Archipelago/BaseClasses.py

1433 lines
62 KiB
Python
Raw Normal View History

2020-03-02 23:12:14 +00:00
from __future__ import annotations
import copy
from enum import Enum, unique
import logging
import json
2021-02-20 01:30:55 +00:00
import functools
from collections import OrderedDict, Counter, deque
2022-02-18 19:29:35 +00:00
from typing import List, Dict, Optional, Set, Iterable, Union, Any, Tuple, TypedDict, Callable
import secrets
import random
import Options
import Utils
2022-01-30 12:57:12 +00:00
import NetUtils
class Group(TypedDict, total=False):
name: str
game: str
world: auto_world
players: Set[int]
item_pool: Set[str]
replacement_items: Dict[int, Optional[str]]
2020-10-24 03:38:56 +00:00
class MultiWorld():
2020-04-10 18:54:18 +00:00
debug_types = False
player_name: Dict[int, str]
_region_cache: Dict[int, Dict[str, Region]]
2020-03-02 23:12:14 +00:00
difficulty_requirements: dict
required_medallions: dict
dark_room_logic: Dict[int, str]
restrict_dungeon_item_on_boss: Dict[int, bool]
2021-01-02 21:41:03 +00:00
plando_texts: List[Dict[str, str]]
plando_items: List
plando_connections: List
2021-07-21 20:55:44 +00:00
worlds: Dict[int, Any]
groups: Dict[int, Group]
2021-07-20 19:19:53 +00:00
is_race: bool = False
precollected_items: Dict[int, List[Item]]
state: CollectionState
class AttributeProxy():
def __init__(self, rule):
self.rule = rule
def __getitem__(self, player) -> bool:
return self.rule(player)
2021-03-14 07:38:02 +00:00
def __init__(self, players: int):
self.random = random.Random() # world-local random state is saved for multiple generations running concurrently
self.players = players
2022-01-30 12:57:12 +00:00
self.player_types = {player: NetUtils.SlotType.player for player in self.player_ids}
self.glitch_triforce = False
2021-03-14 07:38:02 +00:00
self.algorithm = 'balanced'
self.dungeons: Dict[Tuple[str, int], Dungeon] = {}
self.groups = {}
self.regions = []
self.shops = []
self.itempool = []
2017-05-20 12:03:15 +00:00
self.seed = None
self.seed_name: str = "Unavailable"
self.precollected_items = {player: [] for player in self.player_ids}
self._cached_entrances = None
self._cached_locations = None
self._entrance_cache = {}
self._location_cache = {}
self.required_locations = []
2017-06-03 19:27:34 +00:00
self.light_world_light_cone = False
2017-06-03 13:46:05 +00:00
self.dark_world_light_cone = False
self.rupoor_cost = 10
self.aga_randomness = True
self.lock_aga_door_in_escape = False
2018-09-23 02:51:54 +00:00
self.save_and_quit_from_boss = True
2021-03-14 07:38:02 +00:00
self.custom = False
self.customitemarray = []
self.shuffle_ganon = True
self.spoiler = Spoiler(self)
self.fix_trock_doors = self.AttributeProxy(
lambda player: self.shuffle[player] != 'vanilla' or self.mode[player] == 'inverted')
self.fix_skullwoods_exit = self.AttributeProxy(
lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.fix_palaceofdarkness_exit = self.AttributeProxy(
lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.fix_trock_exit = self.AttributeProxy(
lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.NOTCURSED = self.AttributeProxy(lambda player: not self.CURSED[player])
for player in range(1, players + 1):
def set_player_attr(attr, val):
self.__dict__.setdefault(attr, {})[player] = val
set_player_attr('tech_tree_layout_prerequisites', {})
set_player_attr('_region_cache', {})
2021-03-14 07:38:02 +00:00
set_player_attr('shuffle', "vanilla")
set_player_attr('logic', "noglitches")
set_player_attr('mode', 'open')
set_player_attr('difficulty', 'normal')
set_player_attr('item_functionality', 'normal')
set_player_attr('timer', False)
set_player_attr('goal', 'ganon')
set_player_attr('required_medallions', ['Ether', 'Quake'])
set_player_attr('swamp_patch_required', False)
set_player_attr('powder_patch_required', False)
set_player_attr('ganon_at_pyramid', True)
set_player_attr('ganonstower_vanilla', True)
set_player_attr('can_access_trock_eyebridge', None)
set_player_attr('can_access_trock_front', None)
set_player_attr('can_access_trock_big_chest', None)
set_player_attr('can_access_trock_middle', None)
set_player_attr('fix_fake_world', True)
set_player_attr('difficulty_requirements', None)
set_player_attr('boss_shuffle', 'none')
set_player_attr('enemy_health', 'default')
set_player_attr('enemy_damage', 'default')
set_player_attr('beemizer_total_chance', 0)
set_player_attr('beemizer_trap_chance', 0)
set_player_attr('escape_assist', [])
set_player_attr('open_pyramid', False)
set_player_attr('treasure_hunt_icon', 'Triforce Piece')
set_player_attr('treasure_hunt_count', 0)
2020-03-04 12:55:03 +00:00
set_player_attr('clock_mode', False)
set_player_attr('countdown_start_time', 10)
set_player_attr('red_clock_time', -2)
set_player_attr('blue_clock_time', 2)
set_player_attr('green_clock_time', 4)
set_player_attr('can_take_damage', True)
2020-06-17 08:02:54 +00:00
set_player_attr('triforce_pieces_available', 30)
set_player_attr('triforce_pieces_required', 20)
set_player_attr('shop_shuffle', 'off')
2020-09-20 02:35:45 +00:00
set_player_attr('shuffle_prizes', "g")
set_player_attr('sprite_pool', [])
set_player_attr('dark_room_logic', "lamp")
2021-01-02 11:49:43 +00:00
set_player_attr('plando_items', [])
2021-01-02 15:44:58 +00:00
set_player_attr('plando_texts', {})
2021-01-02 21:41:03 +00:00
set_player_attr('plando_connections', [])
set_player_attr('game', "A Link to the Past")
2021-02-22 10:18:53 +00:00
set_player_attr('completion_condition', lambda state: True)
self.custom_data = {}
self.worlds = {}
self.slot_seeds = {}
def get_all_ids(self):
return self.player_ids + tuple(self.groups)
def add_group(self, name: str, game: str, players: Set[int] = frozenset()) -> Tuple[int, Group]:
"""Create a group with name and return the assigned player ID and group.
If a group of this name already exists, the set of players is extended instead of creating a new one."""
for group_id, group in self.groups.items():
if group["name"] == name:
group["players"] |= players
return group_id, group
new_id: int = self.players + len(self.groups) + 1
2022-02-18 19:29:35 +00:00
self.game[new_id] = game
self.custom_data[new_id] = {}
self.player_types[new_id] = NetUtils.SlotType.group
world_type = AutoWorld.AutoWorldRegister.world_types[game]
for option_key, option in world_type.options.items():
getattr(self, option_key)[new_id] = option(option.default)
for option_key, option in Options.common_options.items():
getattr(self, option_key)[new_id] = option(option.default)
for option_key, option in Options.per_game_common_options.items():
getattr(self, option_key)[new_id] = option(option.default)
self.worlds[new_id] = world_type(self, new_id)
self.player_name[new_id] = name
new_group = self.groups[new_id] = Group(name=name, game=game, players=players,
world=self.worlds[new_id])
return new_id, new_group
def get_player_groups(self, player) -> Set[int]:
return {group_id for group_id, group in self.groups.items() if player in group["players"]}
def set_seed(self, seed: Optional[int] = None, secure: bool = False, name: Optional[str] = None):
self.seed = get_seed(seed)
if secure:
self.secure()
else:
self.random.seed(self.seed)
self.seed_name = name if name else str(self.seed)
self.slot_seeds = {player: random.Random(self.random.getrandbits(64)) for player in
range(1, self.players + 1)}
2021-06-11 16:02:48 +00:00
def set_options(self, args):
for option_key in Options.common_options:
setattr(self, option_key, getattr(args, option_key, {}))
for option_key in Options.per_game_common_options:
setattr(self, option_key, getattr(args, option_key, {}))
2021-06-11 16:02:48 +00:00
for player in self.player_ids:
self.custom_data[player] = {}
world_type = AutoWorld.AutoWorldRegister.world_types[self.game[player]]
for option_key in world_type.options:
setattr(self, option_key, getattr(args, option_key, {}))
self.worlds[player] = world_type(self, player)
2021-03-20 23:47:17 +00:00
def set_item_links(self):
item_links = {}
for player in self.player_ids:
for item_link in self.item_links[player].value:
if item_link["name"] in item_links:
item_links[item_link["name"]]["players"][player] = item_link["replacement_item"]
item_links[item_link["name"]]["item_pool"] &= set(item_link["item_pool"])
else:
if item_link["name"] in self.player_name.values():
raise Exception(f"Cannot name a ItemLink group the same as a player ({item_link['name']}).")
item_links[item_link["name"]] = {
"players": {player: item_link["replacement_item"]},
"item_pool": set(item_link["item_pool"]),
"game": self.game[player]
}
for name, item_link in item_links.items():
current_item_name_groups = AutoWorld.AutoWorldRegister.world_types[item_link["game"]].item_name_groups
pool = set()
for item in item_link["item_pool"]:
pool |= current_item_name_groups.get(item, {item})
item_link["item_pool"] = pool
for group_name, item_link in item_links.items():
game = item_link["game"]
group_id, group = self.add_group(group_name, game, set(item_link["players"]))
group["item_pool"] = item_link["item_pool"]
group["replacement_items"] = item_link["players"]
# intended for unittests
def set_default_common_options(self):
for option_key, option in Options.common_options.items():
setattr(self, option_key, {player_id: option(option.default) for player_id in self.player_ids})
for option_key, option in Options.per_game_common_options.items():
setattr(self, option_key, {player_id: option(option.default) for player_id in self.player_ids})
self.state = CollectionState(self)
def secure(self):
self.random = secrets.SystemRandom()
self.is_race = True
2021-07-04 14:44:27 +00:00
@functools.cached_property
def player_ids(self):
2021-07-04 20:21:53 +00:00
return tuple(range(1, self.players + 1))
@functools.lru_cache()
def get_game_players(self, game_name: str):
return tuple(player for player in self.player_ids if self.game[player] == game_name)
Minecraft Randomizer Squash merge, original Commits: * Minecraft locations, items, and generation without logic * added id lookup for minecraft * typing import fix in minecraft/Items.py * fix 2 * implementing Minecraft options and hard/postgame advancement exclusion * first logic pass (75/80) * logic pass 2 and proper completion conditions * added insane difficulty pool, modified method of excluding item pools for easier extension * bump network_data_package version * minecraft testing framework * switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item * Testing now functions, split tests up by advancement pane, added some story tests * Newer testing framework: every advancement gets its own function, for ease of testing * fixed logic for The End... Again... * changed option names to "include_hard_advancements" etc. * village/pillager-related advancements now require can_adventure: weapon + food * a few minecraft tests * rename "Flint & Steel" to "Flint and Steel" for parity with in-game name * additional MC tests * more tests, mostly nether-related tests * more tests, removed anvil path for Two Birds One Arrow * include Minecraft slot data, and a world seed for each Minecraft player slot * Added new items: ender pearls, lapis, porkchops * All remaining Minecraft tests * formatting of Minecraft tests and logic for better readability * require Wither kill for Monsters Hunted * properly removed 8 Emeralds item from item pool * enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill * Added 12 new advancements (ported from old achievement system) * renamed "On a Rail" for consistency with modern advancements * tests for the new advancements * moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data * output minecraft options in the spoiler log * modified advancement goal values for new advancements * make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars * fixed glowstone block logic for Not Quite Nine Lives * setup for shuffling MC structures: building ER world and shuffling regions/entrances * ensured Nether Fortresses can't be placed in the End * finished logic for structure randomization * fixed nonnative items always showing up as Hammers in ALttP shops * output minecraft structure info in the spoiler * generate .apmc file for communication with MC client * fixed structure rando always using the same seed * move stuff to worlds/minecraft/Regions.py * make output apmc file have consistent name with other files * added minecraft bottle macro; fixed tests imports * generalizing MC region generation * restructured structure shuffling in preparation for structure plando * only output structure rando info in spoiler if they are shuffled * Force structure rando to always be off, for the stable release * added Minecraft options to player settings * formally added combat_difficulty as an option * Added Ender Dragon into playthrough, cleaned up goal map * Added new difficulties: Easy, Normal, Hard combat * moved .apmc generation time to prevent outputs on failed generation * updated tests for new combat logic * Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix * moved all MC-specific functions into gen_minecraft * renamed "logic_version" to "client_version" * bug fixes properly flagged event locations/items with id None moved generation back to Main.py to fix mysterious generation failures * moved link_minecraft_regions into minecraft init, left create_regions in Main for caching * added seed_name, player_name, client_version to apmc file * reenabled structure shuffle * added entrance tests for minecraft Co-authored-by: achuang <alexander.w.chuang@gmail.com>
2021-05-08 11:38:57 +00:00
@functools.lru_cache()
def get_game_worlds(self, game_name: str):
return tuple(world for player, world in self.worlds.items() if
player not in self.groups and self.game[player] == game_name)
2020-03-02 23:12:14 +00:00
def get_name_string_for_object(self, obj) -> str:
return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_name(obj.player)})'
def get_player_name(self, player: int) -> str:
return self.player_name[player]
def initialize_regions(self, regions=None):
for region in regions if regions else self.regions:
region.world = self
self._region_cache[region.player][region.name] = region
2021-02-20 01:30:55 +00:00
@functools.cached_property
def world_name_lookup(self):
return {self.player_name[player_id]: player_id for player_id in self.player_ids}
2021-02-20 01:30:55 +00:00
2020-09-08 13:02:37 +00:00
def _recache(self):
"""Rebuild world cache"""
for region in self.regions:
player = region.player
self._region_cache[player][region.name] = region
for exit in region.exits:
self._entrance_cache[exit.name, player] = exit
for r_location in region.locations:
self._location_cache[r_location.name, player] = r_location
def get_regions(self, player=None):
return self.regions if player is None else self._region_cache[player].values()
def get_region(self, regionname: str, player: int) -> Region:
try:
return self._region_cache[player][regionname]
except KeyError:
2020-09-08 13:02:37 +00:00
self._recache()
return self._region_cache[player][regionname]
def get_entrance(self, entrance: str, player: int) -> Entrance:
try:
2020-09-08 13:02:37 +00:00
return self._entrance_cache[entrance, player]
except KeyError:
2020-09-08 13:02:37 +00:00
self._recache()
return self._entrance_cache[entrance, player]
def get_location(self, location: str, player: int) -> Location:
try:
2020-09-08 13:02:37 +00:00
return self._location_cache[location, player]
except KeyError:
2020-09-08 13:02:37 +00:00
self._recache()
return self._location_cache[location, player]
def get_dungeon(self, dungeonname: str, player: int) -> Dungeon:
try:
return self.dungeons[dungeonname, player]
except KeyError as e:
raise KeyError('No such dungeon %s for player %d' % (dungeonname, player)) from e
2020-04-10 18:54:18 +00:00
2021-09-01 19:01:54 +00:00
def get_all_state(self, use_cache: bool) -> CollectionState:
cached = getattr(self, "_all_state", None)
2021-09-01 19:01:54 +00:00
if use_cache and cached:
2021-08-09 04:33:26 +00:00
return cached.copy()
ret = CollectionState(self)
2017-11-04 18:23:57 +00:00
for item in self.itempool:
2021-07-04 13:47:11 +00:00
self.worlds[item.player].collect(ret, item)
for player in self.player_ids:
subworld = self.worlds[player]
for item in subworld.get_pre_fill_items():
subworld.collect(ret, item)
ret.sweep_for_events()
2021-09-01 19:01:54 +00:00
if use_cache:
self._all_state = ret
return ret
def get_items(self) -> List[Item]:
return [loc.item for loc in self.get_filled_locations()] + self.itempool
def find_item_locations(self, item, player: int) -> List[Location]:
2020-03-02 23:12:14 +00:00
return [location for location in self.get_locations() if
location.item and location.item.name == item and location.item.player == player]
def find_item(self, item, player: int) -> Location:
return next(location for location in self.get_locations() if
location.item and location.item.name == item and location.item.player == player)
def find_items_in_locations(self, items: Set[str], player: int) -> List[Location]:
return [location for location in self.get_locations() if
location.item and location.item.name in items and location.item.player == player]
2021-07-12 11:54:47 +00:00
def create_item(self, item_name: str, player: int) -> Item:
return self.worlds[player].create_item(item_name)
2020-03-02 23:12:14 +00:00
def push_precollected(self, item: Item):
item.world = self
self.precollected_items[item.player].append(item)
self.state.collect(item, True)
2020-03-02 23:12:14 +00:00
def push_item(self, location: Location, item: Item, collect: bool = True):
if not isinstance(location, Location):
raise RuntimeError(
'Cannot assign item %s to invalid location %s (player %d).' % (item, location, item.player))
2018-01-02 05:39:53 +00:00
if location.can_fill(self.state, item, False):
location.item = item
item.location = location
item.world = self # try to not have this here anymore
if collect:
self.state.collect(item, location.event, location)
logging.debug('Placed %s at %s', item, location)
else:
raise RuntimeError('Cannot assign item %s to location %s.' % (item, location))
def get_entrances(self) -> List[Entrance]:
if self._cached_entrances is None:
self._cached_entrances = [entrance for region in self.regions for entrance in region.entrances]
return self._cached_entrances
def clear_entrance_cache(self):
self._cached_entrances = None
def get_locations(self) -> List[Location]:
if self._cached_locations is None:
self._cached_locations = [location for region in self.regions for location in region.locations]
return self._cached_locations
2018-03-23 03:18:40 +00:00
def clear_location_cache(self):
self._cached_locations = None
def get_unfilled_locations(self, player=None) -> List[Location]:
if player is not None:
return [location for location in self.get_locations() if
location.player == player and not location.item]
return [location for location in self.get_locations() if not location.item]
def get_unfilled_dungeon_locations(self):
return [location for location in self.get_locations() if not location.item and location.parent_region.dungeon]
def get_filled_locations(self, player=None) -> List[Location]:
if player is not None:
return [location for location in self.get_locations() if
location.player == player and location.item is not None]
return [location for location in self.get_locations() if location.item is not None]
def get_reachable_locations(self, state=None, player=None) -> List[Location]:
if state is None:
state = self.state
2020-03-02 23:12:14 +00:00
return [location for location in self.get_locations() if
(player is None or location.player == player) and location.can_reach(state)]
def get_placeable_locations(self, state=None, player=None) -> List[Location]:
if state is None:
state = self.state
2020-03-02 23:12:14 +00:00
return [location for location in self.get_locations() if
(player is None or location.player == player) and location.item is None and location.can_reach(state)]
2022-01-20 18:34:17 +00:00
def get_unfilled_locations_for_players(self, locations, players: Iterable[int]):
for player in players:
2022-01-20 18:34:17 +00:00
if len(locations) == 0:
locations = [location.name for location in self.get_unfilled_locations(player)]
for location_name in locations:
location = self._location_cache.get((location_name, player), None)
if location is not None and location.item is None:
yield location
2020-03-02 23:12:14 +00:00
def unlocks_new_location(self, item) -> bool:
temp_state = self.state.copy()
temp_state.collect(item, True)
for location in self.get_unfilled_locations():
if temp_state.can_reach(location) and not self.state.can_reach(location):
return True
return False
def has_beaten_game(self, state, player: Optional[int] = None):
if player:
2021-02-22 10:18:53 +00:00
return self.completion_condition[player](state)
else:
return all((self.has_beaten_game(state, p) for p in range(1, self.players + 1)))
def can_beat_game(self, starting_state: Optional[CollectionState] = None):
if starting_state:
2020-03-07 22:20:11 +00:00
if self.has_beaten_game(starting_state):
return True
state = starting_state.copy()
else:
2020-03-07 22:20:11 +00:00
if self.has_beaten_game(self.state):
return True
state = CollectionState(self)
2021-04-29 07:54:49 +00:00
prog_locations = {location for location in self.get_locations() if location.item
and location.item.advancement and location not in state.locations_checked}
while prog_locations:
2021-04-29 07:54:49 +00:00
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 prog_locations:
if location.can_reach(state):
2021-04-29 07:54:49 +00:00
sphere.add(location)
if not sphere:
# ran out of places and did not finish yet, quit
return False
for location in sphere:
state.collect(location.item, True, location)
2021-04-29 07:54:49 +00:00
prog_locations -= sphere
if self.has_beaten_game(state):
return True
return False
def get_spheres(self):
state = CollectionState(self)
2021-02-27 17:58:17 +00:00
locations = set(self.get_filled_locations())
while locations:
sphere = set()
for location in locations:
if location.can_reach(state):
sphere.add(location)
2021-02-27 17:58:17 +00:00
yield sphere
if not sphere:
if locations:
yield locations # unreachable locations
break
for location in sphere:
state.collect(location.item, True, location)
locations -= sphere
def fulfills_accessibility(self, state: Optional[CollectionState] = None):
"""Check if accessibility rules are fulfilled with current or supplied state."""
if not state:
state = CollectionState(self)
players = {"minimal": set(),
"items": set(),
"locations": set()}
for player, access in self.accessibility.items():
players[access.current_key].add(player)
beatable_fulfilled = False
def location_conditition(location: Location):
"""Determine if this location has to be accessible, location is already filtered by location_relevant"""
if location.player in players["minimal"]:
return False
return True
def location_relevant(location: Location):
"""Determine if this location is relevant to sweep."""
if location.player in players["locations"] or location.event or \
(location.item and location.item.advancement):
return True
return False
def all_done():
"""Check if all access rules are fulfilled"""
if beatable_fulfilled:
if any(location_conditition(location) for location in locations):
return False # still locations required to be collected
return True
locations = {location for location in self.get_locations() if location_relevant(location)}
while locations:
sphere = set()
for location in locations:
if location.can_reach(state):
sphere.add(location)
if not sphere:
# ran out of places and did not finish yet, quit
logging.warning(f"Could not access required locations for accessibility check."
f" Missing: {locations}")
return False
for location in sphere:
locations.remove(location)
state.collect(location.item, True, location)
if self.has_beaten_game(state):
beatable_fulfilled = True
if all_done():
return True
return False
class CollectionState():
additional_init_functions: List[Callable] = []
additional_copy_functions: List[Callable] = []
2020-10-24 03:38:56 +00:00
def __init__(self, parent: MultiWorld):
self.prog_items = Counter()
self.world = parent
self.reachable_regions = {player: set() for player in parent.get_all_ids()}
self.blocked_connections = {player: set() for player in parent.get_all_ids()}
self.events = set()
self.path = {}
self.locations_checked = set()
self.stale = {player: True for player in parent.get_all_ids()}
2022-02-19 16:43:16 +00:00
for function in self.additional_init_functions:
function(self, parent)
for items in parent.precollected_items.values():
for item in items:
self.collect(item, True)
2020-03-02 23:12:14 +00:00
def update_reachable_regions(self, player: int):
2021-02-21 19:37:43 +00:00
from worlds.alttp.EntranceShuffle import indirect_connections
2019-07-11 04:18:30 +00:00
self.stale[player] = False
rrp = self.reachable_regions[player]
bc = self.blocked_connections[player]
queue = deque(self.blocked_connections[player])
start = self.world.get_region('Menu', player)
# init on first call - this can't be done on construction since the regions don't exist yet
if not start in rrp:
rrp.add(start)
bc.update(start.exits)
queue.extend(start.exits)
# run BFS on all connections, and keep track of those blocked by missing items
2020-06-30 05:32:05 +00:00
while queue:
connection = queue.popleft()
new_region = connection.connected_region
if new_region in rrp:
bc.remove(connection)
elif connection.can_reach(self):
rrp.add(new_region)
bc.remove(connection)
bc.update(new_region.exits)
queue.extend(new_region.exits)
self.path[new_region] = (new_region.name, self.path.get(connection, None))
# Retry connections if the new region can unblock them
if new_region.name in indirect_connections:
new_entrance = self.world.get_entrance(indirect_connections[new_region.name], player)
if new_entrance in bc and new_entrance not in queue:
queue.append(new_entrance)
2020-03-02 23:12:14 +00:00
def copy(self) -> CollectionState:
ret = CollectionState(self.world)
ret.prog_items = self.prog_items.copy()
2020-03-02 23:12:14 +00:00
ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in
self.reachable_regions}
ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in
self.blocked_connections}
ret.events = copy.copy(self.events)
ret.path = copy.copy(self.path)
ret.locations_checked = copy.copy(self.locations_checked)
for function in self.additional_copy_functions:
ret = function(self, ret)
return ret
2020-06-30 05:32:05 +00:00
def can_reach(self, spot, resolution_hint=None, player=None) -> bool:
if not hasattr(spot, "can_reach"):
# try to resolve a name
if resolution_hint == 'Location':
spot = self.world.get_location(spot, player)
elif resolution_hint == 'Entrance':
spot = self.world.get_entrance(spot, player)
else:
# default to Region
spot = self.world.get_region(spot, player)
return spot.can_reach(self)
2020-06-30 05:32:05 +00:00
def sweep_for_events(self, key_only: bool = False, locations=None):
if locations is None:
locations = self.world.get_filled_locations()
new_locations = True
# since the loop has a good chance to run more than once, only filter the events once
locations = {location for location in locations if location.event}
while new_locations:
reachable_events = {location for location in locations if
(not key_only or getattr(location.item, "locked_dungeon_item", False))
and location.can_reach(self)}
new_locations = reachable_events - self.events
for event in new_locations:
self.events.add(event)
self.collect(event.item, True, event)
2020-06-30 05:32:05 +00:00
def has(self, item, player: int, count: int = 1):
return self.prog_items[item, player] >= count
def has_all(self, items: Set[str], player: int):
return all(self.prog_items[item, player] for item in items)
def has_any(self, items: Set[str], player: int):
return any(self.prog_items[item, player] for item in items)
2021-07-21 07:45:15 +00:00
def has_group(self, item_name_group: str, player: int, count: int = 1):
found: int = 0
for item_name in self.world.worlds[player].item_name_groups[item_name_group]:
found += self.prog_items[item_name, player]
if found >= count:
return True
return False
def count_group(self, item_name_group: str, player: int):
found: int = 0
for item_name in self.world.worlds[player].item_name_groups[item_name_group]:
found += self.prog_items[item_name, player]
return found
2020-03-02 23:12:14 +00:00
def can_buy_unlimited(self, item: str, player: int) -> bool:
return any(shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(self) for
shop in self.world.shops)
2020-08-23 19:38:21 +00:00
def can_buy(self, item: str, player: int) -> bool:
return any(shop.region.player == player and shop.has(item) and shop.region.can_reach(self) for
shop in self.world.shops)
2021-11-30 04:33:56 +00:00
def item_count(self, item: str, player: int) -> int:
return self.prog_items[item, player]
def has_triforce_pieces(self, count: int, player: int) -> bool:
return self.item_count('Triforce Piece', player) + self.item_count('Power Star', player) >= count
2020-03-02 23:12:14 +00:00
def has_crystals(self, count: int, player: int) -> bool:
found: int = 0
for crystalnumber in range(1, 8):
found += self.prog_items[f"Crystal {crystalnumber}", player]
if found >= count:
return True
return False
def can_lift_rocks(self, player: int):
return self.has('Power Glove', player) or self.has('Titans Mitts', player)
2020-03-02 23:12:14 +00:00
def bottle_count(self, player: int) -> int:
2021-07-21 07:45:15 +00:00
return min(self.world.difficulty_requirements[player].progressive_bottle_limit,
self.count_group("Bottles", player))
2020-03-02 23:12:14 +00:00
def has_hearts(self, player: int, count: int) -> int:
2018-09-16 16:55:49 +00:00
# Warning: This only considers items that are marked as advancement items
return self.heart_count(player) >= count
2020-03-02 23:12:14 +00:00
def heart_count(self, player: int) -> int:
2018-09-16 16:55:49 +00:00
# Warning: This only considers items that are marked as advancement items
diff = self.world.difficulty_requirements[player]
2020-03-02 23:12:14 +00:00
return min(self.item_count('Boss Heart Container', player), diff.boss_heart_container_limit) \
+ self.item_count('Sanctuary Heart Container', player) \
+ min(self.item_count('Piece of Heart', player), diff.heart_piece_limit) // 4 \
+ 3 # starting hearts
2020-03-02 23:12:14 +00:00
def can_lift_heavy_rocks(self, player: int) -> bool:
return self.has('Titans Mitts', player)
2020-03-02 23:12:14 +00:00
def can_extend_magic(self, player: int, smallmagic: int = 16,
fullrefill: bool = False): # This reflects the total magic Link has, not the total extra he has.
basemagic = 8
2020-03-13 23:31:28 +00:00
if self.has('Magic Upgrade (1/4)', player):
basemagic = 32
2020-03-13 23:31:28 +00:00
elif self.has('Magic Upgrade (1/2)', player):
basemagic = 16
if self.can_buy_unlimited('Green Potion', player) or self.can_buy_unlimited('Blue Potion', player):
if self.world.item_functionality[player] == 'hard' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.5 * self.bottle_count(player))
elif self.world.item_functionality[player] == 'expert' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.25 * self.bottle_count(player))
2018-09-16 16:55:49 +00:00
else:
basemagic = basemagic + basemagic * self.bottle_count(player)
return basemagic >= smallmagic
2018-01-02 05:39:53 +00:00
2020-03-02 23:12:14 +00:00
def can_kill_most_things(self, player: int, enemies=5) -> bool:
return (self.has_melee_weapon(player)
or self.has('Cane of Somaria', player)
or (self.has('Cane of Byrna', player) and (enemies < 6 or self.can_extend_magic(player)))
or self.can_shoot_arrows(player)
or self.has('Fire Rod', player)
2020-03-15 10:59:06 +00:00
or (self.has('Bombs (10)', player) and enemies < 6))
2018-01-02 05:39:53 +00:00
2020-03-02 23:12:14 +00:00
def can_shoot_arrows(self, player: int) -> bool:
2019-12-16 23:16:02 +00:00
if self.world.retro[player]:
2020-08-23 19:38:21 +00:00
return (self.has('Bow', player) or self.has('Silver Bow', player)) and self.can_buy('Single Arrow', player)
return self.has('Bow', player) or self.has('Silver Bow', player)
2020-03-02 23:12:14 +00:00
def can_get_good_bee(self, player: int) -> bool:
cave = self.world.get_region('Good Bee Cave', player)
2018-09-23 02:51:54 +00:00
return (
2021-07-21 07:45:15 +00:00
self.has_group("Bottles", player) and
2020-03-02 23:12:14 +00:00
self.has('Bug Catching Net', player) and
2021-02-27 16:11:54 +00:00
(self.has('Pegasus Boots', player) or (self.has_sword(player) and self.has('Quake', player))) and
2020-03-02 23:12:14 +00:00
cave.can_reach(self) and
self.is_not_bunny(cave, player)
2018-09-23 02:51:54 +00:00
)
def can_retrieve_tablet(self, player: int) -> bool:
return self.has('Book of Mudora', player) and (self.has_beam_sword(player) or
(self.world.swordless[player] and
self.has("Hammer", player)))
2020-03-02 23:12:14 +00:00
def has_sword(self, player: int) -> bool:
return self.has('Fighter Sword', player) \
or self.has('Master Sword', player) \
or self.has('Tempered Sword', player) \
or self.has('Golden Sword', player)
2020-03-02 23:12:14 +00:00
def has_beam_sword(self, player: int) -> bool:
return self.has('Master Sword', player) or self.has('Tempered Sword', player) or self.has('Golden Sword',
player)
def has_melee_weapon(self, player: int) -> bool:
return self.has_sword(player) or self.has('Hammer', player)
2020-03-02 23:12:14 +00:00
def has_fire_source(self, player: int) -> bool:
return self.has('Fire Rod', player) or self.has('Lamp', player)
2020-03-02 23:12:14 +00:00
def can_melt_things(self, player: int) -> bool:
return self.has('Fire Rod', player) or \
(self.has('Bombos', player) and
2021-04-09 18:40:45 +00:00
(self.world.swordless[player] or
self.has_sword(player)))
2020-03-02 23:12:14 +00:00
def can_avoid_lasers(self, player: int) -> bool:
return self.has('Mirror Shield', player) or self.has('Cane of Byrna', player) or self.has('Cape', player)
2020-03-02 23:12:14 +00:00
def is_not_bunny(self, region: Region, player: int) -> bool:
2021-02-27 16:11:54 +00:00
if self.has('Moon Pearl', player):
2020-03-02 23:12:14 +00:00
return True
2019-12-16 15:54:46 +00:00
return region.is_light_world if self.world.mode[player] != 'inverted' else region.is_dark_world
2020-03-02 23:12:14 +00:00
def can_reach_light_world(self, player: int) -> bool:
if True in [i.is_light_world for i in self.reachable_regions[player]]:
return True
return False
2020-03-02 23:12:14 +00:00
def can_reach_dark_world(self, player: int) -> bool:
if True in [i.is_dark_world for i in self.reachable_regions[player]]:
return True
return False
2020-03-02 23:12:14 +00:00
def has_misery_mire_medallion(self, player: int) -> bool:
return self.has(self.world.required_medallions[player][0], player)
2020-03-02 23:12:14 +00:00
def has_turtle_rock_medallion(self, player: int) -> bool:
return self.has(self.world.required_medallions[player][1], player)
2021-11-30 04:33:56 +00:00
def can_boots_clip_lw(self, player: int):
2020-02-10 04:38:55 +00:00
if self.world.mode[player] == 'inverted':
2021-02-27 16:11:54 +00:00
return self.has('Pegasus Boots', player) and self.has('Moon Pearl', player)
return self.has('Pegasus Boots', player)
2020-02-10 04:38:55 +00:00
2021-11-30 04:33:56 +00:00
def can_boots_clip_dw(self, player: int):
2020-02-10 04:38:55 +00:00
if self.world.mode[player] != 'inverted':
2021-02-27 16:11:54 +00:00
return self.has('Pegasus Boots', player) and self.has('Moon Pearl', player)
return self.has('Pegasus Boots', player)
2020-02-10 04:38:55 +00:00
2021-11-30 04:33:56 +00:00
def can_get_glitched_speed_lw(self, player: int):
2021-02-27 16:11:54 +00:00
rules = [self.has('Pegasus Boots', player), any([self.has('Hookshot', player), self.has_sword(player)])]
if self.world.mode[player] == 'inverted':
2021-02-27 16:11:54 +00:00
rules.append(self.has('Moon Pearl', player))
return all(rules)
2021-11-30 04:33:56 +00:00
def can_superbunny_mirror_with_sword(self, player: int):
2021-02-27 16:11:54 +00:00
return self.has('Magic Mirror', player) and self.has_sword(player)
2020-02-12 23:48:36 +00:00
2021-02-27 16:11:54 +00:00
def can_get_glitched_speed_dw(self, player: int):
rules = [self.has('Pegasus Boots', player), any([self.has('Hookshot', player), self.has_sword(player)])]
if self.world.mode[player] != 'inverted':
2021-02-27 16:11:54 +00:00
rules.append(self.has('Moon Pearl', player))
return all(rules)
2020-02-10 04:38:55 +00:00
def can_bomb_clip(self, region: Region, player: int) -> bool:
return self.is_not_bunny(region, player) and self.has('Pegasus Boots', player)
2021-02-27 16:11:54 +00:00
def collect(self, item: Item, event: bool = False, location: Location = None) -> bool:
if location:
self.locations_checked.add(location)
2021-07-04 13:47:11 +00:00
changed = self.world.worlds[item.player].collect(self, item)
if not changed and event:
self.prog_items[item.name, item.player] += 1
changed = True
2020-03-02 23:12:14 +00:00
2019-07-11 04:18:30 +00:00
self.stale[item.player] = True
if changed and not event:
self.sweep_for_events()
return changed
2021-11-30 04:33:56 +00:00
def remove(self, item: Item):
changed = self.world.worlds[item.player].remove(self, item)
if changed:
# invalidate caches, nothing can be trusted anymore now
self.reachable_regions[item.player] = set()
self.blocked_connections[item.player] = set()
self.stale[item.player] = True
@unique
class RegionType(int, Enum):
Generic = 0
LightWorld = 1
DarkWorld = 2
Cave = 3 # Also includes Houses
Dungeon = 4
@property
2021-11-30 04:33:56 +00:00
def is_indoors(self) -> bool:
"""Shorthand for checking if Cave or Dungeon"""
return self in (RegionType.Cave, RegionType.Dungeon)
class Region:
name: str
type: RegionType
hint_text: str
player: int
world: Optional[MultiWorld]
entrances: List[Entrance]
exits: List[Entrance]
locations: List[Location]
dungeon: Optional[Dungeon] = None
shop: Optional = None
# LttP specific. TODO: move to a LttPRegion
# will be set after making connections.
is_light_world: bool = False
is_dark_world: bool = False
def __init__(self, name: str, type_: RegionType, hint, player: int, world: Optional[MultiWorld] = None):
self.name = name
self.type = type_
self.entrances = []
self.exits = []
self.locations = []
self.world = world
self.hint_text = hint
self.player = player
2021-11-30 04:33:56 +00:00
def can_reach(self, state: CollectionState) -> bool:
2019-07-11 04:18:30 +00:00
if state.stale[self.player]:
state.update_reachable_regions(self.player)
return self in state.reachable_regions[self.player]
2021-11-30 04:33:56 +00:00
def can_reach_private(self, state: CollectionState) -> bool:
for entrance in self.entrances:
2019-07-11 04:18:30 +00:00
if entrance.can_reach(state):
if not self in state.path:
state.path[self] = (self.name, state.path.get(entrance, None))
return True
return False
def __repr__(self):
return self.__str__()
def __str__(self):
return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
class Entrance:
access_rule: Callable[[CollectionState], bool] = staticmethod(lambda state: True)
hide_path: bool = False
player: int
name: str
parent_region: Optional[Region]
connected_region: Optional[Region] = None
# LttP specific, TODO: should make a LttPEntrance
addresses = None
target = None
2020-03-02 23:12:14 +00:00
def __init__(self, player: int, name: str = '', parent=None):
self.name = name
self.parent_region = parent
self.player = player
2021-11-30 04:33:56 +00:00
def can_reach(self, state: CollectionState) -> bool:
2019-07-11 04:18:30 +00:00
if self.parent_region.can_reach(state) and self.access_rule(state):
if not self.hide_path and not self in state.path:
state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
2017-05-20 12:03:15 +00:00
return True
2017-05-20 12:03:15 +00:00
return False
def connect(self, region: Region, addresses=None, target=None):
self.connected_region = region
2017-05-20 12:03:15 +00:00
self.target = target
self.addresses = addresses
region.entrances.append(self)
def __repr__(self):
return self.__str__()
def __str__(self):
world = self.parent_region.world if self.parent_region else None
return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
class Dungeon(object):
def __init__(self, name: str, regions, big_key, small_keys, dungeon_items, player: int):
self.name = name
self.regions = regions
self.big_key = big_key
self.small_keys = small_keys
self.dungeon_items = dungeon_items
self.bosses = dict()
self.player = player
self.world = None
@property
2021-11-30 04:33:56 +00:00
def boss(self) -> Optional[Boss]:
return self.bosses.get(None, None)
@boss.setter
2021-11-30 04:33:56 +00:00
def boss(self, value: Optional[Boss]):
self.bosses[None] = value
@property
def keys(self):
return self.small_keys + ([self.big_key] if self.big_key else [])
@property
def all_items(self):
return self.dungeon_items + self.keys
def is_dungeon_item(self, item: Item) -> bool:
2021-03-20 23:47:17 +00:00
return item.player == self.player and item.name in (dungeon_item.name for dungeon_item in self.all_items)
def __eq__(self, other: Dungeon) -> bool:
if not other:
return False
return self.name == other.name and self.player == other.player
def __repr__(self):
return self.__str__()
def __str__(self):
return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
2021-01-10 18:23:57 +00:00
class Boss():
2021-11-30 04:33:56 +00:00
def __init__(self, name: str, enemizer_name: str, defeat_rule, player: int):
self.name = name
self.enemizer_name = enemizer_name
self.defeat_rule = defeat_rule
self.player = player
2020-03-02 23:12:14 +00:00
def can_defeat(self, state) -> bool:
return self.defeat_rule(state, self.player)
def __repr__(self):
return f"Boss({self.name})"
class LocationProgressType(Enum):
DEFAULT = 1
PRIORITY = 2
EXCLUDED = 3
class Location:
# If given as integer, then this is the shop's inventory index
shop_slot: Optional[int] = None
shop_slot_disabled: bool = False
2021-01-10 18:23:57 +00:00
event: bool = False
locked: bool = False
game: str = "Generic"
Ocarina of Time (#64) * first commit (not including OoT data files yet) * added some basic options * rule parser works now at least * make sure to commit everything this time * temporary change to BaseClasses for oot * overworld location graph builds mostly correctly * adding oot data files * commenting out world options until later since they only existed to make the RuleParser work * conversion functions between AP ids and OOT ids * world graph outputs * set scrub prices * itempool generates, entrances connected, way too many options added * fixed set_rules and set_shop_rules * temp baseclasses changes * Reaches the fill step now, old event-based system retained in case the new way breaks * Song placements and misc fixes everywhere * temporary changes to make oot work * changed root exits for AP fill framework * prevent infinite recursion due to OoT sharing usage of the address field * age reachability works hopefully, songs are broken again * working spoiler log generation on beatable-only * Logic tricks implemented * need this for logic tricks * fixed map/compass being placed on Serenade location * kill unreachable events before filling the world * add a bunch of utility functions to prepare for rom patching * move OptionList into generic options * fixed some silly bugs with OptionList * properly seed all random behavior (so far) * ROM generation working * fix hints trying to get alttp dungeon hint texts * continue fixing hints * add oot to network data package * change item and location IDs to 66000 and 67000 range respectively * push removed items to precollected items * fixed various issues with cross-contamination with multiple world generation * reenable glitched logic (hopefully) * glitched world files age-check fix * cleaned up some get_locations calls * added token shuffle and scrub shuffle, modified some options slightly to make the parsing work * reenable MQ dungeons * fix forest mq exception * made targeting style an option for now, will be cosmetic later * reminder to move targeting to cosmetics * some oot option maintenance * enabled starting time of day * fixed issue breaking shop slots in multiworld generation * added "off" option for text shuffle and hints * shopsanity functionality restored * change patch file extension * remove unnecessary utility functions + imports * update MIT license * change option to "patch_uncompressed_rom" instead of "compress_rom" * compliance with new AutoWorld systems * Kill only internal events, remove non-internal big poe event in code * re-add the big poe event and handle it correctly * remove extra method in Range option * fix typo * Starting items, starting with consumables option * do not remove nonexistent item * move set_shop_rules to after shop items are placed * some cleanup * add retries for song placement * flagged Skull Mask and Mask of Truth as advancement items * update OoT to use LogicMixin * Fixed trying to assign starting items from the wrong players * fixed song retry step * improved option handling, comments, and starting item replacements * DefaultOnToggle writes Yes or No to spoiler * enable compression of output if Compress executable is present * clean up compression * check whether (de)compressor exists before running the process * allow specification of rom path in host.yaml * check if decompressed file already exists before decompressing again * fix triforce hunt generation * rename all the oot state functions with prefix * OoT: mark triforce pieces as completion goal for triforce hunt * added overworld and any-dungeon shuffle for dungeon items * Hide most unshuffled locations and events from the list of locations in spoiler * build oot option ranges with a generic function instead of defining each separately * move oot output-type control to host.yaml instead of individual yamls * implement dungeon song shuffle * minor improvements to overworld dungeon item shuffle * remove random ice trap names in shops, mostly to avoid maintaining a massive censor list * always output patch file to folder, remove option to generate ROM in preparation for removal * re-add the fix for infinite recursion due to not being light or dark world * change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently * oot: remove item_names and location_names * oot: minor fixes * oot: comment out ROM patching * oot: only add CollectionState objects on creation if actually needed * main entrance shuffle method and entrances-based rules * fix entrances based rules * disable master quest and big poe count options for client compatibility * use get_player_name instead of get_player_names * fix OptionList * fix oot options for new option system * new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES * fill AP player name in oot rom with 0 instead of 0xDF * encode player name with ASCII for fixed-width * revert oot player name array to 8 bytes per name * remove Pierre location if fast scarecrow is on * check player name length * "free_scarecrow" not "fast_scarecrow" * OoT locations now properly store the AP ID instead of the oot internal ID * oot __version__ updates in lockstep with AP version * pull in unmodified oot cosmetic files * also grab JSONDump since it's needed apparently * gather extra needed methods, modify imports * delete cosmetics log, replace all instances of SettingsList with OOTWorld * cosmetic options working, except for sound effects (due to ear-safe issues) * SFX, Music, and Fanfare randomization reenabled * move OoT data files into the worlds folder * move Compress and Decompress into oot data folder * Replace get_all_state with custom method to avoid the cache * OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues * set data_version to 0 * make Kokiri Sword shuffle off by default * reenable "Random Choice" for various cosmetic options * kill Ruto's Letter turnin if open fountain also fix for shopsanity * place Buy Goron/Zora Tunic first in shop shuffle * make ice traps appear as other items instead of breaking generation * managed to break ice traps on non-major-only * only handle ice traps if they are on * fix shopsanity for non-oot games, and write player name instead of player number * light arrows hint uses player name instead of player number * Reenable "skip child zelda" option * fix entrances_based_rules * fix ganondorf hint if starting with light arrows * fix dungeonitem shuffle and shopsanity interaction * remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group * force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any * keep bosses and bombchu bowling chus out of data package * revert workaround for infinite recursion and fix it properly * fix shared shop id caches during patching process * fix shop text box overflows, as much as possible * add default oot host.yaml option * add .apz5, .n64, .z64 to gitignore * Properly document and name all (functioning) OOT options * clean up some imports * remove unnecessary files from oot's data * fix typo in gitignore * readd the Compress and Decompress utilities, since they are needed for generation * cleanup of imports and some minor optimizations * increase shop offset for item IDs to 0xCB * remove shop item AP ids entirely * prevent triforce pieces for other players from being received by yourself * add "excluded" property to Location * Hint system adapted and reenabled; hints still unseeded * make hints deterministic with lists instead of sets * do not allow hints to point to Light Arrows on non-vanilla bridge * foreign locations hint as their full name in OoT rather than their region * checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated * consolidate versioning in Utils * ice traps appear as major items rather than any progression item * set prescription and claim check as defaults for adult trade item settings * add oot options to playerSettings * allow case-insensitive logic tricks in yaml * fix oot shopsanity option formatting * Write OoT override info even if local item, enabling local checks to show up immediately in the client * implement CollectionState.can_live_dmg for oot glitched logic * filter item names for invalid characters when patching shops * make ice traps appear according to the settings of the world they are shuffled into, rather than the original world * set hidden-spoiler items and locations with Shop items to events * make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start * Fix oot Glitched and No Logic generation * fix indenting * Greatly reduce displayed cosmetic options * Change oot data version to 1 * add apz5 distribution to webhost * print player name if an ALttP dungeon contains a good item for OoT world * delete unneeded commented code * remove OcarinaSongs import to satisfy lint
2021-09-02 12:35:05 +00:00
show_in_spoiler: bool = True
crystal: bool = False
progress_type: LocationProgressType = LocationProgressType.DEFAULT
always_allow = staticmethod(lambda item, state: False)
access_rule = staticmethod(lambda state: True)
item_rule = staticmethod(lambda item: True)
item: Optional[Item] = None
2021-01-10 18:23:57 +00:00
def __init__(self, player: int, name: str = '', address: int = None, parent=None):
self.name: str = name
self.address: Optional[int] = address
2021-03-20 23:47:17 +00:00
self.parent_region: Region = parent
self.player: int = player
2020-07-09 14:16:31 +00:00
def can_fill(self, state: CollectionState, item: Item, check_access=True) -> bool:
return self.always_allow(state, item) or (self.item_rule(item) and (not check_access or self.can_reach(state)))
2020-07-09 14:16:31 +00:00
def can_reach(self, state: CollectionState) -> bool:
# self.access_rule computes faster on average, so placing it first for faster abort
if self.access_rule(state) and self.parent_region.can_reach(state):
2017-05-20 12:03:15 +00:00
return True
return False
def place_locked_item(self, item: Item):
if self.item:
raise Exception(f"Location {self} already filled.")
self.item = item
self.event = item.advancement
self.item.world = self.parent_region.world
self.locked = True
def __repr__(self):
return self.__str__()
def __str__(self):
world = self.parent_region.world if self.parent_region and self.parent_region.world else None
return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
def __hash__(self):
return hash((self.name, self.player))
def __lt__(self, other):
return (self.player, self.name) < (other.player, other.name)
@property
def native_item(self) -> bool:
"""Returns True if the item in this location matches game."""
return self.item and self.item.game == self.game
@property
def hint_text(self):
hint_text = getattr(self, "_hint_text", None)
if hint_text:
return hint_text
return "at " + self.name.replace("_", " ").replace("-", " ")
class Item():
location: Optional[Location] = None
world: Optional[MultiWorld] = None
code: Optional[int] = None # an item with ID None is called an Event, and does not get written to multidata
name: str
game: str = "Generic"
type: str = None
2021-09-29 03:21:33 +00:00
# indicates if this is a negative impact item. Causes these to be handled differently by various games.
trap: bool = False
# change manually to ensure that a specific non-progression item never goes on an excluded location
never_exclude = False
# need to find a decent place for these to live and to allow other games to register texts if they want.
pedestal_credit_text: str = "and the Unknown Item"
sickkid_credit_text: Optional[str] = None
magicshop_credit_text: Optional[str] = None
zora_credit_text: Optional[str] = None
fluteboy_credit_text: Optional[str] = None
# hopefully temporary attributes to satisfy legacy LttP code, proper implementation in subclass ALttPItem
smallkey: bool = False
bigkey: bool = False
map: bool = False
compass: bool = False
2021-06-06 14:17:07 +00:00
def __init__(self, name: str, advancement: bool, code: Optional[int], player: int):
self.name = name
self.advancement = advancement
self.player = player
self.code = code
@property
def hint_text(self):
2021-06-14 00:20:13 +00:00
return getattr(self, "_hint_text", self.name.replace("_", " ").replace("-", " "))
@property
def pedestal_hint_text(self):
return getattr(self, "_pedestal_hint_text", self.name.replace("_", " ").replace("-", " "))
@property
def flags(self) -> int:
return self.advancement + (self.never_exclude << 1) + (self.trap << 2)
2021-01-02 11:49:43 +00:00
def __eq__(self, other):
return self.name == other.name and self.player == other.player
def __lt__(self, other):
if other.player != self.player:
return other.player < self.player
return self.name < other.name
2021-01-02 11:59:19 +00:00
def __hash__(self):
return hash((self.name, self.player))
def __repr__(self):
return self.__str__()
def __str__(self):
return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
2017-05-20 12:03:15 +00:00
class Spoiler():
2020-10-24 03:38:56 +00:00
world: MultiWorld
2022-02-06 23:26:44 +00:00
unreachables: Set[Location]
2020-08-25 12:31:20 +00:00
def __init__(self, world):
self.world = world
self.hashes = {}
2018-03-24 05:50:54 +00:00
self.entrances = OrderedDict()
self.medallions = {}
self.playthrough = {}
2022-02-06 23:26:44 +00:00
self.unreachables = set()
self.locations = {}
self.paths = {}
self.shops = []
self.bosses = OrderedDict()
def set_entrance(self, entrance, exit, direction, player):
if self.world.players == 1:
self.entrances[(entrance, direction, player)] = OrderedDict(
[('entrance', entrance), ('exit', exit), ('direction', direction)])
else:
self.entrances[(entrance, direction, player)] = OrderedDict(
[('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction)])
def parse_data(self):
self.medallions = OrderedDict()
for player in self.world.get_game_players("A Link to the Past"):
self.medallions[f'Misery Mire ({self.world.get_player_name(player)})'] = \
self.world.required_medallions[player][0]
self.medallions[f'Turtle Rock ({self.world.get_player_name(player)})'] = \
self.world.required_medallions[player][1]
2018-03-23 15:03:38 +00:00
self.locations = OrderedDict()
listed_locations = set()
lw_locations = [loc for loc in self.world.get_locations() if
loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.LightWorld and loc.show_in_spoiler]
self.locations['Light World'] = OrderedDict(
[(str(location), str(location.item) if location.item is not None else 'Nothing') for location in
lw_locations])
2018-03-23 15:03:38 +00:00
listed_locations.update(lw_locations)
dw_locations = [loc for loc in self.world.get_locations() if
loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.DarkWorld and loc.show_in_spoiler]
self.locations['Dark World'] = OrderedDict(
[(str(location), str(location.item) if location.item is not None else 'Nothing') for location in
dw_locations])
2018-03-23 15:03:38 +00:00
listed_locations.update(dw_locations)
cave_locations = [loc for loc in self.world.get_locations() if
loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.Cave and loc.show_in_spoiler]
self.locations['Caves'] = OrderedDict(
[(str(location), str(location.item) if location.item is not None else 'Nothing') for location in
cave_locations])
2018-03-23 15:03:38 +00:00
listed_locations.update(cave_locations)
for dungeon in self.world.dungeons.values():
dungeon_locations = [loc for loc in self.world.get_locations() if
loc not in listed_locations and loc.parent_region and loc.parent_region.dungeon == dungeon and loc.show_in_spoiler]
self.locations[str(dungeon)] = OrderedDict(
[(str(location), str(location.item) if location.item is not None else 'Nothing') for location in
dungeon_locations])
2018-03-23 15:03:38 +00:00
listed_locations.update(dungeon_locations)
other_locations = [loc for loc in self.world.get_locations() if
loc not in listed_locations and loc.show_in_spoiler]
2018-03-23 15:03:38 +00:00
if other_locations:
self.locations['Other Locations'] = OrderedDict(
[(str(location), str(location.item) if location.item is not None else 'Nothing') for location in
other_locations])
2018-03-23 15:03:38 +00:00
listed_locations.update(other_locations)
self.shops = []
from worlds.alttp.Shops import ShopType, price_type_display_name, price_rate_display
for shop in self.world.shops:
if not shop.custom:
continue
shopdata = {
'location': str(shop.region),
'type': 'Take Any' if shop.type == ShopType.TakeAny else 'Shop'
}
for index, item in enumerate(shop.inventory):
if item is None:
continue
my_price = item['price'] // price_rate_display.get(item['price_type'], 1)
shopdata['item_{}'.format(
index)] = f"{item['item']}{my_price} {price_type_display_name[item['price_type']]}"
if item['player'] > 0:
shopdata['item_{}'.format(index)] = shopdata['item_{}'.format(index)].replace('',
'(Player {}) — '.format(
item['player']))
if item['max'] == 0:
continue
shopdata['item_{}'.format(index)] += " x {}".format(item['max'])
if item['replacement'] is None:
continue
shopdata['item_{}'.format(
index)] += f", {item['replacement']} - {item['replacement_price']} {price_type_display_name[item['replacement_price_type']]}"
self.shops.append(shopdata)
for player in self.world.get_game_players("A Link to the Past"):
self.bosses[str(player)] = OrderedDict()
self.bosses[str(player)]["Eastern Palace"] = self.world.get_dungeon("Eastern Palace", player).boss.name
self.bosses[str(player)]["Desert Palace"] = self.world.get_dungeon("Desert Palace", player).boss.name
self.bosses[str(player)]["Tower Of Hera"] = self.world.get_dungeon("Tower of Hera", player).boss.name
self.bosses[str(player)]["Hyrule Castle"] = "Agahnim"
self.bosses[str(player)]["Palace Of Darkness"] = self.world.get_dungeon("Palace of Darkness",
player).boss.name
self.bosses[str(player)]["Swamp Palace"] = self.world.get_dungeon("Swamp Palace", player).boss.name
self.bosses[str(player)]["Skull Woods"] = self.world.get_dungeon("Skull Woods", player).boss.name
self.bosses[str(player)]["Thieves Town"] = self.world.get_dungeon("Thieves Town", player).boss.name
self.bosses[str(player)]["Ice Palace"] = self.world.get_dungeon("Ice Palace", player).boss.name
self.bosses[str(player)]["Misery Mire"] = self.world.get_dungeon("Misery Mire", player).boss.name
self.bosses[str(player)]["Turtle Rock"] = self.world.get_dungeon("Turtle Rock", player).boss.name
2019-12-16 15:54:46 +00:00
if self.world.mode[player] != 'inverted':
self.bosses[str(player)]["Ganons Tower Basement"] = \
self.world.get_dungeon('Ganons Tower', player).bosses['bottom'].name
self.bosses[str(player)]["Ganons Tower Middle"] = self.world.get_dungeon('Ganons Tower', player).bosses[
'middle'].name
self.bosses[str(player)]["Ganons Tower Top"] = self.world.get_dungeon('Ganons Tower', player).bosses[
'top'].name
else:
self.bosses[str(player)]["Ganons Tower Basement"] = \
self.world.get_dungeon('Inverted Ganons Tower', player).bosses['bottom'].name
self.bosses[str(player)]["Ganons Tower Middle"] = \
self.world.get_dungeon('Inverted Ganons Tower', player).bosses['middle'].name
self.bosses[str(player)]["Ganons Tower Top"] = \
self.world.get_dungeon('Inverted Ganons Tower', player).bosses['top'].name
self.bosses[str(player)]["Ganons Tower"] = "Agahnim 2"
self.bosses[str(player)]["Ganon"] = "Ganon"
def to_json(self):
self.parse_data()
out = OrderedDict()
out['Entrances'] = list(self.entrances.values())
out.update(self.locations)
out['Special'] = self.medallions
if self.hashes:
out['Hashes'] = self.hashes
if self.shops:
out['Shops'] = self.shops
out['playthrough'] = self.playthrough
out['paths'] = self.paths
out['Bosses'] = self.bosses
return json.dumps(out)
def to_file(self, filename):
self.parse_data()
def bool_to_text(variable: Union[bool, str]) -> str:
if type(variable) == str:
return variable
return 'Yes' if variable else 'No'
def write_option(option_key: str, option_obj: type(Options.Option)):
res = getattr(self.world, option_key)[player]
display_name = getattr(option_obj, "display_name", option_key)
try:
outfile.write(f'{display_name + ":":33}{res.get_current_option_name()}\n')
except:
raise Exception
2020-03-09 23:36:26 +00:00
with open(filename, 'w', encoding="utf-8-sig") as outfile:
outfile.write(
2021-01-03 13:32:32 +00:00
'Archipelago Version %s - Seed: %s\n\n' % (
Utils.__version__, self.world.seed))
2019-08-24 19:53:21 +00:00
outfile.write('Filling Algorithm: %s\n' % self.world.algorithm)
outfile.write('Players: %d\n' % self.world.players)
2022-02-18 19:29:35 +00:00
AutoWorld.call_stage(self.world, "write_spoiler_header", outfile)
for player in range(1, self.world.players + 1):
if self.world.players > 1:
outfile.write('\nPlayer %d: %s\n' % (player, self.world.get_player_name(player)))
outfile.write('Game: %s\n' % self.world.game[player])
for f_option, option in Options.per_game_common_options.items():
write_option(f_option, option)
options = self.world.worlds[player].options
if options:
for f_option, option in options.items():
write_option(f_option, option)
2022-02-18 19:29:35 +00:00
AutoWorld.call_single(self.world, "write_spoiler_header", player, outfile)
2021-06-03 22:29:59 +00:00
if player in self.world.get_game_players("A Link to the Past"):
outfile.write('%s%s\n' % ('Hash: ', self.hashes[player]))
outfile.write('Logic: %s\n' % self.world.logic[player])
outfile.write('Dark Room Logic: %s\n' % self.world.dark_room_logic[player])
outfile.write('Mode: %s\n' % self.world.mode[player])
outfile.write('Goal: %s\n' % self.world.goal[player])
if "triforce" in self.world.goal[player]: # triforce hunt
outfile.write("Pieces available for Triforce: %s\n" %
self.world.triforce_pieces_available[player])
outfile.write("Pieces required for Triforce: %s\n" %
self.world.triforce_pieces_required[player])
outfile.write('Difficulty: %s\n' % self.world.difficulty[player])
outfile.write('Item Functionality: %s\n' % self.world.item_functionality[player])
outfile.write('Entrance Shuffle: %s\n' % self.world.shuffle[player])
if self.world.shuffle[player] != "vanilla":
2021-10-07 02:31:03 +00:00
outfile.write('Entrance Shuffle Seed %s\n' % self.world.worlds[player].er_seed)
outfile.write('Pyramid hole pre-opened: %s\n' % (
'Yes' if self.world.open_pyramid[player] else 'No'))
outfile.write('Shop inventory shuffle: %s\n' %
bool_to_text("i" in self.world.shop_shuffle[player]))
outfile.write('Shop price shuffle: %s\n' %
bool_to_text("p" in self.world.shop_shuffle[player]))
outfile.write('Shop upgrade shuffle: %s\n' %
bool_to_text("u" in self.world.shop_shuffle[player]))
outfile.write('New Shop inventory: %s\n' %
bool_to_text("g" in self.world.shop_shuffle[player] or
"f" in self.world.shop_shuffle[player]))
outfile.write('Custom Potion Shop: %s\n' %
bool_to_text("w" in self.world.shop_shuffle[player]))
outfile.write('Boss shuffle: %s\n' % self.world.boss_shuffle[player])
outfile.write('Enemy health: %s\n' % self.world.enemy_health[player])
outfile.write('Enemy damage: %s\n' % self.world.enemy_damage[player])
outfile.write('Prize shuffle %s\n' %
self.world.shuffle_prizes[player])
if self.entrances:
outfile.write('\n\nEntrances:\n\n')
outfile.write('\n'.join(['%s%s %s %s' % (f'{self.world.get_player_name(entry["player"])}: '
2020-08-23 19:38:21 +00:00
if self.world.players > 1 else '', entry['entrance'],
'<=>' if entry['direction'] == 'both' else
'<=' if entry['direction'] == 'exit' else '=>',
entry['exit']) for entry in self.entrances.values()]))
2021-06-06 15:13:34 +00:00
if self.medallions:
outfile.write('\n\nMedallions:\n')
for dungeon, medallion in self.medallions.items():
outfile.write(f'\n{dungeon}: {medallion}')
2022-02-18 19:29:35 +00:00
AutoWorld.call_all(self.world, "write_spoiler", outfile)
outfile.write('\n\nLocations:\n\n')
outfile.write('\n'.join(
['%s: %s' % (location, item) for grouping in self.locations.values() for (location, item) in
grouping.items()]))
2021-06-06 15:13:34 +00:00
if self.shops:
outfile.write('\n\nShops:\n\n')
outfile.write('\n'.join("{} [{}]\n {}".format(shop['location'], shop['type'], "\n ".join(
item for item in [shop.get('item_0', None), shop.get('item_1', None), shop.get('item_2', None)] if
item)) for shop in self.shops))
2021-06-06 15:13:34 +00:00
for player in self.world.get_game_players("A Link to the Past"):
2020-05-20 20:21:05 +00:00
if self.world.boss_shuffle[player] != 'none':
bossmap = self.bosses[str(player)] if self.world.players > 1 else self.bosses
outfile.write(
f'\n\nBosses{(f" ({self.world.get_player_name(player)})" if self.world.players > 1 else "")}:\n')
outfile.write(' ' + '\n '.join([f'{x}: {y}' for x, y in bossmap.items()]))
outfile.write('\n\nPlaythrough:\n\n')
outfile.write('\n'.join(['%s: {\n%s\n}' % (sphere_nr, '\n'.join(
[' %s: %s' % (location, item) for (location, item) in sphere.items()] if sphere_nr != '0' else [
f' {item}' for item in sphere])) for (sphere_nr, sphere) in self.playthrough.items()]))
if self.unreachables:
outfile.write('\n\nUnreachable Items:\n\n')
outfile.write(
'\n'.join(['%s: %s' % (unreachable.item, unreachable) for unreachable in self.unreachables]))
2021-06-06 15:13:34 +00:00
if self.paths:
outfile.write('\n\nPaths:\n\n')
path_listings = []
for location, path in sorted(self.paths.items()):
path_lines = []
for region, exit in path:
if exit is not None:
path_lines.append("{} -> {}".format(region, exit))
else:
path_lines.append(region)
path_listings.append("{}\n {}".format(location, "\n => ".join(path_lines)))
outfile.write('\n'.join(path_listings))
2022-02-18 19:29:35 +00:00
AutoWorld.call_all(self.world, "write_spoiler_end", outfile)
seeddigits = 20
def get_seed(seed=None):
if seed is None:
random.seed(None)
return random.randint(0, pow(10, seeddigits) - 1)
return seed
2022-02-18 19:29:35 +00:00
from worlds import AutoWorld
auto_world = AutoWorld.World