2021-07-22 13:51:50 +00:00
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import random
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2021-07-12 13:11:48 +00:00
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from BaseClasses import Item, CollectionState
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from .SubClasses import ALttPItem
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2021-06-11 12:22:44 +00:00
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from ..AutoWorld import World
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2021-07-04 14:18:21 +00:00
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from .Options import alttp_options
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2021-07-12 11:54:47 +00:00
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from .Items import as_dict_item_table, item_name_groups, item_table
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2021-07-22 13:51:50 +00:00
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from .Regions import lookup_name_to_id, create_regions, mark_light_world_regions
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from .Rules import set_rules
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from .ItemPool import generate_itempool
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from .Shops import create_shops
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from .Dungeons import create_dungeons
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2021-07-12 11:54:47 +00:00
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2021-07-22 13:51:50 +00:00
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from .InvertedRegions import create_inverted_regions, mark_dark_world_regions
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from .EntranceShuffle import link_entrances, link_inverted_entrances, plando_connect
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2020-10-24 03:38:56 +00:00
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2021-06-11 12:22:44 +00:00
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class ALTTPWorld(World):
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game: str = "A Link to the Past"
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2021-07-04 14:18:21 +00:00
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options = alttp_options
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2021-07-08 09:07:41 +00:00
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topology_present = True
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2021-07-12 11:54:47 +00:00
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item_name_groups = item_name_groups
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item_names = frozenset(item_table)
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2021-07-12 13:11:48 +00:00
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location_names = frozenset(lookup_name_to_id)
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2021-07-12 13:33:20 +00:00
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hint_blacklist = {"Triforce"}
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2021-07-08 09:07:41 +00:00
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2021-07-12 16:05:46 +00:00
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item_name_to_id = {name: data.item_code for name, data in item_table.items() if type(data.item_code) == int}
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location_name_to_id = lookup_name_to_id
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2021-07-14 08:02:39 +00:00
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data_version = 7
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2021-07-13 17:14:57 +00:00
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remote_items: bool = False
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2021-07-22 13:51:50 +00:00
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set_rules = set_rules
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create_items = generate_itempool
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def create_regions(self):
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world = self.world
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for player in world.get_game_players("A Link to the Past"):
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if world.open_pyramid[player] == 'goal':
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world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt',
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'localganontriforcehunt', 'ganonpedestal'}
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elif world.open_pyramid[player] == 'auto':
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world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt',
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'localganontriforcehunt', 'ganonpedestal'} and \
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(world.shuffle[player] in {'vanilla', 'dungeonssimple', 'dungeonsfull',
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'dungeonscrossed'} or not world.shuffle_ganon)
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else:
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world.open_pyramid[player] = {'on': True, 'off': False, 'yes': True, 'no': False}.get(
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world.open_pyramid[player], 'auto')
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world.triforce_pieces_available[player] = max(world.triforce_pieces_available[player],
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world.triforce_pieces_required[player])
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if world.mode[player] != 'inverted':
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create_regions(world, player)
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else:
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create_inverted_regions(world, player)
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create_shops(world, player)
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create_dungeons(world, player)
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for player in world.get_game_players("A Link to the Past"):
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if world.logic[player] not in ["noglitches", "minorglitches"] and world.shuffle[player] in \
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{"vanilla", "dungeonssimple", "dungeonsfull", "simple", "restricted", "full"}:
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world.fix_fake_world[player] = False
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# seeded entrance shuffle
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old_random = world.random
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world.random = random.Random(world.er_seeds[player])
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if world.mode[player] != 'inverted':
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link_entrances(world, player)
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mark_light_world_regions(world, player)
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else:
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link_inverted_entrances(world, player)
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mark_dark_world_regions(world, player)
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world.random = old_random
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plando_connect(world, player)
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2021-07-04 13:47:11 +00:00
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def collect(self, state: CollectionState, item: Item) -> bool:
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if item.name.startswith('Progressive '):
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if 'Sword' in item.name:
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if state.has('Golden Sword', item.player):
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pass
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elif state.has('Tempered Sword', item.player) and self.world.difficulty_requirements[
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item.player].progressive_sword_limit >= 4:
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state.prog_items['Golden Sword', item.player] += 1
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return True
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elif state.has('Master Sword', item.player) and self.world.difficulty_requirements[
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item.player].progressive_sword_limit >= 3:
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state.prog_items['Tempered Sword', item.player] += 1
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return True
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elif state.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2:
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state.prog_items['Master Sword', item.player] += 1
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return True
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elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1:
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state.prog_items['Fighter Sword', item.player] += 1
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return True
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elif 'Glove' in item.name:
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if state.has('Titans Mitts', item.player):
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pass
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elif state.has('Power Glove', item.player):
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state.prog_items['Titans Mitts', item.player] += 1
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return True
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else:
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state.prog_items['Power Glove', item.player] += 1
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return True
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elif 'Shield' in item.name:
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if state.has('Mirror Shield', item.player):
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pass
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elif state.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3:
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state.prog_items['Mirror Shield', item.player] += 1
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return True
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elif state.has('Blue Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2:
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state.prog_items['Red Shield', item.player] += 1
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return True
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elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1:
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state.prog_items['Blue Shield', item.player] += 1
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return True
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elif 'Bow' in item.name:
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if state.has('Silver', item.player):
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pass
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elif state.has('Bow', item.player) and self.world.difficulty_requirements[item.player].progressive_bow_limit >= 2:
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state.prog_items['Silver Bow', item.player] += 1
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return True
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elif self.world.difficulty_requirements[item.player].progressive_bow_limit >= 1:
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state.prog_items['Bow', item.player] += 1
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return True
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elif item.advancement or item.smallkey or item.bigkey:
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state.prog_items[item.name, item.player] += 1
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return True
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return False
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2020-10-24 03:38:56 +00:00
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2021-07-10 05:37:56 +00:00
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def get_required_client_version(self) -> tuple:
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return max((0, 1, 4), super(ALTTPWorld, self).get_required_client_version())
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2021-07-12 11:54:47 +00:00
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def create_item(self, name: str) -> Item:
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return ALttPItem(name, self.player, **as_dict_item_table[name])
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2020-10-24 03:38:56 +00:00
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