Archipelago/BaseClasses.py

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46 KiB
Python
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import copy
from enum import Enum, unique
import logging
import json
from collections import OrderedDict
from Utils import int16_as_bytes
class World(object):
def __init__(self, players, shuffle, logic, mode, difficulty, timer, progressive, goal, algorithm, place_dungeon_items, check_beatable_only, shuffle_ganon, quickswap, fastmenu, disable_music, keysanity, retro, custom, customitemarray, boss_shuffle, hints):
self.players = players
self.shuffle = shuffle
self.logic = logic
self.mode = mode
self.difficulty = difficulty
self.timer = timer
self.progressive = progressive
self.goal = goal
self.algorithm = algorithm
self.dungeons = []
self.regions = []
self.shops = []
self.itempool = []
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self.seed = None
self.state = CollectionState(self)
self.required_medallions = dict([(player, ['Ether', 'Quake']) for player in range(1, players + 1)])
self._cached_entrances = None
self._cached_locations = None
self._entrance_cache = {}
self._region_cache = {}
self._entrance_cache = {}
self._location_cache = {}
self.required_locations = []
self.place_dungeon_items = place_dungeon_items # configurable in future
self.shuffle_bonk_prizes = False
self.swamp_patch_required = {player: False for player in range(1, players + 1)}
self.powder_patch_required = {player: False for player in range(1, players + 1)}
self.ganon_at_pyramid = {player: True for player in range(1, players + 1)}
self.ganonstower_vanilla = {player: True for player in range(1, players + 1)}
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self.sewer_light_cone = mode == 'standard'
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self.light_world_light_cone = False
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self.dark_world_light_cone = False
self.treasure_hunt_count = 0
self.treasure_hunt_icon = 'Triforce Piece'
self.clock_mode = 'off'
self.rupoor_cost = 10
self.aga_randomness = True
self.lock_aga_door_in_escape = False
self.fix_trock_doors = self.shuffle != 'vanilla'
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self.save_and_quit_from_boss = True
self.check_beatable_only = check_beatable_only
self.fix_skullwoods_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
self.fix_palaceofdarkness_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
self.fix_trock_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
self.shuffle_ganon = shuffle_ganon
self.fix_gtower_exit = self.shuffle_ganon
self.can_access_trock_eyebridge = None
self.can_access_trock_front = None
self.can_access_trock_big_chest = None
self.can_access_trock_middle = None
self.quickswap = quickswap
self.fastmenu = fastmenu
self.disable_music = disable_music
self.keysanity = keysanity
self.retro = retro
self.custom = custom
self.customitemarray = customitemarray
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self.can_take_damage = True
self.difficulty_requirements = None
self.fix_fake_world = True
self.boss_shuffle = boss_shuffle
self.hints = hints
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self.dynamic_regions = []
self.dynamic_locations = []
self.spoiler = Spoiler(self)
self.lamps_needed_for_dark_rooms = 1
def intialize_regions(self):
for region in self.regions:
region.world = self
def get_region(self, regionname, player):
if isinstance(regionname, Region):
return regionname
try:
return self._region_cache[(regionname, player)]
except KeyError:
for region in self.regions:
if region.name == regionname and region.player == player:
self._region_cache[(regionname, player)] = region
return region
raise RuntimeError('No such region %s for player %d' % (regionname, player))
def get_entrance(self, entrance, player):
if isinstance(entrance, Entrance):
return entrance
try:
return self._entrance_cache[(entrance, player)]
except KeyError:
for region in self.regions:
for exit in region.exits:
if exit.name == entrance and exit.player == player:
self._entrance_cache[(entrance, player)] = exit
return exit
raise RuntimeError('No such entrance %s for player %d' % (entrance, player))
def get_location(self, location, player):
if isinstance(location, Location):
return location
try:
return self._location_cache[(location, player)]
except KeyError:
for region in self.regions:
for r_location in region.locations:
if r_location.name == location and r_location.player == player:
self._location_cache[(location, player)] = r_location
return r_location
raise RuntimeError('No such location %s for player %d' % (location, player))
def get_dungeon(self, dungeonname, player):
if isinstance(dungeonname, Dungeon):
return dungeonname
for dungeon in self.dungeons:
if dungeon.name == dungeonname and dungeon.player == player:
return dungeon
raise RuntimeError('No such dungeon %s for player %d' % (dungeonname, player))
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def get_all_state(self, keys=False):
ret = CollectionState(self)
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def soft_collect(item):
if item.name.startswith('Progressive '):
if 'Sword' in item.name:
if ret.has('Golden Sword', item.player):
pass
elif ret.has('Tempered Sword', item.player) and self.difficulty_requirements.progressive_sword_limit >= 4:
ret.prog_items.append(('Golden Sword', item.player))
elif ret.has('Master Sword', item.player) and self.difficulty_requirements.progressive_sword_limit >= 3:
ret.prog_items.append(('Tempered Sword', item.player))
elif ret.has('Fighter Sword', item.player) and self.difficulty_requirements.progressive_sword_limit >= 2:
ret.prog_items.append(('Master Sword', item.player))
elif self.difficulty_requirements.progressive_sword_limit >= 1:
ret.prog_items.append(('Fighter Sword', item.player))
elif 'Glove' in item.name:
if ret.has('Titans Mitts', item.player):
pass
elif ret.has('Power Glove', item.player):
ret.prog_items.append(('Titans Mitts', item.player))
else:
ret.prog_items.append(('Power Glove', item.player))
elif 'Shield' in item.name:
if ret.has('Mirror Shield', item.player):
pass
elif ret.has('Red Shield', item.player) and self.difficulty_requirements.progressive_shield_limit >= 3:
ret.prog_items.append(('Mirror Shield', item.player))
elif ret.has('Blue Shield', item.player) and self.difficulty_requirements.progressive_shield_limit >= 2:
ret.prog_items.append(('Red Shield', item.player))
elif self.difficulty_requirements.progressive_shield_limit >= 1:
ret.prog_items.append(('Blue Shield', item.player))
elif item.name.startswith('Bottle'):
if ret.bottle_count(item.player) < self.difficulty_requirements.progressive_bottle_limit:
ret.prog_items.append((item.name, item.player))
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elif item.advancement or item.key:
ret.prog_items.append((item.name, item.player))
for item in self.itempool:
soft_collect(item)
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if keys:
for p in range(1, self.players + 1):
from Items import ItemFactory
for item in ItemFactory(['Small Key (Escape)', 'Big Key (Eastern Palace)', 'Big Key (Desert Palace)', 'Small Key (Desert Palace)', 'Big Key (Tower of Hera)', 'Small Key (Tower of Hera)', 'Small Key (Agahnims Tower)', 'Small Key (Agahnims Tower)',
'Big Key (Palace of Darkness)'] + ['Small Key (Palace of Darkness)'] * 6 + ['Big Key (Thieves Town)', 'Small Key (Thieves Town)', 'Big Key (Skull Woods)'] + ['Small Key (Skull Woods)'] * 3 + ['Big Key (Swamp Palace)',
'Small Key (Swamp Palace)', 'Big Key (Ice Palace)'] + ['Small Key (Ice Palace)'] * 2 + ['Big Key (Misery Mire)', 'Big Key (Turtle Rock)', 'Big Key (Ganons Tower)'] + ['Small Key (Misery Mire)'] * 3 + ['Small Key (Turtle Rock)'] * 4 + ['Small Key (Ganons Tower)'] * 4,
p):
soft_collect(item)
ret.sweep_for_events()
return ret
def get_items(self):
return [loc.item for loc in self.get_filled_locations()] + self.itempool
def find_items(self, item, player):
return [location for location in self.get_locations() if location.item is not None and location.item.name == item and location.item.player == player]
def push_item(self, location, item, collect=True):
if not isinstance(location, Location):
raise RuntimeError('Cannot assign item %s to location %s (player %d).' % (item, location, item.player))
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if location.can_fill(self.state, item, False):
location.item = item
item.location = location
if collect:
self.state.collect(item, location.event, location)
logging.getLogger('').debug('Placed %s at %s', item, location)
else:
raise RuntimeError('Cannot assign item %s to location %s.' % (item, location))
def get_entrances(self):
if self._cached_entrances is None:
self._cached_entrances = []
for region in self.regions:
self._cached_entrances.extend(region.entrances)
return self._cached_entrances
def clear_entrance_cache(self):
self._cached_entrances = None
def get_locations(self):
if self._cached_locations is None:
self._cached_locations = []
for region in self.regions:
self._cached_locations.extend(region.locations)
return self._cached_locations
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def clear_location_cache(self):
self._cached_locations = None
def get_unfilled_locations(self, player=None):
return [location for location in self.get_locations() if (player is None or location.player == player) and location.item is None]
def get_filled_locations(self, player=None):
return [location for location in self.get_locations() if (player is None or location.player == player) and location.item is not None]
def get_reachable_locations(self, state=None, player=None):
if state is None:
state = self.state
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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):
if state is None:
state = self.state
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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)]
def unlocks_new_location(self, item):
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=None):
if player:
return state.has('Triforce', player) or (self.goal in ['triforcehunt'] and (state.item_count('Triforce Piece', player) + state.item_count('Power Star', player) > self.treasure_hunt_count))
else:
return all((self.has_beaten_game(state, p) for p in range(1, self.players + 1)))
def can_beat_game(self, starting_state=None):
if starting_state:
state = starting_state.copy()
else:
state = CollectionState(self)
if self.has_beaten_game(state):
return True
prog_locations = [location for location in self.get_locations() if location.item is not None and (location.item.advancement or location.event) and location not in state.locations_checked]
while prog_locations:
sphere = []
# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
for location in prog_locations:
if location.can_reach(state):
sphere.append(location)
if not sphere:
# ran out of places and did not finish yet, quit
return False
for location in sphere:
prog_locations.remove(location)
state.collect(location.item, True, location)
if self.has_beaten_game(state):
return True
return False
class CollectionState(object):
def __init__(self, parent):
self.prog_items = []
self.world = parent
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self.reachable_regions = {player: set() for player in range(1, parent.players + 1)}
self.events = []
self.path = {}
self.locations_checked = set()
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self.stale = {player: True for player in range(1, parent.players + 1)}
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def update_reachable_regions(self, player):
self.stale[player] = False
rrp = self.reachable_regions[player]
new_regions = True
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reachable_regions_count = len(rrp)
while new_regions:
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possible = [region for region in self.world.regions if region not in rrp and region.player == player]
for candidate in possible:
if candidate.can_reach_private(self):
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rrp.add(candidate)
new_regions = len(rrp) > reachable_regions_count
reachable_regions_count = len(rrp)
def copy(self):
ret = CollectionState(self.world)
ret.prog_items = copy.copy(self.prog_items)
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ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in range(1, self.world.players + 1)}
ret.events = copy.copy(self.events)
ret.path = copy.copy(self.path)
ret.locations_checked = copy.copy(self.locations_checked)
return ret
def can_reach(self, spot, resolution_hint=None, player=None):
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try:
spot_type = spot.spot_type
except AttributeError:
# 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)
def sweep_for_events(self, key_only=False, locations=None):
# this may need improvement
new_locations = True
checked_locations = 0
while new_locations:
if locations is None:
locations = self.world.get_filled_locations()
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reachable_events = [location for location in locations if location.event and (not key_only or location.item.key) and location.can_reach(self)]
for event in reachable_events:
if (event.name, event.player) not in self.events:
self.events.append((event.name, event.player))
self.collect(event.item, True, event)
new_locations = len(reachable_events) > checked_locations
checked_locations = len(reachable_events)
def has(self, item, player, count=1):
if count == 1:
return (item, player) in self.prog_items
return self.item_count(item, player) >= count
def has_key(self, item, player, count=1):
if self.world.retro:
return self.can_buy_unlimited('Small Key (Universal)', player)
if count == 1:
return (item, player) in self.prog_items
return self.item_count(item, player) >= count
def can_buy_unlimited(self, item, player):
for shop in self.world.shops:
if shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(self):
return True
return False
def item_count(self, item, player):
return len([pritem for pritem in self.prog_items if pritem == (item, player)])
def can_lift_rocks(self, player):
return self.has('Power Glove', player) or self.has('Titans Mitts', player)
def has_bottle(self, player):
return self.bottle_count(player) > 0
def bottle_count(self, player):
return len([item for (item, itemplayer) in self.prog_items if item.startswith('Bottle') and itemplayer == player])
def has_hearts(self, player, count):
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# Warning: This only considers items that are marked as advancement items
return self.heart_count(player) >= count
def heart_count(self, player):
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# Warning: This only considers items that are marked as advancement items
return (
self.item_count('Boss Heart Container', player)
+ self.item_count('Sanctuary Heart Container', player)
+ self.item_count('Piece of Heart', player) // 4
+ 3 # starting hearts
)
def can_lift_heavy_rocks(self, player):
return self.has('Titans Mitts', player)
def can_extend_magic(self, player, smallmagic=16, fullrefill=False): #This reflects the total magic Link has, not the total extra he has.
basemagic = 8
if self.has('Quarter Magic', player):
basemagic = 32
elif self.has('Half Magic', player):
basemagic = 16
if self.can_buy_unlimited('Green Potion', player) or self.can_buy_unlimited('Blue Potion', player):
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if self.world.difficulty == 'hard' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.5 * self.bottle_count(player))
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elif self.world.difficulty == 'expert' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.25 * self.bottle_count(player))
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elif self.world.difficulty == 'insane' and not fullrefill:
basemagic = basemagic
else:
basemagic = basemagic + basemagic * self.bottle_count(player)
return basemagic >= smallmagic
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def can_kill_most_things(self, player, enemies=5):
return (self.has_blunt_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)
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)
def can_shoot_arrows(self, player):
if self.world.retro:
#TODO: need to decide how we want to handle wooden arrows longer-term (a can-buy-a check, or via dynamic shop location)
#FIXME: Should do something about hard+ ganon only silvers. For the moment, i believe they effective grant wooden, so we are safe
return self.has('Bow', player) and (self.has('Silver Arrows', player) or self.can_buy_unlimited('Single Arrow', player))
return self.has('Bow', player)
def can_get_good_bee(self, player):
cave = self.world.get_region('Good Bee Cave', player)
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return (
self.has_bottle(player) and
self.has('Bug Catching Net', player) and
(self.has_Boots(player) or (self.has_sword(player) and self.has('Quake', player))) and
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cave.can_reach(self) and
(cave.is_light_world or self.has_Pearl(player))
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)
def has_sword(self, player):
return self.has('Fighter Sword', player) or self.has('Master Sword', player) or self.has('Tempered Sword', player) or self.has('Golden Sword', player)
def has_beam_sword(self, player):
return self.has('Master Sword', player) or self.has('Tempered Sword', player) or self.has('Golden Sword', player)
def has_blunt_weapon(self, player):
return self.has_sword(player) or self.has('Hammer', player)
def has_Mirror(self, player):
return self.has('Magic Mirror', player)
def has_Boots(self, player):
return self.has('Pegasus Boots', player)
def has_Pearl(self, player):
return self.has('Moon Pearl', player)
def has_fire_source(self, player):
return self.has('Fire Rod', player) or self.has('Lamp', player)
def has_misery_mire_medallion(self, player):
return self.has(self.world.required_medallions[player][0], player)
def has_turtle_rock_medallion(self, player):
return self.has(self.world.required_medallions[player][1], player)
def collect(self, item, event=False, location=None):
if location:
self.locations_checked.add(location)
changed = False
if item.name.startswith('Progressive '):
if 'Sword' in item.name:
if self.has('Golden Sword', item.player):
pass
elif self.has('Tempered Sword', item.player) and self.world.difficulty_requirements.progressive_sword_limit >= 4:
self.prog_items.append(('Golden Sword', item.player))
changed = True
elif self.has('Master Sword', item.player) and self.world.difficulty_requirements.progressive_sword_limit >= 3:
self.prog_items.append(('Tempered Sword', item.player))
changed = True
elif self.has('Fighter Sword', item.player) and self.world.difficulty_requirements.progressive_sword_limit >= 2:
self.prog_items.append(('Master Sword', item.player))
changed = True
elif self.world.difficulty_requirements.progressive_sword_limit >= 1:
self.prog_items.append(('Fighter Sword', item.player))
changed = True
elif 'Glove' in item.name:
if self.has('Titans Mitts', item.player):
pass
elif self.has('Power Glove', item.player):
self.prog_items.append(('Titans Mitts', item.player))
changed = True
else:
self.prog_items.append(('Power Glove', item.player))
changed = True
elif 'Shield' in item.name:
if self.has('Mirror Shield', item.player):
pass
elif self.has('Red Shield', item.player) and self.world.difficulty_requirements.progressive_shield_limit >= 3:
self.prog_items.append(('Mirror Shield', item.player))
changed = True
elif self.has('Blue Shield', item.player) and self.world.difficulty_requirements.progressive_shield_limit >= 2:
self.prog_items.append(('Red Shield', item.player))
changed = True
elif self.world.difficulty_requirements.progressive_shield_limit >= 1:
self.prog_items.append(('Blue Shield', item.player))
changed = True
elif item.name.startswith('Bottle'):
if self.bottle_count(item.player) < self.world.difficulty_requirements.progressive_bottle_limit:
self.prog_items.append((item.name, item.player))
changed = True
elif event or item.advancement:
self.prog_items.append((item.name, item.player))
changed = True
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self.stale[item.player] = True
if changed:
if not event:
self.sweep_for_events()
def remove(self, item):
if item.advancement:
to_remove = item.name
if to_remove.startswith('Progressive '):
if 'Sword' in to_remove:
if self.has('Golden Sword', item.player):
to_remove = 'Golden Sword'
elif self.has('Tempered Sword', item.player):
to_remove = 'Tempered Sword'
elif self.has('Master Sword', item.player):
to_remove = 'Master Sword'
elif self.has('Fighter Sword', item.player):
to_remove = 'Fighter Sword'
else:
to_remove = None
elif 'Glove' in item.name:
if self.has('Titans Mitts', item.player):
to_remove = 'Titans Mitts'
elif self.has('Power Glove', item.player):
to_remove = 'Power Glove'
else:
to_remove = None
if to_remove is not None:
try:
self.prog_items.remove((to_remove, item.player))
except ValueError:
return
# invalidate caches, nothing can be trusted anymore now
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self.reachable_regions[item.player] = set()
self.stale[item.player] = True
def __getattr__(self, item):
if item.startswith('can_reach_'):
return self.can_reach(item[10])
#elif item.startswith('has_'):
# return self.has(item[4])
raise RuntimeError('Cannot parse %s.' % item)
@unique
class RegionType(Enum):
LightWorld = 1
DarkWorld = 2
Cave = 3 # Also includes Houses
Dungeon = 4
@property
def is_indoors(self):
"""Shorthand for checking if Cave or Dungeon"""
return self in (RegionType.Cave, RegionType.Dungeon)
class Region(object):
def __init__(self, name, type, hint, player):
self.name = name
self.type = type
self.entrances = []
self.exits = []
self.locations = []
self.dungeon = None
self.shop = None
self.world = None
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self.is_light_world = False # will be set aftermaking connections.
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self.is_dark_world = False
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self.spot_type = 'Region'
self.hint_text = hint
self.recursion_count = 0
self.player = player
def can_reach(self, state):
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if state.stale[self.player]:
state.update_reachable_regions(self.player)
return self in state.reachable_regions[self.player]
def can_reach_private(self, state):
for entrance in self.entrances:
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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 can_fill(self, item):
is_dungeon_item = item.key or item.map or item.compass
sewer_hack = self.world.mode == 'standard' and item.name == 'Small Key (Escape)'
if sewer_hack or (is_dungeon_item and not self.world.keysanity):
return self.dungeon and self.dungeon.is_dungeon_item(item) and item.player == self.player
return True
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
if self.world and self.world.players == 1:
return self.name
else:
return '%s (Player %d)' % (self.name, self.player)
class Entrance(object):
def __init__(self, player, name='', parent=None):
self.name = name
self.parent_region = parent
self.connected_region = None
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self.target = None
self.addresses = None
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self.spot_type = 'Entrance'
self.recursion_count = 0
self.vanilla = None
self.access_rule = lambda state: True
self.player = player
def can_reach(self, state):
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if self.parent_region.can_reach(state) and self.access_rule(state):
if not self in state.path:
state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
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return True
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return False
def connect(self, region, addresses=None, target=None, vanilla=None):
self.connected_region = region
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self.target = target
self.addresses = addresses
self.vanilla = vanilla
region.entrances.append(self)
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
if self.parent_region and self.parent_region.world and self.parent_region.world.players == 1:
return self.name
else:
return '%s (Player %d)' % (self.name, self.player)
class Dungeon(object):
def __init__(self, name, regions, big_key, small_keys, dungeon_items, player):
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
def boss(self):
return self.bosses.get(None, None)
@boss.setter
def boss(self, value):
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):
return item.player == self.player and item.name in [dungeon_item.name for dungeon_item in self.all_items]
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
if self.world and self.world.players==1:
return self.name
else:
return '%s (Player %d)' % (self.name, self.player)
class Boss(object):
def __init__(self, name, enemizer_name, defeat_rule, player):
self.name = name
self.enemizer_name = enemizer_name
self.defeat_rule = defeat_rule
self.player = player
def can_defeat(self, state):
return self.defeat_rule(state, self.player)
class Location(object):
def __init__(self, player, name='', address=None, crystal=False, hint_text=None, parent=None):
self.name = name
self.parent_region = parent
self.item = None
self.crystal = crystal
self.address = address
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self.spot_type = 'Location'
self.hint_text = hint_text if hint_text is not None else 'Hyrule'
self.recursion_count = 0
self.staleness_count = 0
self.event = False
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self.always_allow = lambda item, state: False
self.access_rule = lambda state: True
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self.item_rule = lambda item: True
self.player = player
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def can_fill(self, state, item, check_access=True):
return self.always_allow(state, item) or (self.parent_region.can_fill(item) and self.item_rule(item) and (not check_access or self.can_reach(state)))
def can_reach(self, state):
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if self.parent_region.can_reach(state) and self.access_rule(state):
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return True
return False
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
if self.parent_region and self.parent_region.world and self.parent_region.world.players == 1:
return self.name
else:
return '%s (Player %d)' % (self.name, self.player)
class Item(object):
def __init__(self, name='', advancement=False, priority=False, type=None, code=None, pedestal_hint=None, pedestal_credit=None, sickkid_credit=None, zora_credit=None, witch_credit=None, fluteboy_credit=None, hint_text=None, player=None):
self.name = name
self.advancement = advancement
self.priority = priority
self.type = type
self.pedestal_hint_text = pedestal_hint
self.pedestal_credit_text = pedestal_credit
self.sickkid_credit_text = sickkid_credit
self.zora_credit_text = zora_credit
self.magicshop_credit_text = witch_credit
self.fluteboy_credit_text = fluteboy_credit
self.hint_text = hint_text
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self.code = code
self.location = None
self.player = player
@property
def key(self):
return self.type == 'SmallKey' or self.type == 'BigKey'
@property
def crystal(self):
return self.type == 'Crystal'
@property
def map(self):
return self.type == 'Map'
@property
def compass(self):
return self.type == 'Compass'
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
if self.location and self.location.parent_region and self.location.parent_region.world and self.location.parent_region.world.players == 1:
return self.name
else:
return '%s (Player %d)' % (self.name, self.player)
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# have 6 address that need to be filled
class Crystal(Item):
pass
@unique
class ShopType(Enum):
Shop = 0
TakeAny = 1
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UpgradeShop = 2
class Shop(object):
def __init__(self, region, room_id, type, shopkeeper_config, replaceable):
self.region = region
self.room_id = room_id
self.type = type
self.inventory = [None, None, None]
self.shopkeeper_config = shopkeeper_config
self.replaceable = replaceable
self.active = False
@property
def item_count(self):
return (3 if self.inventory[2] else
2 if self.inventory[1] else
1 if self.inventory[0] else
0)
def get_bytes(self):
# [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index]
entrances = self.region.entrances
config = self.item_count
if len(entrances) == 1 and entrances[0].addresses:
door_id = entrances[0].addresses+1
else:
door_id = 0
config |= 0x40 # ignore door id
if self.type == ShopType.TakeAny:
config |= 0x80
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if self.type == ShopType.UpgradeShop:
config |= 0x10 # Alt. VRAM
return [0x00]+int16_as_bytes(self.room_id)+[door_id, 0x00, config, self.shopkeeper_config, 0x00]
def has_unlimited(self, item):
for inv in self.inventory:
if inv is None:
continue
if inv['max'] != 0 and inv['replacement'] is not None and inv['replacement'] == item:
return True
elif inv['item'] is not None and inv['item'] == item:
return True
return False
def clear_inventory(self):
self.inventory = [None, None, None]
def add_inventory(self, slot, item, price, max=0, replacement=None, replacement_price=0, create_location=False):
self.inventory[slot] = {
'item': item,
'price': price,
'max': max,
'replacement': replacement,
'replacement_price': replacement_price,
'create_location': create_location
}
class Spoiler(object):
def __init__(self, world):
self.world = world
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self.entrances = OrderedDict()
self.medallions = {}
self.playthrough = {}
self.locations = {}
self.paths = {}
self.metadata = {}
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()
if self.world.players == 1:
self.medallions['Misery Mire'] = self.world.required_medallions[1][0]
self.medallions['Turtle Rock'] = self.world.required_medallions[1][1]
else:
for player in range(1, self.world.players + 1):
self.medallions['Misery Mire (Player %d)' % player] = self.world.required_medallions[player][0]
self.medallions['Turtle Rock (Player %d)' % player] = self.world.required_medallions[player][1]
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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]
self.locations['Light World'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in lw_locations])
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]
self.locations['Dark World'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in dw_locations])
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]
self.locations['Caves'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in cave_locations])
listed_locations.update(cave_locations)
for dungeon in self.world.dungeons:
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]
self.locations[str(dungeon)] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in dungeon_locations])
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listed_locations.update(dungeon_locations)
other_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations]
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])
listed_locations.update(other_locations)
self.shops = []
for shop in self.world.shops:
if not shop.active:
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
shopdata['item_{}'.format(index)] = "{}{}".format(item['item'], item['price']) if item['price'] else item['item']
self.shops.append(shopdata)
for player in range(1, self.world.players + 1):
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
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
self.bosses[str(player)]["Ganons Tower"] = "Agahnim 2"
self.bosses[str(player)]["Ganon"] = "Ganon"
if self.world.players == 1:
self.bosses = self.bosses["1"]
from Main import __version__ as ERVersion
self.metadata = {'version': ERVersion,
'seed': self.world.seed,
'logic': self.world.logic,
'mode': self.world.mode,
'goal': self.world.goal,
'shuffle': self.world.shuffle,
'algorithm': self.world.algorithm,
'difficulty': self.world.difficulty,
'timer': self.world.timer,
'progressive': self.world.progressive,
'completeable': not self.world.check_beatable_only,
'dungeonitems': self.world.place_dungeon_items,
'quickswap': self.world.quickswap,
'fastmenu': self.world.fastmenu,
'disable_music': self.world.disable_music,
'keysanity': self.world.keysanity,
'players': self.world.players}
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.shops:
out['Shops'] = self.shops
out['playthrough'] = self.playthrough
out['paths'] = self.paths
if self.world.boss_shuffle != 'none':
out['Bosses'] = self.bosses
out['meta'] = self.metadata
return json.dumps(out)
def to_file(self, filename):
self.parse_data()
with open(filename, 'w') as outfile:
outfile.write('ALttP Entrance Randomizer Version %s - Seed: %s\n\n' % (self.metadata['version'], self.metadata['seed']))
outfile.write('Logic: %s\n' % self.metadata['logic'])
outfile.write('Mode: %s\n' % self.metadata['mode'])
outfile.write('Goal: %s\n' % self.metadata['goal'])
outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle'])
outfile.write('Filling Algorithm: %s\n' % self.metadata['algorithm'])
outfile.write('All Locations Accessible: %s\n' % ('Yes' if self.metadata['completeable'] else 'No, some locations may be unreachable'))
outfile.write('Maps and Compasses in Dungeons: %s\n' % ('Yes' if self.metadata['dungeonitems'] else 'No'))
outfile.write('L\\R Quickswap enabled: %s\n' % ('Yes' if self.metadata['quickswap'] else 'No'))
outfile.write('Menu speed: %s\n' % self.metadata['fastmenu'])
outfile.write('Keysanity enabled: %s\n' % ('Yes' if self.metadata['keysanity'] else 'No'))
outfile.write('Players: %d' % self.metadata['players'])
if self.entrances:
outfile.write('\n\nEntrances:\n\n')
outfile.write('\n'.join(['%s%s %s %s' % ('Player {0}: '.format(entry['player']) 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()]))
outfile.write('\n\nMedallions\n')
if self.world.players == 1:
outfile.write('\nMisery Mire Medallion: %s' % (self.medallions['Misery Mire']))
outfile.write('\nTurtle Rock Medallion: %s' % (self.medallions['Turtle Rock']))
else:
for player in range(1, self.world.players + 1):
outfile.write('\nMisery Mire Medallion (Player %d): %s' % (player, self.medallions['Misery Mire (Player %d)' % player]))
outfile.write('\nTurtle Rock Medallion (Player %d): %s' % (player, self.medallions['Turtle Rock (Player %d)' % player]))
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()]))
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))
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()])) for (sphere_nr, sphere) in self.playthrough.items()]))
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))