world . push_item ( ' [dungeon-C-1F] Sanctuary ' , ItemFactory ( ' Moon Pearl ' ) , do_not_sweep = True )
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else :
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world . itempool . extend ( ItemFactory ( [ ' Magic Mirror ' , ' Moon Pearl ' ] ) )
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if world . goal == ' pedestal ' :
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world . push_item ( ' Altar ' , ItemFactory ( ' Triforce ' ) , False )
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elif world . goal == ' starhunt ' :
world . treasure_hunt_count = 10
world . treasure_hunt_icon = ' Power Star '
world . itempool . extend ( ItemFactory ( [ ' Power Star ' ] * 15 ) )
elif world . goal == ' triforcehunt ' :
world . treasure_hunt_count = 3
world . treasure_hunt_icon = ' Triforce Piece '
world . itempool . extend ( ItemFactory ( [ ' Triforce Piece ' ] * 3 ) )
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if random . randint ( 0 , 3 ) == 0 :
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world . itempool . append ( ItemFactory ( ' Magic Upgrade (1/4) ' ) )
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else :
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world . itempool . append ( ItemFactory ( ' Magic Upgrade (1/2) ' ) )
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# distribute crystals
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crystals = ItemFactory ( [ ' Green Pendant ' , ' Red Pendant ' , ' Blue Pendant ' , ' Crystal 1 ' , ' Crystal 2 ' , ' Crystal 3 ' , ' Crystal 4 ' , ' Crystal 5 ' , ' Crystal 6 ' , ' Crystal 7 ' ] )
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crystal_locations = [ world . get_location ( ' Armos - Pendant ' ) , world . get_location ( ' Lanmolas - Pendant ' ) , world . get_location ( ' Moldorm - Pendant ' ) , world . get_location ( ' Helmasaur - Crystal ' ) ,
world . get_location ( ' Blind - Crystal ' ) , world . get_location ( ' Mothula - Crystal ' ) , world . get_location ( ' Arrghus - Crystal ' ) , world . get_location ( ' Kholdstare - Crystal ' ) ,
world . get_location ( ' Vitreous - Crystal ' ) , world . get_location ( ' Trinexx - Crystal ' ) ]
random . shuffle ( crystals )
for location , crystal in zip ( crystal_locations , crystals ) :
world . push_item ( location , crystal , False )
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location . event = True
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# shuffle medallions
mm_medallion = [ ' Ether ' , ' Quake ' , ' Bombos ' ] [ random . randint ( 0 , 2 ) ]
tr_medallion = [ ' Ether ' , ' Quake ' , ' Bombos ' ] [ random . randint ( 0 , 2 ) ]
world . required_medallions = ( mm_medallion , tr_medallion )
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return ' Misery Mire Medallion: %s \n Turtle Rock Medallion: %s \n \n ' % ( mm_medallion , tr_medallion )
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def copy_world ( world ) :
# ToDo: Not good yet
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ret = World ( world . shuffle , world . logic , world . mode , world . difficulty , world . goal , world . algorithm , world . place_dungeon_items )
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ret . required_medallions = list ( world . required_medallions )
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ret . swamp_patch_required = world . swamp_patch_required
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ret . treasure_hunt_count = world . treasure_hunt_count
ret . treasure_hunt_icon = world . treasure_hunt_icon
ret . sewer_light_cone = world . sewer_light_cone
ret . light_world_light_cone = world . light_world_light_cone
ret . dark_world_light_cone = world . dark_world_light_cone
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ret . seed = world . seed
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create_regions ( ret )
# connect copied world
for region in world . regions :
for entrance in region . entrances :
ret . get_entrance ( entrance . name ) . connect ( ret . get_region ( region . name ) )
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set_rules ( ret )
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# fill locations
for location in world . get_locations ( ) :
if location . item is not None :
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item = Item ( location . item . name , location . item . advancement , location . item . priority , location . item . key )
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ret . get_location ( location . name ) . item = item
item . location = ret . get_location ( location . name )
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if location . event :
ret . get_location ( location . name ) . event = True
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# copy remaining itempool. No item in itempool should have an assigned location
for item in world . itempool :
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ret . itempool . append ( Item ( item . name , item . advancement , item . priority , item . key ) )
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# copy progress items in state
ret . state . prog_items = list ( world . state . prog_items )
return ret
def create_playthrough ( world ) :
# 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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# in treasure hunt and pedestal goals, ganon is invincible
if world . goal in [ ' pedestal ' , ' starhunt ' , ' triforcehunt ' ] :
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world . get_location ( ' Ganon ' ) . item = None
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# get locations containing progress items
prog_locations = [ location for location in world . get_locations ( ) if location . item is not None and location . item . advancement ]
collection_spheres = [ ]
state = CollectionState ( world )
sphere_candidates = list ( prog_locations )
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logging . getLogger ( ' ' ) . debug ( ' Building up collection spheres. ' )
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while sphere_candidates :
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 sphere_candidates :
if state . can_reach ( location ) :
sphere . append ( location )
for location in sphere :
sphere_candidates . remove ( location )
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state . collect ( location . item , True )
state . sweep_for_events ( key_only = True )
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collection_spheres . append ( sphere )
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logging . getLogger ( ' ' ) . debug ( ' Calculated sphere %i , containing %i of %i progress items. ' % ( len ( collection_spheres ) , len ( sphere ) , len ( prog_locations ) ) )
if not sphere :
logging . getLogger ( ' ' ) . debug ( ' The following items could not be placed: %s ' % [ ' %s at %s ' % ( location . item . name , location . name ) for location in sphere_candidates ] )
raise RuntimeError ( ' Not all progression items reachable. Something went terribly wrong here. ' )
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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
for sphere in reversed ( collection_spheres ) :
to_delete = [ ]
for location in sphere :
# we remove the item at location and check if game is still beatable
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logging . getLogger ( ' ' ) . debug ( ' Checking if %s is required to beat the game. ' % location . item . name )
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old_item = location . item
location . item = None
state . remove ( old_item )
world . _item_cache = { } # need to invalidate
if world . can_beat_game ( ) :
to_delete . append ( location )
else :
# still required, got to keep it around
location . item = old_item
# cull entries in spheres for spoiler walkthrough at end
for location in to_delete :
sphere . remove ( location )
# we are now down to just the required progress items in collection_spheres in a minimum number of spheres. As a cleanup, we right trim empty spheres (can happen if we have multiple triforces)
collection_spheres = [ sphere for sphere in collection_spheres if sphere ]
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# store the required locations for statistical analysis
old_world . required_locations = [ location . name for sphere in collection_spheres for location in sphere ]
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# we can finally output our playthrough
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return ' Playthrough: \n ' + ' ' . join ( [ ' %s : { \n %s } \n ' % ( i + 1 , ' ' . join ( [ ' %s : %s \n ' % ( location , location . item ) for location in sphere ] ) ) for i , sphere in enumerate ( collection_spheres ) ] ) + ' \n '
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def print_location_spoiler ( world ) :
return ' Locations: \n \n ' + ' \n ' . join ( [ ' %s : %s ' % ( location , location . item if location . item is not None else ' Nothing ' ) for location in world . get_locations ( ) ] ) + ' \n \n '
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if __name__ == ' __main__ ' :
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parser = argparse . ArgumentParser ( formatter_class = argparse . ArgumentDefaultsHelpFormatter )
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parser . add_argument ( ' --create_spoiler ' , help = ' Output a Spoiler File ' , action = ' store_true ' )
parser . add_argument ( ' --logic ' , default = ' noglitches ' , const = ' noglitches ' , nargs = ' ? ' , choices = [ ' noglitches ' , ' minorglitches ' ] ,
help = ' Select Enforcement of Item Requirements. Minor Glitches may require Fake Flippers, Bunny Revival and Dark Room Navigation. ' )
parser . add_argument ( ' --mode ' , default = ' open ' , const = ' open ' , nargs = ' ? ' , choices = [ ' standard ' , ' open ' ] ,
help = ' Select game mode. Standard fixes Hyrule Castle Secret Entrance and Front Door, but may lead to weird rain state issues if you exit through the Hyrule Castle side exits before rescuing Zelda in a full shuffle. ' )
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parser . add_argument ( ' --goal ' , default = ' ganon ' , const = ' ganon ' , nargs = ' ? ' , choices = [ ' ganon ' , ' pedestal ' , ' dungeons ' , ' starhunt ' , ' triforcehunt ' ] ,
help = ' Select completion goal. Pedestal places the Triforce at the Master Sword Pedestal. All dungeons is not enforced ingame but considered in the playthrough. \n '
' Star Hunt places 15 Power Stars pieces in the world, collect 10 of them to beat the game. \n '
' Triforce Hunt places 3 Triforce Pieces in the world, collect them all to beat the game. ' )
parser . add_argument ( ' --difficulty ' , default = ' normal ' , const = ' normal ' , nargs = ' ? ' , choices = [ ' normal ' , ' timed ' , ' timed-ohko ' , ' timed-countdown ' ] ,
help = ' Select game difficulty. Affects available itempool. \n '
' Timed modes replace low value items with clocks, the overall rupee count in the pool stays roughly the same. \n '
' Timed starts with clock at zero. Green Clocks subtract 4 minutes (Total: 20), Blue Clocks subtract 2 minutes (Total: 10), Red Clocks add 2 minutes (Total: 10). Winner is player with lowest time at the end. \n '
' Timed OHKO starts clock at 10 minutes. Green Clocks add 5 minutes (Total: 25). As long as clock is at 0, Link will die in one hit. \n '
' Timed Countdown starts with clock at 40 minutes. Same clocks as Timed mode. If time runs out, you lose (but can still keep playing). ' )
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parser . add_argument ( ' --algorithm ' , default = ' freshness ' , const = ' freshness ' , nargs = ' ? ' , choices = [ ' freshness ' , ' flood ' , ' vt21 ' , ' vt22 ' , ' restrictive ' ] ,
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help = ' Select item filling algorithm. vt21 is unbiased in its selection, but has tendency to put Ice Rod in Turtle Rock. \n '
' vt22 drops off stale locations after 1/3 of progress items were placed to try to circumvent vt21 \' s shortcomings. \n '
' freshness keeps track of stale locations (ones that cannot be reached yet) and decreases likeliness of selecting them the more often they were found unreachable. \n '
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' flood pushes out items starting from Link \' s House and is slightly biased to placing progression items with less restrictions. \n '
' restrictive shuffles items and then places them in a random location that it is not impossible to be in. ' )
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parser . add_argument ( ' --shuffle ' , default = ' full ' , const = ' full ' , nargs = ' ? ' , choices = [ ' vanilla ' , ' simple ' , ' restricted ' , ' full ' , ' madness ' , ' insanity ' , ' dungeonsfull ' , ' dungeonssimple ' ] ,
help = ' Select Entrance Shuffling Algorithm. \n '
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' Simple shuffles Dungeon Entrances/Exits between each other and keeps all 4-entrance dungeons confined to one location. All caves outside of death mountain are shuffled in pairs. \n '
' Restricted uses Dungeons shuffling from Simple but freely connects remaining entrances. \n '
' Full mixes cave and dungeon entrances freely. \n '
' Madness decouples entrances and exits from each other and shuffles them freely, only ensuring that no fake Light/Dark World happens and all locations are reachable. \n '
' Insanity is Madness without the world restrictions. Mirror and Pearl are provided early to ensure Filling algorithm works properly. Deal with Fake LW/DW at your discretion. Experimental. \n '
' The dungeon variants only mix up dungeons and keep the rest of the overworld vanilla. ' )
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parser . add_argument ( ' --rom ' , default = ' Zelda no Densetsu - Kamigami no Triforce (Japan).sfc ' , help = ' Path to an ALttP JAP(1.0) rom to use as a base. ' )
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parser . add_argument ( ' --loglevel ' , default = ' info ' , const = ' info ' , nargs = ' ? ' , choices = [ ' error ' , ' info ' , ' warning ' , ' debug ' ] , help = ' Select level of logging for output. ' )
parser . add_argument ( ' --seed ' , help = ' Define seed number to generate. ' , type = int )
parser . add_argument ( ' --count ' , help = ' Use to batch generate multiple seeds with same settings. If --seed is provided, it will be used for the first seed, then used to derive the next seed (i.e. generating 10 seeds with --seed given will produce the same 10 (different) roms each time). ' , type = int )
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parser . add_argument ( ' --quickswap ' , help = ' Enable quick item swapping with L and R. ' , action = ' store_true ' )
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parser . add_argument ( ' --nodungeonitems ' , help = ' Remove Maps and Compasses from Itempool, replacing them by empty slots. ' , action = ' store_true ' )
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parser . add_argument ( ' --heartbeep ' , default = ' normal ' , const = ' normal ' , nargs = ' ? ' , choices = [ ' normal ' , ' half ' , ' quarter ' , ' off ' ] ,
help = ' Select the rate at which the heart beep sound is played at low health. ' )
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parser . add_argument ( ' --sprite ' , help = ' Path to a sprite sheet to use for Link. Needs to be in binary format and have a length of 0x7000 (28672) bytes. ' )
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parser . add_argument ( ' --suppress_rom ' , help = ' Do not create an output rom file. ' , action = ' store_true ' )
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args = parser . parse_args ( )
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# ToDo: Validate files further than mere existance
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if not os . path . isfile ( args . rom ) :
input ( ' Could not find valid base rom for patching at expected path %s . Please run with -h to see help for further information. \n Press Enter to exit. ' % args . rom )
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exit ( 1 )
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if args . sprite is not None and not os . path . isfile ( args . rom ) :
input ( ' Could not find link sprite sheet at given location. \n Press Enter to exit. ' % args . sprite )
exit ( 1 )
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# set up logger
loglevel = { ' error ' : logging . ERROR , ' info ' : logging . INFO , ' warning ' : logging . WARNING , ' debug ' : logging . DEBUG } [ args . loglevel ]
logging . basicConfig ( format = ' %(message)s ' , level = loglevel )
if args . count is not None :
seed = args . seed
for i in range ( args . count ) :
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main ( seed = seed , args = args )
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seed = random . randint ( 0 , 999999999 )
else :
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main ( seed = args . seed , args = args )