Archipelago/worlds/smz3/__init__.py

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Python
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import logging
import copy
import os
import random
import threading
from typing import Dict, Set, TextIO
from BaseClasses import Region, Entrance, Location, MultiWorld, Item, ItemClassification, RegionType, CollectionState, \
Tutorial
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from worlds.generic.Rules import set_rule
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import worlds.smz3.TotalSMZ3.Item as TotalSMZ3Item
from worlds.smz3.TotalSMZ3.World import World as TotalSMZ3World
from worlds.smz3.TotalSMZ3.Config import Config, GameMode, GanonInvincible, Goal, KeyShuffle, MorphLocation, SMLogic, SwordLocation, Z3Logic
from worlds.smz3.TotalSMZ3.Location import LocationType, locations_start_id, Location as TotalSMZ3Location
from worlds.smz3.TotalSMZ3.Patch import Patch as TotalSMZ3Patch, getWord, getWordArray
from ..AutoWorld import World, AutoLogicRegister, WebWorld
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from .Rom import get_base_rom_bytes, SMZ3DeltaPatch
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from .ips import IPS_Patch
from .Options import smz3_options
world_folder = os.path.dirname(__file__)
logger = logging.getLogger("SMZ3")
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class SMZ3CollectionState(metaclass=AutoLogicRegister):
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def init_mixin(self, parent: MultiWorld):
# for unit tests where MultiWorld is instantiated before worlds
if hasattr(parent, "state"):
self.smz3state = {player: TotalSMZ3Item.Progression([]) for player in parent.get_game_players("SMZ3")}
else:
self.smz3state = {}
def copy_mixin(self, ret) -> CollectionState:
ret.smz3state = {player: copy.deepcopy(self.smz3state[player]) for player in self.world.get_game_players("SMZ3")}
return ret
class SMZ3Web(WebWorld):
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to setting up the Archipelago Super Metroid and A Link to the Past Crossover randomizer on your computer. This guide covers single-player, multiworld, and related software.",
"English",
"multiworld_en.md",
"multiworld/en",
["lordlou"]
)]
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class SMZ3World(World):
"""
A python port of Super Metroid & A Link To The Past Crossover Item Randomizer based on v11.2 of Total's SMZ3.
This is allowed as long as we keep features and logic as close as possible as the original.
"""
game: str = "SMZ3"
topology_present = False
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data_version = 1
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options = smz3_options
item_names: Set[str] = frozenset(TotalSMZ3Item.lookup_name_to_id)
location_names: Set[str]
item_name_to_id = TotalSMZ3Item.lookup_name_to_id
location_name_to_id: Dict[str, int] = {key : locations_start_id + value.Id for key, value in TotalSMZ3World(Config({}), "", 0, "").locationLookup.items()}
web = SMZ3Web()
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remote_items: bool = False
remote_start_inventory: bool = False
# first added for 0.2.6
required_client_version = (0, 2, 6)
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def __init__(self, world: MultiWorld, player: int):
self.rom_name_available_event = threading.Event()
self.locations = {}
self.unreachable = []
super().__init__(world, player)
@classmethod
def stage_assert_generate(cls, world):
base_combined_rom = get_base_rom_bytes()
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def generate_early(self):
config = Config({})
config.GameMode = GameMode.Multiworld
config.Z3Logic = Z3Logic.Normal
config.SMLogic = SMLogic(self.world.sm_logic[self.player].value)
config.SwordLocation = SwordLocation(self.world.sword_location[self.player].value)
config.MorphLocation = MorphLocation(self.world.morph_location[self.player].value)
config.Goal = Goal.DefeatBoth
config.KeyShuffle = KeyShuffle(self.world.key_shuffle[self.player].value)
config.Keysanity = config.KeyShuffle != KeyShuffle.Null
config.GanonInvincible = GanonInvincible.BeforeCrystals
self.local_random = random.Random(self.world.random.randint(0, 1000))
self.smz3World = TotalSMZ3World(config, self.world.get_player_name(self.player), self.player, self.world.seed_name)
self.smz3DungeonItems = []
SMZ3World.location_names = frozenset(self.smz3World.locationLookup.keys())
self.world.state.smz3state[self.player] = TotalSMZ3Item.Progression([])
def generate_basic(self):
self.smz3World.Setup(self.world.random)
self.dungeon = TotalSMZ3Item.Item.CreateDungeonPool(self.smz3World)
self.dungeon.reverse()
self.progression = TotalSMZ3Item.Item.CreateProgressionPool(self.smz3World)
self.keyCardsItems = TotalSMZ3Item.Item.CreateKeycards(self.smz3World)
niceItems = TotalSMZ3Item.Item.CreateNicePool(self.smz3World)
junkItems = TotalSMZ3Item.Item.CreateJunkPool(self.smz3World)
allJunkItems = niceItems + junkItems
if (self.smz3World.Config.Keysanity):
progressionItems = self.progression + self.dungeon + self.keyCardsItems
else:
progressionItems = self.progression
for item in self.keyCardsItems:
self.world.push_precollected(SMZ3Item(item.Type.name, ItemClassification.filler, item.Type, self.item_name_to_id[item.Type.name], self.player, item))
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itemPool = [SMZ3Item(item.Type.name, ItemClassification.progression, item.Type, self.item_name_to_id[item.Type.name], self.player, item) for item in progressionItems] + \
[SMZ3Item(item.Type.name, ItemClassification.filler, item.Type, self.item_name_to_id[item.Type.name], self.player, item) for item in allJunkItems]
self.smz3DungeonItems = [SMZ3Item(item.Type.name, ItemClassification.progression, item.Type, self.item_name_to_id[item.Type.name], self.player, item) for item in self.dungeon]
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self.world.itempool += itemPool
def set_rules(self):
# SM G4 is logically required to access Ganon's Tower in SMZ3
self.world.completion_condition[self.player] = lambda state: \
self.smz3World.GetRegion("Ganon's Tower").CanEnter(state.smz3state[self.player]) and \
self.smz3World.GetRegion("Ganon's Tower").TowerAscend(state.smz3state[self.player])
for region in self.smz3World.Regions:
entrance = self.world.get_entrance('Menu' + "->" + region.Name, self.player)
set_rule(entrance, lambda state, region=region: region.CanEnter(state.smz3state[self.player]))
for loc in region.Locations:
l = self.locations[loc.Name]
if self.world.accessibility[self.player] != 'locations':
l.always_allow = lambda state, item, loc=loc: \
item.game == "SMZ3" and \
loc.alwaysAllow(TotalSMZ3Item.Item(TotalSMZ3Item.ItemType[item.name], self.smz3World), state.smz3state[self.player])
old_rule = l.item_rule
l.item_rule = lambda item, loc=loc, region=region: (\
item.game != "SMZ3" or \
loc.allow(TotalSMZ3Item.Item(TotalSMZ3Item.ItemType[item.name], self.smz3World), None) and \
region.CanFill(TotalSMZ3Item.Item(TotalSMZ3Item.ItemType[item.name], self.smz3World))) and old_rule(item)
set_rule(l, lambda state, loc=loc: loc.Available(state.smz3state[self.player]))
def create_regions(self):
self.create_locations(self.player)
startRegion = self.create_region(self.world, self.player, 'Menu')
self.world.regions.append(startRegion)
for region in self.smz3World.Regions:
currentRegion = self.create_region(self.world, self.player, region.Name, region.locationLookup.keys(), [region.Name + "->" + 'Menu'])
self.world.regions.append(currentRegion)
entrance = self.world.get_entrance(region.Name + "->" + 'Menu', self.player)
entrance.connect(startRegion)
exit = Entrance(self.player, 'Menu' + "->" + region.Name, startRegion)
startRegion.exits.append(exit)
exit.connect(currentRegion)
def apply_sm_custom_sprite(self):
itemSprites = ["off_world_prog_item.bin", "off_world_item.bin"]
itemSpritesAddress = [0xF800, 0xF900]
idx = 0
offworldSprites = {}
for fileName in itemSprites:
with open(world_folder + "/data/custom_sprite/" + fileName, 'rb') as stream:
buffer = bytearray(stream.read())
offworldSprites[0x04Eff2 + 10*((0x6B + 0x40) + idx)] = bytearray(getWordArray(itemSpritesAddress[idx])) + buffer[0:8]
offworldSprites[0x090000 + itemSpritesAddress[idx]] = buffer[8:264]
idx += 1
return offworldSprites
def convert_to_sm_item_name(self, itemName):
charMap = { "A" : 0x3CE0,
"B" : 0x3CE1,
"C" : 0x3CE2,
"D" : 0x3CE3,
"E" : 0x3CE4,
"F" : 0x3CE5,
"G" : 0x3CE6,
"H" : 0x3CE7,
"I" : 0x3CE8,
"J" : 0x3CE9,
"K" : 0x3CEA,
"L" : 0x3CEB,
"M" : 0x3CEC,
"N" : 0x3CED,
"O" : 0x3CEE,
"P" : 0x3CEF,
"Q" : 0x3CF0,
"R" : 0x3CF1,
"S" : 0x3CF2,
"T" : 0x3CF3,
"U" : 0x3CF4,
"V" : 0x3CF5,
"W" : 0x3CF6,
"X" : 0x3CF7,
"Y" : 0x3CF8,
"Z" : 0x3CF9,
" " : 0x3C4E,
"!" : 0x3CFF,
"?" : 0x3CFE,
"'" : 0x3CFD,
"," : 0x3CFB,
"." : 0x3CFA,
"-" : 0x3CCF,
"_" : 0x000E,
"1" : 0x3C00,
"2" : 0x3C01,
"3" : 0x3C02,
"4" : 0x3C03,
"5" : 0x3C04,
"6" : 0x3C05,
"7" : 0x3C06,
"8" : 0x3C07,
"9" : 0x3C08,
"0" : 0x3C09,
"%" : 0x3C0A}
data = []
itemName = itemName.upper()[:26]
itemName = itemName.strip()
itemName = itemName.center(26, " ")
itemName = "___" + itemName + "___"
for char in itemName:
(w0, w1) = getWord(charMap.get(char, 0x3C4E))
data.append(w0)
data.append(w1)
return data
def convert_to_lttp_item_name(self, itemName):
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return bytearray(itemName[:19].center(19, " "), 'utf8') + bytearray(0)
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def apply_item_names(self):
patch = {}
sm_remote_idx = 0
lttp_remote_idx = 0
for location in self.smz3World.Locations:
if self.world.worlds[location.APLocation.item.player].game != self.game:
if location.Type == LocationType.Visible or location.Type == LocationType.Chozo or location.Type == LocationType.Hidden:
patch[0x390000 + sm_remote_idx*64] = self.convert_to_sm_item_name(location.APLocation.item.name)
sm_remote_idx += 1
progressionItem = (0 if location.APLocation.item.advancement else 0x8000) + sm_remote_idx
patch[0x386000 + (location.Id * 8) + 6] = bytearray(getWordArray(progressionItem))
else:
patch[0x390000 + 100 * 64 + lttp_remote_idx * 20] = self.convert_to_lttp_item_name(location.APLocation.item.name)
lttp_remote_idx += 1
progressionItem = (0 if location.APLocation.item.advancement else 0x8000) + lttp_remote_idx
patch[0x386000 + (location.Id * 8) + 6] = bytearray(getWordArray(progressionItem))
return patch
def generate_output(self, output_directory: str):
try:
base_combined_rom = get_base_rom_bytes()
basepatch = IPS_Patch.load(world_folder + "/data/zsm.ips")
base_combined_rom = basepatch.apply(base_combined_rom)
patcher = TotalSMZ3Patch(self.smz3World,
[world.smz3World for key, world in self.world.worlds.items() if isinstance(world, SMZ3World)],
self.world.seed_name,
self.world.seed,
self.local_random,
self.world.world_name_lookup,
next(iter(loc.player for loc in self.world.get_locations() if (loc.item.name == "SilverArrows" and loc.item.player == self.player))))
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patches = patcher.Create(self.smz3World.Config)
patches.update(self.apply_sm_custom_sprite())
patches.update(self.apply_item_names())
for addr, bytes in patches.items():
offset = 0
for byte in bytes:
base_combined_rom[addr + offset] = byte
offset += 1
outfilebase = 'AP_' + self.world.seed_name
outfilepname = f'_P{self.player}'
outfilepname += f"_{self.world.get_file_safe_player_name(self.player).replace(' ', '_')}" \
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filename = os.path.join(output_directory, f'{outfilebase}{outfilepname}.sfc')
with open(filename, "wb") as binary_file:
binary_file.write(base_combined_rom)
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patch = SMZ3DeltaPatch(os.path.splitext(filename)[0]+SMZ3DeltaPatch.patch_file_ending, player=self.player,
player_name=self.world.player_name[self.player], patched_path=filename)
patch.write()
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os.remove(filename)
self.rom_name = bytearray(patcher.title, 'utf8')
except:
raise
finally:
self.rom_name_available_event.set() # make sure threading continues and errors are collected
def modify_multidata(self, multidata: dict):
import base64
if (not self.smz3World.Config.Keysanity):
for item_name in self.keyCardsItems:
item_id = self.item_name_to_id.get(item_name.Type.name, None)
try:
multidata["precollected_items"][self.player].remove(item_id)
except ValueError as e:
logger.warning(f"Attempted to remove nonexistent item id {item_id} from smz3 precollected items ({item_name})")
# wait for self.rom_name to be available.
self.rom_name_available_event.wait()
rom_name = getattr(self, "rom_name", None)
# we skip in case of error, so that the original error in the output thread is the one that gets raised
if rom_name:
new_name = base64.b64encode(bytes(self.rom_name)).decode()
payload = multidata["connect_names"][self.world.player_name[self.player]]
multidata["connect_names"][new_name] = payload
def fill_slot_data(self):
slot_data = {}
return slot_data
def collect(self, state: CollectionState, item: Item) -> bool:
state.smz3state[item.player].Add([TotalSMZ3Item.Item(TotalSMZ3Item.ItemType[item.name], self.smz3World)])
if item.advancement:
state.prog_items[item.name, item.player] += 1
return True # indicate that a logical state change has occured
return False
def remove(self, state: CollectionState, item: Item) -> bool:
name = self.collect_item(state, item, True)
if name:
state.smz3state[item.player].Remove([TotalSMZ3Item.Item(TotalSMZ3Item.ItemType[item.name], self.smz3World)])
state.prog_items[name, item.player] -= 1
if state.prog_items[name, item.player] < 1:
del (state.prog_items[name, item.player])
return True
return False
def create_item(self, name: str) -> Item:
return SMZ3Item(name, ItemClassification.progression,
TotalSMZ3Item.ItemType[name], self.item_name_to_id[name], player = self.player)
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def pre_fill(self):
from Fill import fill_restrictive
self.InitialFillInOwnWorld()
if (not self.smz3World.Config.Keysanity):
locations = [loc for loc in self.locations.values() if loc.item is None]
self.world.random.shuffle(locations)
all_state = self.world.get_all_state(False)
for item in self.smz3DungeonItems:
all_state.remove(item)
all_dungeonItems = self.smz3DungeonItems[:]
fill_restrictive(self.world, all_state, locations, all_dungeonItems, True, True)
# some small or big keys (those always_allow) can be unreachable in-game
# while logic still collects some of them (probably to simulate the player collecting pot keys in the logic), some others don't
# so we need to remove those exceptions as progression items
if self.world.accessibility[self.player] != 'locations':
exception_item = [TotalSMZ3Item.ItemType.BigKeySW, TotalSMZ3Item.ItemType.BigKeySP, TotalSMZ3Item.ItemType.KeyTH]
for item in self.smz3DungeonItems:
if item.item.Type in exception_item and item.location.always_allow(all_state, item) and not all_state.can_reach(item.location):
item.classification = ItemClassification.filler
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item.item.Progression = False
item.location.event = False
self.unreachable.append(item.location)
def get_pre_fill_items(self):
if (not self.smz3World.Config.Keysanity):
return self.smz3DungeonItems
else:
return []
def write_spoiler(self, spoiler_handle: TextIO):
self.world.spoiler.unreachables.update(self.unreachable)
def FillItemAtLocation(self, itemPool, itemType, location):
itemToPlace = TotalSMZ3Item.Item.Get(itemPool, itemType, self.smz3World)
if (itemToPlace == None):
raise Exception(f"Tried to place item {itemType} at {location.Name}, but there is no such item in the item pool")
else:
location.Item = itemToPlace
itemFromPool = next((i for i in self.world.itempool if i.player == self.player and i.name == itemToPlace.Type.name), None)
if itemFromPool is not None:
self.world.get_location(location.Name, self.player).place_locked_item(itemFromPool)
self.world.itempool.remove(itemFromPool)
else:
itemFromPool = next((i for i in self.smz3DungeonItems if i.player == self.player and i.name == itemToPlace.Type.name), None)
if itemFromPool is not None:
self.world.get_location(location.Name, self.player).place_locked_item(itemFromPool)
self.smz3DungeonItems.remove(itemFromPool)
itemPool.remove(itemToPlace)
def FrontFillItemInOwnWorld(self, itemPool, itemType):
item = TotalSMZ3Item.Item.Get(itemPool, itemType, self.smz3World)
location = next(iter(self.world.random.sample(TotalSMZ3Location.AvailableGlobal(TotalSMZ3Location.Empty(self.smz3World.Locations), self.smz3World.Items()), 1)), None)
if (location == None):
raise Exception(f"Tried to front fill {item.Name} in, but no location was available")
location.Item = item
itemFromPool = next((i for i in self.world.itempool if i.player == self.player and i.name == item.Type.name), None)
if itemFromPool is not None:
self.world.get_location(location.Name, self.player).place_locked_item(itemFromPool)
self.world.itempool.remove(itemFromPool)
itemPool.remove(item)
def InitialFillInOwnWorld(self):
self.FillItemAtLocation(self.dungeon, TotalSMZ3Item.ItemType.KeySW, self.smz3World.GetLocation("Skull Woods - Pinball Room"))
# /* Check Swords option and place as needed */
if self.smz3World.Config.SwordLocation == SwordLocation.Uncle:
self.FillItemAtLocation(self.progression, TotalSMZ3Item.ItemType.ProgressiveSword, self.smz3World.GetLocation("Link's Uncle"))
elif self.smz3World.Config.SwordLocation == SwordLocation.Early:
self.FrontFillItemInOwnWorld(self.progression, TotalSMZ3Item.ItemType.ProgressiveSword)
# /* Check Morph option and place as needed */
if self.smz3World.Config.MorphLocation == MorphLocation.Original:
self.FillItemAtLocation(self.progression, TotalSMZ3Item.ItemType.Morph, self.smz3World.GetLocation("Morphing Ball"))
elif self.smz3World.Config.MorphLocation == MorphLocation.Early:
self.FrontFillItemInOwnWorld(self.progression, TotalSMZ3Item.ItemType.Morph)
# /* We place a PB and Super in Sphere 1 to make sure the filler
# * doesn't start locking items behind this when there are a
# * high chance of the trash fill actually making them available */
self.FrontFillItemInOwnWorld(self.progression, TotalSMZ3Item.ItemType.Super)
self.FrontFillItemInOwnWorld(self.progression, TotalSMZ3Item.ItemType.PowerBomb)
def create_locations(self, player: int):
for name, id in SMZ3World.location_name_to_id.items():
newLoc = SMZ3Location(player, name, id)
self.locations[name] = newLoc
self.smz3World.locationLookup[name].APLocation = newLoc
def create_region(self, world: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, RegionType.LightWorld, name, player)
ret.world = world
if locations:
for loc in locations:
location = self.locations[loc]
location.parent_region = ret
ret.locations.append(location)
if exits:
for exit in exits:
ret.exits.append(Entrance(player, exit, ret))
return ret
class SMZ3Location(Location):
game: str = "SMZ3"
def __init__(self, player: int, name: str, address=None, parent=None):
super(SMZ3Location, self).__init__(player, name, address, parent)
class SMZ3Item(Item):
game = "SMZ3"
def __init__(self, name, classification, type, code, player: int = None, item=None):
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self.type = type
self.item = item
super(SMZ3Item, self).__init__(name, classification, code, player)