Archipelago/Main.py

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from collections import OrderedDict
import copy
from itertools import zip_longest
import json
import logging
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import os
import random
import time
import zlib
import concurrent.futures
from BaseClasses import World, CollectionState, Item, Region, Location
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from Shops import ShopSlotFill, create_shops, SHOP_ID_START, FillDisabledShopSlots, total_shop_slots
from Items import ItemFactory, item_table, item_name_groups
from Regions import create_regions, mark_light_world_regions, lookup_vanilla_location_to_entrance
from InvertedRegions import create_inverted_regions, mark_dark_world_regions
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from EntranceShuffle import link_entrances, link_inverted_entrances, plando_connect
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from Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, get_hash_string
from Rules import set_rules
from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive
from Fill import distribute_items_restrictive, flood_items, balance_multiworld_progression, distribute_planned
from ItemPool import generate_itempool, difficulties, fill_prizes
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from Utils import output_path, parse_player_names, get_options, __version__, _version_tuple
import Patch
seeddigits = 20
def get_seed(seed=None):
if seed is None:
random.seed(None)
return random.randint(0, pow(10, seeddigits) - 1)
return seed
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def main(args, seed=None):
if args.outputpath:
os.makedirs(args.outputpath, exist_ok=True)
output_path.cached_path = args.outputpath
start = time.perf_counter()
# initialize the world
world = World(args.multi, args.shuffle, args.logic, args.mode, args.swords, args.difficulty,
args.item_functionality, args.timer, args.progressive.copy(), args.goal, args.algorithm,
args.accessibility, args.shuffleganon, args.retro, args.custom, args.customitemarray, args.hints)
logger = logging.getLogger('')
world.seed = get_seed(seed)
if args.race:
world.secure()
else:
world.random.seed(world.seed)
world.remote_items = args.remote_items.copy()
world.mapshuffle = args.mapshuffle.copy()
world.compassshuffle = args.compassshuffle.copy()
world.keyshuffle = args.keyshuffle.copy()
world.bigkeyshuffle = args.bigkeyshuffle.copy()
world.crystals_needed_for_ganon = {
player: world.random.randint(0, 7) if args.crystals_ganon[player] == 'random' else int(
args.crystals_ganon[player]) for player in range(1, world.players + 1)}
world.crystals_needed_for_gt = {
player: world.random.randint(0, 7) if args.crystals_gt[player] == 'random' else int(args.crystals_gt[player])
for player in range(1, world.players + 1)}
world.open_pyramid = args.open_pyramid.copy()
world.boss_shuffle = args.shufflebosses.copy()
world.enemy_shuffle = args.enemy_shuffle.copy()
world.enemy_health = args.enemy_health.copy()
world.enemy_damage = args.enemy_damage.copy()
world.killable_thieves = args.killable_thieves.copy()
world.bush_shuffle = args.bush_shuffle.copy()
world.tile_shuffle = args.tile_shuffle.copy()
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world.beemizer = args.beemizer.copy()
world.timer = args.timer.copy()
world.countdown_start_time = args.countdown_start_time.copy()
world.red_clock_time = args.red_clock_time.copy()
world.blue_clock_time = args.blue_clock_time.copy()
world.green_clock_time = args.green_clock_time.copy()
world.shufflepots = args.shufflepots.copy()
world.progressive = args.progressive.copy()
world.dungeon_counters = args.dungeon_counters.copy()
world.glitch_boots = args.glitch_boots.copy()
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world.triforce_pieces_available = args.triforce_pieces_available.copy()
world.triforce_pieces_required = args.triforce_pieces_required.copy()
world.shop_shuffle = args.shop_shuffle.copy()
world.shop_shuffle_slots = args.shop_shuffle_slots.copy()
world.progression_balancing = {player: not balance for player, balance in args.skip_progression_balancing.items()}
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world.shuffle_prizes = args.shuffle_prizes.copy()
world.sprite_pool = args.sprite_pool.copy()
world.dark_room_logic = args.dark_room_logic.copy()
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world.plando_items = args.plando_items.copy()
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world.plando_texts = args.plando_texts.copy()
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world.plando_connections = args.plando_connections.copy()
world.restrict_dungeon_item_on_boss = args.restrict_dungeon_item_on_boss.copy()
world.required_medallions = args.required_medallions.copy()
world.rom_seeds = {player: random.Random(world.random.randint(0, 999999999)) for player in range(1, world.players + 1)}
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logger.info('ALttP Berserker\'s Multiworld Version %s - Seed: %s\n', __version__, world.seed)
parsed_names = parse_player_names(args.names, world.players, args.teams)
world.teams = len(parsed_names)
for i, team in enumerate(parsed_names, 1):
if world.players > 1:
logger.info('%s%s', 'Team%d: ' % i if world.teams > 1 else 'Players: ', ', '.join(team))
for player, name in enumerate(team, 1):
world.player_names[player].append(name)
logger.info('')
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for player in range(1, world.players + 1):
world.difficulty_requirements[player] = difficulties[world.difficulty[player]]
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if world.open_pyramid[player] == 'goal':
world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt', 'localganontriforcehunt', 'ganonpedestal'}
elif world.open_pyramid[player] == 'auto':
world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt', 'localganontriforcehunt', 'ganonpedestal'} and \
(world.shuffle[player] in {'vanilla', 'dungeonssimple', 'dungeonsfull'} or not world.shuffle_ganon)
else:
world.open_pyramid[player] = {'on': True, 'off': False, 'yes': True, 'no': False}.get(world.open_pyramid[player], world.open_pyramid[player])
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for tok in filter(None, args.startinventory[player].split(',')):
item = ItemFactory(tok.strip(), player)
if item:
world.push_precollected(item)
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# item in item_table gets checked in mystery, but not CLI - so we double-check here
world.local_items[player] = {item.strip() for item in args.local_items[player].split(',') if
item.strip() in item_table}
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world.non_local_items[player] = {item.strip() for item in args.non_local_items[player].split(',') if
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item.strip() in item_table}
# enforce pre-defined local items.
if world.goal[player] in ["localtriforcehunt", "localganontriforcehunt"]:
world.local_items[player].add('Triforce Piece')
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# items can't be both local and non-local, prefer local
world.non_local_items[player] -= world.local_items[player]
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# dungeon items can't be in non-local if the appropriate dungeon item shuffle setting is not set.
if not world.mapshuffle[player]:
world.non_local_items[player] -= item_name_groups['Maps']
if not world.compassshuffle[player]:
world.non_local_items[player] -= item_name_groups['Compasses']
if not world.keyshuffle[player]:
world.non_local_items[player] -= item_name_groups['Small Keys']
if not world.bigkeyshuffle[player]:
world.non_local_items[player] -= item_name_groups['Big Keys']
# Not possible to place pendants/crystals out side of boss prizes yet.
world.non_local_items[player] -= item_name_groups['Pendants']
world.non_local_items[player] -= item_name_groups['Crystals']
world.triforce_pieces_available[player] = max(world.triforce_pieces_available[player], world.triforce_pieces_required[player])
if world.mode[player] != 'inverted':
create_regions(world, player)
else:
create_inverted_regions(world, player)
create_shops(world, player)
create_dungeons(world, player)
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logger.info('Shuffling the World about.')
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for player in range(1, world.players + 1):
if world.logic[player] not in ["noglitches", "minorglitches"] and world.shuffle[player] in \
{"vanilla", "dungeonssimple", "dungeonsfull", "simple", "restricted", "full"}:
world.fix_fake_world[player] = False
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if world.mode[player] != 'inverted':
link_entrances(world, player)
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mark_light_world_regions(world, player)
else:
link_inverted_entrances(world, player)
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mark_dark_world_regions(world, player)
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plando_connect(world, player)
logger.info('Generating Item Pool.')
for player in range(1, world.players + 1):
generate_itempool(world, player)
logger.info('Calculating Access Rules.')
for player in range(1, world.players + 1):
set_rules(world, player)
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logger.info("Running Item Plando")
distribute_planned(world)
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logger.info('Placing Dungeon Prizes.')
fill_prizes(world)
logger.info('Placing Dungeon Items.')
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if args.algorithm in ['balanced', 'vt26'] or any(
list(args.mapshuffle.values()) + list(args.compassshuffle.values()) +
list(args.keyshuffle.values()) + list(args.bigkeyshuffle.values())):
fill_dungeons_restrictive(world)
else:
fill_dungeons(world)
logger.info('Fill the world.')
if args.algorithm == 'flood':
flood_items(world) # different algo, biased towards early game progress items
elif args.algorithm == 'vt25':
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distribute_items_restrictive(world, False)
elif args.algorithm == 'vt26':
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distribute_items_restrictive(world, True)
elif args.algorithm == 'balanced':
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distribute_items_restrictive(world, True)
logger.info("Filling Shop Slots")
ShopSlotFill(world)
if world.players > 1:
balance_multiworld_progression(world)
logger.info('Patching ROM.')
outfilebase = 'BM_%s' % (args.outputname if args.outputname else world.seed)
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rom_names = []
def _gen_rom(team: int, player: int):
use_enemizer = (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player]
or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default'
or world.shufflepots[player] or world.bush_shuffle[player]
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or world.killable_thieves[player])
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rom = LocalRom(args.rom)
patch_rom(world, rom, player, team, use_enemizer)
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if use_enemizer:
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patch_enemizer(world, team, player, rom, args.enemizercli)
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if args.race:
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patch_race_rom(rom, world, player)
world.spoiler.hashes[(player, team)] = get_hash_string(rom.hash)
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palettes_options={}
palettes_options['dungeon']=args.uw_palettes[player]
palettes_options['overworld']=args.ow_palettes[player]
palettes_options['hud']=args.hud_palettes[player]
palettes_options['sword']=args.sword_palettes[player]
palettes_options['shield']=args.shield_palettes[player]
palettes_options['link']=args.link_palettes[player]
apply_rom_settings(rom, args.heartbeep[player], args.heartcolor[player], args.quickswap[player],
args.fastmenu[player], args.disablemusic[player], args.sprite[player],
palettes_options, world, player, True, reduceflashing=args.reduceflashing[player] if not args.race else True)
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mcsb_name = ''
if all([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player],
world.bigkeyshuffle[player]]):
mcsb_name = '-keysanity'
elif [world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player],
world.bigkeyshuffle[player]].count(True) == 1:
mcsb_name = '-mapshuffle' if world.mapshuffle[player] else \
'-compassshuffle' if world.compassshuffle[player] else \
'-universal_keys' if world.keyshuffle[player] == "universal" else \
'-keyshuffle' if world.keyshuffle[player] else '-bigkeyshuffle'
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elif any([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player],
world.bigkeyshuffle[player]]):
mcsb_name = '-%s%s%s%sshuffle' % (
'M' if world.mapshuffle[player] else '', 'C' if world.compassshuffle[player] else '',
'U' if world.keyshuffle[player] == "universal" else 'S' if world.keyshuffle[player] else '',
'B' if world.bigkeyshuffle[player] else '')
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outfilepname = f'_T{team + 1}' if world.teams > 1 else ''
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outfilepname += f'_P{player}'
outfilepname += f"_{world.player_names[player][team].replace(' ', '_')}" \
if world.player_names[player][team] != 'Player%d' % player else ''
outfilestuffs = {
"logic": world.logic[player], # 0
"difficulty": world.difficulty[player], # 1
"item_functionality": world.item_functionality[player], # 2
"mode": world.mode[player], # 3
"goal": world.goal[player], # 4
"timer": str(world.timer[player]), # 5
"shuffle": world.shuffle[player], # 6
"algorithm": world.algorithm, # 7
"mscb": mcsb_name, # 8
"retro": world.retro[player], # 9
"progressive": world.progressive, # A
"hints": 'True' if world.hints[player] else 'False' # B
}
# 0 1 2 3 4 5 6 7 8 9 A B
outfilesuffix = ('_%s_%s-%s-%s-%s%s_%s-%s%s%s%s%s' % (
# 0 1 2 3 4 5 6 7 8 9 A B C
# _noglitches_normal-normal-open-ganon-ohko_simple-balanced-keysanity-retro-prog_random-nohints
# _noglitches_normal-normal-open-ganon _simple-balanced-keysanity-retro
# _noglitches_normal-normal-open-ganon _simple-balanced-keysanity -prog_random
# _noglitches_normal-normal-open-ganon _simple-balanced-keysanity -nohints
outfilestuffs["logic"], # 0
outfilestuffs["difficulty"], # 1
outfilestuffs["item_functionality"], # 2
outfilestuffs["mode"], # 3
outfilestuffs["goal"], # 4
"" if outfilestuffs["timer"] in ['False', 'none', 'display'] else "-" + outfilestuffs["timer"], # 5
outfilestuffs["shuffle"], # 6
outfilestuffs["algorithm"], # 7
outfilestuffs["mscb"], # 8
"-retro" if outfilestuffs["retro"] == "True" else "", # 9
"-prog_" + outfilestuffs["progressive"] if outfilestuffs["progressive"] in ['off', 'random'] else "", # A
"-nohints" if not outfilestuffs["hints"] == "True" else "") # B
) if not args.outputname else ''
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rompath = output_path(f'{outfilebase}{outfilepname}{outfilesuffix}.sfc')
rom.write_to_file(rompath, hide_enemizer=True)
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if args.create_diff:
Patch.create_patch_file(rompath)
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return player, team, bytes(rom.name).decode()
pool = concurrent.futures.ThreadPoolExecutor()
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multidata_task = None
check_accessibility_task = pool.submit(world.fulfills_accessibility)
if not args.suppress_rom:
rom_futures = []
for team in range(world.teams):
for player in range(1, world.players + 1):
rom_futures.append(pool.submit(_gen_rom, team, player))
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def get_entrance_to_region(region: Region):
for entrance in region.entrances:
if entrance.parent_region.type in (RegionType.DarkWorld, RegionType.LightWorld):
return entrance
for entrance in region.entrances: # BFS might be better here, trying DFS for now.
return get_entrance_to_region(entrance.parent_region)
# collect ER hint info
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er_hint_data = {player: {} for player in range(1, world.players + 1) if world.shuffle[player] != "vanilla" or world.retro[player]}
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from Regions import RegionType
for region in world.regions:
if region.player in er_hint_data and region.locations:
main_entrance = get_entrance_to_region(region)
for location in region.locations:
if type(location.address) == int: # skips events and crystals
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if location.address >= SHOP_ID_START + 33: continue
if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name:
er_hint_data[region.player][location.address] = main_entrance.name
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ordered_areas = ('Light World', 'Dark World', 'Hyrule Castle', 'Agahnims Tower', 'Eastern Palace', 'Desert Palace',
'Tower of Hera', 'Palace of Darkness', 'Swamp Palace', 'Skull Woods', 'Thieves Town', 'Ice Palace',
'Misery Mire', 'Turtle Rock', 'Ganons Tower', "Total")
checks_in_area = {player: {area: list() for area in ordered_areas}
for player in range(1, world.players + 1)}
for player in range(1, world.players + 1):
checks_in_area[player]["Total"] = 0
for location in [loc for loc in world.get_filled_locations() if type(loc.address) is int]:
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main_entrance = get_entrance_to_region(location.parent_region)
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if location.parent_region.dungeon:
dungeonname = {'Inverted Agahnims Tower': 'Agahnims Tower',
'Inverted Ganons Tower': 'Ganons Tower'}\
.get(location.parent_region.dungeon.name, location.parent_region.dungeon.name)
checks_in_area[location.player][dungeonname].append(location.address)
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elif main_entrance.parent_region.type == RegionType.LightWorld:
checks_in_area[location.player]["Light World"].append(location.address)
elif main_entrance.parent_region.type == RegionType.DarkWorld:
checks_in_area[location.player]["Dark World"].append(location.address)
checks_in_area[location.player]["Total"] += 1
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oldmancaves = []
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takeanyregions = ["Old Man Sword Cave", "Take-Any #1", "Take-Any #2", "Take-Any #3", "Take-Any #4"]
for index, take_any in enumerate(takeanyregions):
for region in [world.get_region(take_any, player) for player in range(1, world.players + 1) if world.retro[player]]:
item = ItemFactory(region.shop.inventory[(0 if take_any == "Old Man Sword Cave" else 1)]['item'], region.player)
player = region.player
location_id = SHOP_ID_START + total_shop_slots + index
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main_entrance = get_entrance_to_region(region)
if main_entrance.parent_region.type == RegionType.LightWorld:
checks_in_area[player]["Light World"].append(location_id)
else:
checks_in_area[player]["Dark World"].append(location_id)
checks_in_area[player]["Total"] += 1
er_hint_data[player][location_id] = main_entrance.name
oldmancaves.append(((location_id, player), (item.code, player)))
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precollected_items = [[] for player in range(world.players)]
for item in world.precollected_items:
precollected_items[item.player - 1].append(item.code)
FillDisabledShopSlots(world)
def write_multidata(roms):
for future in roms:
rom_name = future.result()
rom_names.append(rom_name)
multidatatags = ["ER"]
if args.race:
multidatatags.append("Race")
if args.create_spoiler:
multidatatags.append("Spoiler")
if not args.skip_playthrough:
multidatatags.append("Play through")
minimum_versions = {"server": (1, 0, 0)}
minimum_versions["clients"] = client_versions = []
for (slot, team, name) in rom_names:
if world.shop_shuffle_slots[slot]:
client_versions.append([team, slot, [3, 6, 1]])
multidata = zlib.compress(json.dumps({"names": parsed_names,
# backwards compat for < 2.4.1
"roms": [(slot, team, list(name.encode()))
for (slot, team, name) in rom_names],
"rom_strings": rom_names,
"remote_items": [player for player in range(1, world.players + 1) if
world.remote_items[player]],
"locations": [((location.address, location.player),
(location.item.code, location.item.player))
for location in world.get_filled_locations() if
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type(location.address) is int] + oldmancaves,
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"checks_in_area": checks_in_area,
"server_options": get_options()["server_options"],
"er_hint_data": er_hint_data,
"precollected_items": precollected_items,
"version": _version_tuple,
"tags": multidatatags,
"minimum_versions": minimum_versions
}).encode("utf-8"), 9)
with open(output_path('%s.multidata' % outfilebase), 'wb') as f:
f.write(multidata)
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multidata_task = pool.submit(write_multidata, rom_futures)
if not check_accessibility_task.result():
if not world.can_beat_game():
raise Exception("Game appears is unbeatable. Aborting.")
else:
logger.warning("Location Accessibility requirements not fulfilled.")
if not args.skip_playthrough:
logger.info('Calculating playthrough.')
create_playthrough(world)
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if multidata_task:
multidata_task.result() # retrieve exception if one exists
pool.shutdown() # wait for all queued tasks to complete
if args.create_spoiler: # needs spoiler.hashes to be filled, that depend on rom_futures being done
world.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))
logger.info('Done. Enjoy. Total Time: %s', time.perf_counter() - start)
return world
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def copy_world(world):
# ToDo: Not good yet
ret = World(world.players, world.shuffle, world.logic, world.mode, world.swords, world.difficulty, world.item_functionality, world.timer, world.progressive, world.goal, world.algorithm, world.accessibility, world.shuffle_ganon, world.retro, world.custom, world.customitemarray, world.hints)
ret.teams = world.teams
ret.player_names = copy.deepcopy(world.player_names)
ret.remote_items = world.remote_items.copy()
ret.required_medallions = world.required_medallions.copy()
ret.swamp_patch_required = world.swamp_patch_required.copy()
ret.ganon_at_pyramid = world.ganon_at_pyramid.copy()
ret.powder_patch_required = world.powder_patch_required.copy()
ret.ganonstower_vanilla = world.ganonstower_vanilla.copy()
ret.treasure_hunt_count = world.treasure_hunt_count.copy()
ret.treasure_hunt_icon = world.treasure_hunt_icon.copy()
ret.sewer_light_cone = world.sewer_light_cone.copy()
ret.light_world_light_cone = world.light_world_light_cone
ret.dark_world_light_cone = world.dark_world_light_cone
ret.seed = world.seed
ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge.copy()
ret.can_access_trock_front = world.can_access_trock_front.copy()
ret.can_access_trock_big_chest = world.can_access_trock_big_chest.copy()
ret.can_access_trock_middle = world.can_access_trock_middle.copy()
ret.can_take_damage = world.can_take_damage
ret.difficulty_requirements = world.difficulty_requirements.copy()
ret.fix_fake_world = world.fix_fake_world.copy()
ret.mapshuffle = world.mapshuffle.copy()
ret.compassshuffle = world.compassshuffle.copy()
ret.keyshuffle = world.keyshuffle.copy()
ret.bigkeyshuffle = world.bigkeyshuffle.copy()
ret.crystals_needed_for_ganon = world.crystals_needed_for_ganon.copy()
ret.crystals_needed_for_gt = world.crystals_needed_for_gt.copy()
ret.open_pyramid = world.open_pyramid.copy()
ret.boss_shuffle = world.boss_shuffle.copy()
ret.enemy_shuffle = world.enemy_shuffle.copy()
ret.enemy_health = world.enemy_health.copy()
ret.enemy_damage = world.enemy_damage.copy()
ret.beemizer = world.beemizer.copy()
ret.timer = world.timer.copy()
ret.shufflepots = world.shufflepots.copy()
ret.shuffle_prizes = world.shuffle_prizes.copy()
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ret.shop_shuffle = world.shop_shuffle.copy()
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ret.shop_shuffle_slots = world.shop_shuffle_slots.copy()
ret.dark_room_logic = world.dark_room_logic.copy()
ret.restrict_dungeon_item_on_boss = world.restrict_dungeon_item_on_boss.copy()
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for player in range(1, world.players + 1):
if world.mode[player] != 'inverted':
create_regions(ret, player)
else:
create_inverted_regions(ret, player)
create_shops(ret, player)
create_dungeons(ret, player)
copy_dynamic_regions_and_locations(world, ret)
# copy bosses
for dungeon in world.dungeons:
for level, boss in dungeon.bosses.items():
ret.get_dungeon(dungeon.name, dungeon.player).bosses[level] = boss
for shop in world.shops:
copied_shop = ret.get_region(shop.region.name, shop.region.player).shop
copied_shop.inventory = copy.copy(shop.inventory)
# connect copied world
for region in world.regions:
copied_region = ret.get_region(region.name, region.player)
copied_region.is_light_world = region.is_light_world
copied_region.is_dark_world = region.is_dark_world
for exit in copied_region.exits:
old_connection = world.get_entrance(exit.name, exit.player).connected_region
exit.connect(ret.get_region(old_connection.name, old_connection.player))
# fill locations
for location in world.get_locations():
if location.item is not None:
item = Item(location.item.name, location.item.advancement, location.item.type, player = location.item.player)
ret.get_location(location.name, location.player).item = item
item.location = ret.get_location(location.name, location.player)
item.world = ret
if location.event:
ret.get_location(location.name, location.player).event = True
if location.locked:
ret.get_location(location.name, location.player).locked = True
# copy remaining itempool. No item in itempool should have an assigned location
for item in world.itempool:
ret.itempool.append(Item(item.name, item.advancement, item.type, player = item.player))
for item in world.precollected_items:
ret.push_precollected(ItemFactory(item.name, item.player))
# copy progress items in state
ret.state.prog_items = world.state.prog_items.copy()
ret.state.stale = {player: True for player in range(1, world.players + 1)}
for player in range(1, world.players + 1):
set_rules(ret, player)
return ret
def copy_dynamic_regions_and_locations(world, ret):
for region in world.dynamic_regions:
new_reg = Region(region.name, region.type, region.hint_text, region.player)
ret.regions.append(new_reg)
ret.initialize_regions([new_reg])
ret.dynamic_regions.append(new_reg)
# Note: ideally exits should be copied here, but the current use case (Take anys) do not require this
if region.shop:
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new_reg.shop = region.shop.__class__(new_reg, region.shop.room_id, region.shop.shopkeeper_config,
region.shop.custom, region.shop.locked, region.shop.sram_offset)
ret.shops.append(new_reg.shop)
for location in world.dynamic_locations:
new_reg = ret.get_region(location.parent_region.name, location.parent_region.player)
new_loc = Location(location.player, location.name, location.address, location.crystal, location.hint_text, new_reg)
# todo: this is potentially dangerous. later refactor so we
# can apply dynamic region rules on top of copied world like other rules
new_loc.access_rule = location.access_rule
new_loc.always_allow = location.always_allow
new_loc.item_rule = location.item_rule
new_reg.locations.append(new_loc)
ret.clear_location_cache()
def create_playthrough(world):
# create a copy as we will modify it
old_world = world
world = copy_world(world)
# get locations containing progress items
prog_locations = [location for location in world.get_filled_locations() if location.item.advancement]
state_cache = [None]
collection_spheres = []
state = CollectionState(world)
sphere_candidates = list(prog_locations)
logging.debug('Building up collection spheres.')
while sphere_candidates:
state.sweep_for_events(key_only=True)
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sphere = set()
# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
for location in sphere_candidates:
if state.can_reach(location):
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sphere.add(location)
for location in sphere:
sphere_candidates.remove(location)
state.collect(location.item, True, location)
collection_spheres.append(sphere)
state_cache.append(state.copy())
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logging.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:
logging.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 any([world.accessibility[location.item.player] != 'none' for location in sphere_candidates]):
raise RuntimeError(f'Not all progression items reachable ({sphere_candidates}). '
f'Something went terribly wrong here.')
else:
old_world.spoiler.unreachables = sphere_candidates.copy()
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
for num, sphere in reversed(tuple(enumerate(collection_spheres))):
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to_delete = set()
for location in sphere:
# we remove the item at location and check if game is still beatable
logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', location.item.name, location.item.player)
old_item = location.item
location.item = None
if world.can_beat_game(state_cache[num]):
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to_delete.add(location)
else:
# still required, got to keep it around
location.item = old_item
# cull entries in spheres for spoiler walkthrough at end
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sphere -= to_delete
# second phase, sphere 0
for item in (i for i in world.precollected_items if i.advancement):
logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
world.precollected_items.remove(item)
world.state.remove(item)
if not world.can_beat_game():
world.push_precollected(item)
# we are now down to just the required progress items in collection_spheres. Unfortunately
# the previous pruning stage could potentially have made certain items dependant on others
# in the same or later sphere (because the location had 2 ways to access but the item originally
# used to access it was deemed not required.) So we need to do one final sphere collection pass
# to build up the correct spheres
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required_locations = {item for sphere in collection_spheres for item in sphere}
state = CollectionState(world)
collection_spheres = []
while required_locations:
state.sweep_for_events(key_only=True)
sphere = set(filter(state.can_reach, required_locations))
for location in sphere:
required_locations.remove(location)
state.collect(location.item, True, location)
collection_spheres.append(sphere)
logging.getLogger('').debug('Calculated final sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(required_locations))
if not sphere:
raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
def flist_to_iter(node):
while node:
value, node = node
yield value
def get_path(state, region):
reversed_path_as_flist = state.path.get(region, (region, None))
string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist))))
# Now we combine the flat string list into (region, exit) pairs
pathsiter = iter(string_path_flat)
pathpairs = zip_longest(pathsiter, pathsiter)
return list(pathpairs)
old_world.spoiler.paths = dict()
for player in range(1, world.players + 1):
old_world.spoiler.paths.update({ 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).values():
if any(exit == 'Pyramid Fairy' for (_, exit) in path):
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if world.mode[player] != 'inverted':
old_world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = get_path(state, world.get_region('Big Bomb Shop', player))
else:
old_world.spoiler.paths[str(world.get_region('Inverted Big Bomb Shop', player))] = get_path(state, world.get_region('Inverted Big Bomb Shop', player))
# we can finally output our playthrough
old_world.spoiler.playthrough = {"0": sorted([str(item) for item in world.precollected_items if item.advancement])}
for i, sphere in enumerate(collection_spheres):
old_world.spoiler.playthrough[str(i + 1)] = {str(location): str(location.item) for location in sorted(sphere)}