Partial implementation of many V31 features

Partial support for Progressive bow
  - Still needs to be added to item pool
  - Silver hint handling remains TBD even for VT

Added weapons selection.
  - Vanilla needs to be implemented
  - Assured needs to be implemented
  - Inverted swordless is almost certainly messed up.
  - Swordless standard mode will likely softlock
  - Random weapon standard mode is currently treated as uncle assured

Deleted removed difficulties
  - Remaining difficulties still need to be adjusted

Added locked property to locations:
  - This is used for preplaced items etc so that multiworld balancing
    knows they cannot be moved.

Made a few of the difficulty changes from V31, but not all.

Added required text changes to handle crystals requirements
  - More changes will likely me made in future
  - Currently there is is no way to tell ganon requirement in
    Inverted mode
This commit is contained in:
Kevin Cathcart 2019-08-04 12:32:35 -04:00
parent d4f1bb7091
commit b0f4fa8cec
15 changed files with 143 additions and 208 deletions

1
.gitignore vendored
View File

@ -12,3 +12,4 @@ README.html
*multidata
*multisave
EnemizerCLI/
.mypy_cache/

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@ -8,11 +8,12 @@ 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):
def __init__(self, players, shuffle, logic, mode, swords, 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.swords = swords
self.difficulty = difficulty
self.timer = timer
self.progressive = progressive
@ -161,6 +162,13 @@ class World(object):
ret.prog_items.add(('Red Shield', item.player))
elif self.difficulty_requirements.progressive_shield_limit >= 1:
ret.prog_items.add(('Blue Shield', item.player))
elif 'Bow' in item.name:
if ret.has('Silver Arrows', item.player):
pass
elif ret.has('Bow', item.player):
ret.prog_items.add(('Silver Arrows', item.player))
else:
ret.prog_items.add(('Bow', item.player))
elif item.name.startswith('Bottle'):
if ret.bottle_count(item.player) < self.difficulty_requirements.progressive_bottle_limit:
ret.prog_items.add((item.name, item.player))
@ -409,8 +417,6 @@ class CollectionState(object):
basemagic = basemagic + int(basemagic * 0.5 * self.bottle_count(player))
elif self.world.difficulty == 'expert' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.25 * self.bottle_count(player))
elif self.world.difficulty == 'insane' and not fullrefill:
basemagic = basemagic
else:
basemagic = basemagic + basemagic * self.bottle_count(player)
return basemagic >= smallmagic
@ -524,6 +530,15 @@ class CollectionState(object):
elif self.world.difficulty_requirements.progressive_shield_limit >= 1:
self.prog_items.add(('Blue Shield', item.player))
changed = True
elif 'Bow' in item.name:
if self.has('Silver Arrows', item.player):
pass
elif self.has('Bow', item.player):
self.prog_items.add(('Silver Arrows', item.player))
changed = True
else:
self.prog_items.add(('Bow', 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.add((item.name, item.player))
@ -560,6 +575,22 @@ class CollectionState(object):
to_remove = 'Power Glove'
else:
to_remove = None
elif 'Shield' in item.name:
if self.has('Mirror Shield', item.player):
to_remove = 'Mirror Shield'
elif self.has('Red Shield', item.player):
to_remove = 'Red Shield'
elif self.has('Blue Shield', item.player):
to_remove = 'Blue Shield'
else:
to_remove = 'None'
elif 'Bow' in item.name:
if self.has('Silver Arrows', item.player):
to_remove = 'Silver Arrows'
elif self.has('Bow', item.player):
to_remove = 'Bow'
else:
to_remove = None
if to_remove is not None:
try:
@ -742,6 +773,7 @@ class Location(object):
self.recursion_count = 0
self.staleness_count = 0
self.event = False
self.locked = True
self.always_allow = lambda item, state: False
self.access_rule = lambda state: True
self.item_rule = lambda item: True
@ -975,6 +1007,7 @@ class Spoiler(object):
'seed': self.world.seed,
'logic': self.world.logic,
'mode': self.world.mode,
'swords': self.world.swords,
'goal': self.world.goal,
'shuffle': self.world.shuffle,
'algorithm': self.world.algorithm,

View File

@ -72,18 +72,18 @@ def KholdstareDefeatRule(state, player):
state.has('Fire Rod', player) or
(
state.has('Bombos', player) and
# FIXME: the following only actually works for the vanilla location for swordless mode
(state.has_sword(player) or state.world.mode == 'swordless')
# FIXME: the following only actually works for the vanilla location for swordless
(state.has_sword(player) or state.world.swords == 'swordless')
)
) and
(
state.has_blunt_weapon(player) or
(state.has('Fire Rod', player) and state.can_extend_magic(player, 20)) or
# FIXME: this actually only works for the vanilla location for swordless mode
# FIXME: this actually only works for the vanilla location for swordless
(
state.has('Fire Rod', player) and
state.has('Bombos', player) and
state.world.mode == 'swordless' and
state.world.swords == 'swordless' and
state.can_extend_magic(player, 16)
)
)
@ -116,7 +116,7 @@ boss_table = {
}
def can_place_boss(world, boss, dungeon_name, level=None):
if world.mode in ['swordless'] and boss == 'Kholdstare' and dungeon_name != 'Ice Palace':
if world.swords in ['swordless'] and boss == 'Kholdstare' and dungeon_name != 'Ice Palace':
return False
if dungeon_name == 'Ganons Tower' and level == 'top':
@ -161,7 +161,7 @@ def place_bosses(world, player):
if world.boss_shuffle in ["basic", "normal"]:
# temporary hack for swordless kholdstare:
if world.mode == 'swordless':
if world.swords == 'swordless':
world.get_dungeon('Ice Palace', player).boss = BossFactory('Kholdstare', player)
logging.getLogger('').debug('Placing boss Kholdstare at Ice Palace')
boss_locations.remove(['Ice Palace', None])

View File

@ -46,11 +46,13 @@ def fill_dungeons(world):
all_state_base = world.get_all_state()
for player in range(1, world.players + 1):
pinball_room = world.get_location('Skull Woods - Pinball Room', player)
if world.retro:
world.push_item(world.get_location('Skull Woods - Pinball Room', player), ItemFactory('Small Key (Universal)', player), False)
world.push_item(pinball_room, ItemFactory('Small Key (Universal)', player), False)
else:
world.push_item(world.get_location('Skull Woods - Pinball Room', player), ItemFactory('Small Key (Skull Woods)', player), False)
world.get_location('Skull Woods - Pinball Room', player).event = True
world.push_item(pinball_room, ItemFactory('Small Key (Skull Woods)', player), False)
pinball_room.event = True
pinball_room.locked = True
dungeons = [(list(dungeon.regions), dungeon.big_key, list(dungeon.small_keys), list(dungeon.dungeon_items)) for dungeon in world.dungeons]
@ -77,6 +79,7 @@ def fill_dungeons(world):
world.push_item(bk_location, big_key, False)
bk_location.event = True
bk_location.locked = True
dungeon_locations.remove(bk_location)
big_key = None
@ -102,6 +105,7 @@ def fill_dungeons(world):
world.push_item(sk_location, small_key, False)
sk_location.event = True
sk_location.locked = True
dungeon_locations.remove(sk_location)
if small_keys:
@ -122,13 +126,14 @@ def fill_dungeons_restrictive(world, shuffled_locations):
all_state_base = world.get_all_state()
for player in range(1, world.players + 1):
skull_woods_big_chest = world.get_location('Skull Woods - Pinball Room', player)
pinball_room = world.get_location('Skull Woods - Pinball Room', player)
if world.retro:
world.push_item(skull_woods_big_chest, ItemFactory('Small Key (Universal)', player), False)
world.push_item(pinball_room, ItemFactory('Small Key (Universal)', player), False)
else:
world.push_item(skull_woods_big_chest, ItemFactory('Small Key (Skull Woods)', player), False)
skull_woods_big_chest.event = True
shuffled_locations.remove(skull_woods_big_chest)
world.push_item(pinball_room, ItemFactory('Small Key (Skull Woods)', player), False)
pinball_room.event = True
pinball_room.locked = True
shuffled_locations.remove(pinball_room)
if world.keysanity:
#in keysanity dungeon items are distributed as part of the normal item pool

View File

@ -28,7 +28,7 @@ def start():
No Logic: Distribute items without regard for
item requirements.
''')
parser.add_argument('--mode', default='open', const='open', nargs='?', choices=['standard', 'open', 'swordless', 'inverted'],
parser.add_argument('--mode', default='open', const='open', nargs='?', choices=['standard', 'open', 'inverted'],
help='''\
Select game mode. (default: %(default)s)
Open: World starts with Zelda rescued.
@ -36,17 +36,25 @@ def start():
but may lead to weird rain state issues if you exit
through the Hyrule Castle side exits before rescuing
Zelda in a full shuffle.
Swordless: Like Open, but with no swords. Curtains in
Skull Woods and Agahnims Tower are removed,
Agahnim\'s Tower barrier can be destroyed with
hammer. Misery Mire and Turtle Rock can be opened
without a sword. Hammer damages Ganon. Ether and
Bombos Tablet can be activated with Hammer (and Book).
Inverted: Starting locations are Dark Sanctuary in West Dark
World or at Link's House, which is shuffled freely.
Requires the moon pearl to be Link in the Light World
instead of a bunny.
''')
parser.add_argument('--swords', default='random', const='random', nargs='?', choices= ['random', 'assured', 'swordless', 'vanilla'],
help='''\
Select sword placement. (default: %(default)s)
Random: All swords placed randomly.
Assured: Start game with a sword already.
Swordless: No swords. Curtains in Skull Woods and Agahnim\'s
Tower are removed, Agahnim\'s Tower barrier can be
destroyed with hammer. Misery Mire and Turtle Rock
can be opened without a sword. Hammer damages Ganon.
Ether and Bombos Tablet can be activated with Hammer
(and Book). Bombos pads have been added in Ice
Palace, to allow for an alternative to firerod.
Vanilla: Swords are in vanilla locations.
''')
parser.add_argument('--goal', default='ganon', const='ganon', nargs='?', choices=['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals'],
help='''\
Select completion goal. (default: %(default)s)
@ -59,14 +67,12 @@ def start():
Triforce Hunt: Places 30 Triforce Pieces in the world, collect
20 of them to beat the game.
''')
parser.add_argument('--difficulty', default='normal', const='normal', nargs='?', choices=['easy', 'normal', 'hard', 'expert', 'insane'],
parser.add_argument('--difficulty', default='normal', const='normal', nargs='?', choices=['normal', 'hard', 'expert'],
help='''\
Select game difficulty. Affects available itempool. (default: %(default)s)
Easy: An easy setting with extra equipment.
Normal: Normal difficulty.
Hard: A harder setting with less equipment and reduced health.
Expert: A harder yet setting with minimum equipment and health.
Insane: A setting with the absolute minimum in equipment and no extra health.
''')
parser.add_argument('--timer', default='none', const='normal', nargs='?', choices=['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'],
help='''\

View File

@ -374,6 +374,9 @@ def balance_multiworld_progression(world):
reducing_state.sweep_for_events(locations=locations_to_test)
if testing.locked:
continue
if world.has_beaten_game(balancing_state):
if not world.has_beaten_game(reducing_state):
items_to_replace.append(testing)
@ -383,7 +386,7 @@ def balance_multiworld_progression(world):
items_to_replace.append(testing)
replaced_items = False
locations_for_replacing = [l for l in checked_locations if not l.event]
locations_for_replacing = [l for l in checked_locations if not l.event and not l.locked]
while locations_for_replacing and items_to_replace:
new_location = locations_for_replacing.pop()
old_location = items_to_replace.pop()

4
Gui.py
View File

@ -145,7 +145,7 @@ def guiMain(args=None):
modeFrame = Frame(drowDownFrame)
modeVar = StringVar()
modeVar.set('open')
modeOptionMenu = OptionMenu(modeFrame, modeVar, 'standard', 'open', 'swordless', 'inverted')
modeOptionMenu = OptionMenu(modeFrame, modeVar, 'standard', 'open', 'inverted')
modeOptionMenu.pack(side=RIGHT)
modeLabel = Label(modeFrame, text='Game Mode')
modeLabel.pack(side=LEFT)
@ -169,7 +169,7 @@ def guiMain(args=None):
difficultyFrame = Frame(drowDownFrame)
difficultyVar = StringVar()
difficultyVar.set('normal')
difficultyOptionMenu = OptionMenu(difficultyFrame, difficultyVar, 'easy', 'normal', 'hard', 'expert', 'insane')
difficultyOptionMenu = OptionMenu(difficultyFrame, difficultyVar, 'normal', 'hard', 'expert')
difficultyOptionMenu.pack(side=RIGHT)
difficultyLabel = Label(difficultyFrame, text='Game difficulty')
difficultyLabel.pack(side=LEFT)

View File

@ -29,17 +29,6 @@ normalthird10extra = ['Rupees (50)'] * 4 + ['Rupees (20)'] * 3 + ['Arrows (10)',
normalfourth5extra = ['Arrows (10)'] * 2 + ['Rupees (20)'] * 2 + ['Rupees (5)']
normalfinal25extra = ['Rupees (20)'] * 23 + ['Rupees (5)'] * 2
easybaseitems = (['Sanctuary Heart Container'] + ['Rupees (300)'] * 4 + ['Magic Upgrade (1/2)'] * 2 + ['Lamp'] * 2 + ['Silver Arrows'] * 2 +
['Boss Heart Container'] * 10 + ['Piece of Heart'] * 12)
easyextra = ['Piece of Heart'] * 12 + ['Rupees (300)']
easylimitedextra = ['Boss Heart Container'] * 3 # collapsing down the 12 pieces of heart
easyfirst15extra = ['Rupees (100)'] + ['Arrows (10)'] * 7 + ['Bombs (3)'] * 7
easysecond10extra = ['Bombs (3)'] * 7 + ['Rupee (1)', 'Rupees (50)', 'Bombs (10)']
easythird5extra = ['Rupees (50)'] * 2 + ['Bombs (3)'] * 2 + ['Arrows (10)']
easyfinal25extra = ['Rupees (50)'] * 4 + ['Rupees (20)'] * 14 + ['Rupee (1)'] + ['Arrows (10)'] * 4 + ['Rupees (5)'] * 2
easytimedotherextra = ['Red Clock'] * 5
hardbaseitems = ['Silver Arrows', 'Single Arrow', 'Bombs (10)'] + ['Rupees (300)'] * 4 + ['Boss Heart Container'] * 6 + ['Piece of Heart'] * 20 + ['Rupees (5)'] * 7 + ['Bombs (3)'] * 4
hardfirst20extra = ['Rupees (100)', 'Rupees (300)', 'Rupees (50)'] + ['Bombs (3)'] * 5 + ['Rupees (5)'] * 10 + ['Arrows (10)', 'Rupee (1)']
hardsecond10extra = ['Rupees (5)'] * 5 + ['Rupees (50)'] * 2 + ['Arrows (10)'] * 2 + ['Rupee (1)']
@ -55,13 +44,6 @@ expertthird10extra = ['Rupees (50)'] * 4 + ['Rupees (5)'] * 2 + ['Arrows (10)']
expertfourth5extra = ['Rupees (5)'] * 5
expertfinal25extra = ['Rupees (20)'] * 23 + ['Rupees (5)'] * 2
insanebaseitems = ['Rupees (300)'] * 4 + ['Single Arrow', 'Bombs (10)', 'Rupee (1)'] + ['Rupees (5)'] * 24 + ['Bombs (3)'] * 9 + ['Rupees (50)'] * 2 + ['Arrows (10)'] * 2 + ['Rupees (20)'] * 5
insanefirst15extra = ['Rupees (100)', 'Rupees (300)', 'Rupees (50)'] + ['Rupees (5)'] * 12
insanesecond15extra = ['Rupees (5)'] * 10 + ['Rupees (20)'] * 5
insanethird10extra = ['Rupees (50)'] * 4 + ['Rupees (5)'] * 2 + ['Arrows (10)'] * 3 + ['Rupee (1)']
insanefourth5extra = ['Rupees (5)'] * 5
insanefinal25extra = ['Rupees (20)'] * 23 + ['Rupees (5)'] * 2
Difficulty = namedtuple('Difficulty',
['baseitems', 'bottles', 'bottle_count', 'same_bottle', 'progressiveshield',
'basicshield', 'progressivearmor', 'basicarmor', 'swordless',
@ -72,14 +54,6 @@ Difficulty = namedtuple('Difficulty',
total_items_to_place = 153
def easy_conditional_extras(timer, _goal, _mode, pool, placed_items):
extraitems = total_items_to_place - len(pool) - len(placed_items)
if extraitems < len(easyextra):
return easylimitedextra
if timer in ['timed', 'timed-countdown']:
return easytimedotherextra
return []
def no_conditional_extras(*_args):
return []
@ -109,30 +83,6 @@ difficulties = {
progressive_armor_limit = 2,
progressive_bottle_limit = 4,
),
'easy': Difficulty(
baseitems = easybaseitems,
bottles = normalbottles,
bottle_count = 8,
same_bottle = False,
progressiveshield = ['Progressive Shield'] * 6,
basicshield = ['Blue Shield', 'Red Shield', 'Mirror Shield'] * 2,
progressivearmor = ['Progressive Armor'] * 4,
basicarmor = ['Blue Mail', 'Red Mail'] * 2,
swordless = ['Rupees (20)'] * 8,
progressivesword = ['Progressive Sword'] * 7,
basicsword = ['Master Sword', 'Tempered Sword', 'Golden Sword'] *2 + ['Fighter Sword'],
timedohko = ['Green Clock'] * 25,
timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 5, # +5 more Red Clocks if there is room
triforcehunt = ['Triforce Piece'] * 30,
triforce_pieces_required = 20,
retro = ['Small Key (Universal)'] * 27,
conditional_extras = easy_conditional_extras,
extras = [easyextra, easyfirst15extra, easysecond10extra, easythird5extra, easyfinal25extra],
progressive_sword_limit = 4,
progressive_shield_limit = 3,
progressive_armor_limit = 2,
progressive_bottle_limit = 4,
),
'hard': Difficulty(
baseitems = hardbaseitems,
bottles = hardbottles,
@ -181,34 +131,10 @@ difficulties = {
progressive_armor_limit = 0,
progressive_bottle_limit = 4,
),
'insane': Difficulty(
baseitems = insanebaseitems,
bottles = hardbottles,
bottle_count = 4,
same_bottle = False,
progressiveshield = [],
basicshield = [],
progressivearmor = [],
basicarmor = [],
swordless = ['Rupees (20)'] * 3 + ['Silver Arrows'],
progressivesword = ['Progressive Sword'] * 3,
basicsword = ['Fighter Sword', 'Master Sword', 'Master Sword'],
timedohko = ['Green Clock'] * 20 + ['Red Clock'] * 5,
timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10,
triforcehunt = ['Triforce Piece'] * 30,
triforce_pieces_required = 20,
retro = ['Small Key (Universal)'] * 12 + ['Rupees (5)'] * 15,
conditional_extras = no_conditional_extras,
extras = [insanefirst15extra, insanesecond15extra, insanethird10extra, insanefourth5extra, insanefinal25extra],
progressive_sword_limit = 2,
progressive_shield_limit = 0,
progressive_armor_limit = 0,
progressive_bottle_limit = 4,
),
}
def generate_itempool(world, player):
if (world.difficulty not in ['easy', 'normal', 'hard', 'expert', 'insane'] or world.goal not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals']
if (world.difficulty not in ['normal', 'hard', 'expert'] or world.goal not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals']
or world.mode not in ['open', 'standard', 'swordless', 'inverted'] or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'] or world.progressive not in ['on', 'off', 'random']):
raise NotImplementedError('Not supported yet')
@ -217,29 +143,37 @@ def generate_itempool(world, player):
world.push_item(world.get_location('Ganon', player), ItemFactory('Triforce', player), False)
world.get_location('Ganon', player).event = True
world.get_location('Ganon', player).locked = True
world.push_item(world.get_location('Agahnim 1', player), ItemFactory('Beat Agahnim 1', player), False)
world.get_location('Agahnim 1', player).event = True
world.get_location('Agahnim 1', player).locked = True
world.push_item(world.get_location('Agahnim 2', player), ItemFactory('Beat Agahnim 2', player), False)
world.get_location('Agahnim 2', player).event = True
world.get_location('Agahnim 2', player).locked = True
world.push_item(world.get_location('Dark Blacksmith Ruins', player), ItemFactory('Pick Up Purple Chest', player), False)
world.get_location('Dark Blacksmith Ruins', player).event = True
world.get_location('Dark Blacksmith Ruins', player).locked = True
world.push_item(world.get_location('Frog', player), ItemFactory('Get Frog', player), False)
world.get_location('Frog', player).event = True
world.get_location('Frog', player).locked = True
world.push_item(world.get_location('Missing Smith', player), ItemFactory('Return Smith', player), False)
world.get_location('Missing Smith', player).event = True
world.get_location('Missing Smith', player).locked = True
world.push_item(world.get_location('Floodgate', player), ItemFactory('Open Floodgate', player), False)
world.get_location('Floodgate', player).event = True
world.get_location('Floodgate', player).locked = True
# set up item pool
if world.custom:
(pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.retro, world.customitemarray)
(pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.swords, world.retro, world.customitemarray)
world.rupoor_cost = min(world.customitemarray[67], 9999)
else:
(pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = get_pool_core(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.retro)
(pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = get_pool_core(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.swords, world.retro)
world.itempool += ItemFactory(pool, player)
for (location, item) in placed_items:
world.push_item(world.get_location(location, player), ItemFactory(item, player), False)
world.get_location(location, player).event = True
world.get_location(location, player).locked = True
world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms
if clock_mode is not None:
world.clock_mode = clock_mode
@ -254,7 +188,7 @@ def generate_itempool(world, player):
# logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
# rather than making all hearts/heart pieces progression items (which slows down generation considerably)
# We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
if world.difficulty in ['easy', 'normal', 'hard'] and not (world.custom and world.customitemarray[30] == 0):
if world.difficulty in ['normal', 'hard'] and not (world.custom and world.customitemarray[30] == 0):
[item for item in world.itempool if item.name == 'Boss Heart Container' and item.player == player][0].advancement = True
elif world.difficulty in ['expert'] and not (world.custom and world.customitemarray[29] < 4):
adv_heart_pieces = [item for item in world.itempool if item.name == 'Piece of Heart' and item.player == player][0:4]
@ -341,6 +275,7 @@ def create_dynamic_shop_locations(world, player):
world.push_item(loc, ItemFactory(item['item'], player), False)
loc.event = True
loc.locked = True
def fill_prizes(world, attempts=15):
@ -393,7 +328,7 @@ def set_up_shops(world, player):
#special shop types
def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, retro):
def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, retro):
pool = []
placed_items = []
clock_mode = None
@ -411,8 +346,6 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, retro):
pool.extend(basicgloves)
lamps_needed_for_dark_rooms = 1
if difficulty == 'easy':
lamps_needed_for_dark_rooms = 3
# insanity shuffle doesn't have fake LW/DW logic so for now guaranteed Mirror and Moon Pearl at the start
if shuffle == 'insanity_legacy':
@ -448,7 +381,7 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, retro):
else:
pool.extend(diff.basicarmor)
if mode == 'swordless':
if swords == 'swordless':
pool.extend(diff.swordless)
elif mode == 'standard':
if want_progressives():
@ -505,7 +438,7 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, retro):
pool.extend(['Small Key (Universal)'])
return (pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms)
def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, retro, customitemarray):
def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, swords, retro, customitemarray):
pool = []
placed_items = []
clock_mode = None
@ -589,8 +522,6 @@ def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, r
diff = difficulties[difficulty]
lamps_needed_for_dark_rooms = 1
if difficulty == 'easy':
lamps_needed_for_dark_rooms = customitemarray[12]
# expert+ difficulties produce the same contents for
# all bottles, since only one bottle is available
@ -659,24 +590,25 @@ def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, r
# A quick test to ensure all combinations generate the correct amount of items.
def test():
for difficulty in ['easy', 'normal', 'hard', 'expert', 'insane']:
for difficulty in ['normal', 'hard', 'expert']:
for goal in ['ganon', 'triforcehunt', 'pedestal']:
for timer in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown']:
for mode in ['open', 'standard', 'swordless', 'inverted']:
for progressive in ['on', 'off']:
for shuffle in ['full', 'insane']:
for retro in [True, False]:
out = get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, retro)
count = len(out[0]) + len(out[1])
for mode in ['open', 'standard', 'inverted']:
for swords in ['random', 'assured', 'swordless', 'vanilla']:
for progressive in ['on', 'off']:
for shuffle in ['full', 'insanity_legacy']:
for retro in [True, False]:
out = get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, retro)
count = len(out[0]) + len(out[1])
correct_count = total_items_to_place
if goal in ['pedestal']:
# pedestal goals generate one extra item
correct_count += 1
if retro:
correct_count += 28
correct_count = total_items_to_place
if goal in ['pedestal']:
# pedestal goals generate one extra item
correct_count += 1
if retro:
correct_count += 28
assert count == correct_count, "expected {0} items but found {1} items for {2}".format(correct_count, count, (progressive, shuffle, difficulty, timer, goal, mode, retro))
assert count == correct_count, "expected {0} items but found {1} items for {2}".format(correct_count, count, (progressive, shuffle, difficulty, timer, goal, mode, retro))
if __name__ == '__main__':
test()

View File

@ -24,6 +24,7 @@ def ItemFactory(items, player):
# Format: Name: (Advancement, Priority, Type, ItemCode, Pedestal Hint Text, Pedestal Credit Text, Sick Kid Credit Text, Zora Credit Text, Witch Credit Text, Flute Boy Credit Text, Hint Text)
item_table = {'Bow': (True, False, None, 0x0B, 'You have\nchosen the\narcher class.', 'the stick and twine', 'arrow-slinging kid', 'arrow sling for sale', 'witch and robin hood', 'archer boy shoots again', 'the Bow'),
'Progressive Bow': (True, False, None, 0x64, 'You have\nchosen the\narcher class.', 'the stick and twine', 'arrow-slinging kid', 'arrow sling for sale', 'witch and robin hood', 'archer boy shoots again', 'a Bow'),
'Book of Mudora': (True, False, None, 0x1D, 'This is a\nparadox?!', 'and the story book', 'the scholarly kid', 'moon runes for sale', 'drugs for literacy', 'book-worm boy can read again', 'the Book'),
'Hammer': (True, False, None, 0x09, 'stop\nhammer time!', 'and m c hammer', 'hammer-smashing kid', 'm c hammer for sale', 'stop... hammer time', 'stop, hammer time', 'the hammer'),
'Hookshot': (True, False, None, 0x0A, 'BOING!!!\nBOING!!!\nBOING!!!', 'and the tickle beam', 'tickle-monster kid', 'tickle beam for sale', 'witch and tickle boy', 'beam boy tickles again', 'the Hookshot'),

View File

@ -24,7 +24,7 @@ def main(args, seed=None):
start = time.clock()
# initialize the world
world = World(args.multi, args.shuffle, args.logic, args.mode, args.difficulty, args.timer, args.progressive, args.goal, args.algorithm, not args.nodungeonitems, args.beatableonly, args.shuffleganon, args.quickswap, args.fastmenu, args.disablemusic, args.keysanity, args.retro, args.custom, args.customitemarray, args.shufflebosses, args.hints)
world = World(args.multi, args.shuffle, args.logic, args.mode, args.swords, args.difficulty, args.timer, args.progressive, args.goal, args.algorithm, not args.nodungeonitems, args.beatableonly, args.shuffleganon, args.quickswap, args.fastmenu, args.disablemusic, args.keysanity, args.retro, args.custom, args.customitemarray, args.shufflebosses, args.hints)
logger = logging.getLogger('')
if seed is None:
random.seed(None)
@ -180,7 +180,7 @@ def gt_filler(world):
def copy_world(world):
# ToDo: Not good yet
ret = World(world.players, world.shuffle, world.logic, world.mode, world.difficulty, world.timer, world.progressive, world.goal, world.algorithm, world.place_dungeon_items, world.check_beatable_only, world.shuffle_ganon, world.quickswap, world.fastmenu, world.disable_music, world.keysanity, world.retro, world.custom, world.customitemarray, world.boss_shuffle, world.hints)
ret = World(world.players, world.shuffle, world.logic, world.mode, world.swords, world.difficulty, world.timer, world.progressive, world.goal, world.algorithm, world.place_dungeon_items, world.check_beatable_only, world.shuffle_ganon, world.quickswap, world.fastmenu, world.disable_music, world.keysanity, world.retro, world.custom, world.customitemarray, world.boss_shuffle, world.hints)
ret.required_medallions = world.required_medallions.copy()
ret.swamp_patch_required = world.swamp_patch_required.copy()
ret.ganon_at_pyramid = world.ganon_at_pyramid.copy()
@ -238,6 +238,8 @@ def copy_world(world):
item.location = ret.get_location(location.name, location.player)
if location.event:
ret.get_location(location.name, location.player).event = True
if location.locked:
ret.get_location(location.name, location.player).locked = True
# copy remaining itempool. No item in itempool should have an assigned location
for item in world.itempool:

View File

@ -95,12 +95,6 @@ This is only noticeably different if the the Ganon shuffle option is enabled.
## Game Difficulty
### Easy
This setting doubles the number of swords, shields, armors, bottles, and silver arrows in the item pool.
This setting will also triple the number of Lamps available, and all will be obtainable before dark rooms.
Within dungeons, the number of items found will be displayed on screen if there is no timer.
### Normal
This is the default setting that has an item pool most similar to the original
@ -118,11 +112,6 @@ the player from having fairies in bottles.
This setting is a more extreme version of the Hard setting. Potions are further nerfed, the item
pool is less helpful, and the player can find no armor, only a Master Sword, and only a single bottle.
### Insane
This setting is a modest step up from Expert. The main difference is that the player will never find any
additional health.
## Timer Setting
### None
@ -358,7 +347,7 @@ Select the game mode. (default: open)
Select the game completion goal. (default: ganon)
```
--difficulty [{easy,normal,hard,expert,insane}]
--difficulty [{normal,hard,expert}]
```
Select the game difficulty. Affects available itempool. (default: normal)

75
Rom.py
View File

@ -549,7 +549,7 @@ def patch_rom(world, player, rom):
rom.write_byte(0x51DE, 0x00)
# set open mode:
if world.mode in ['open', 'swordless', 'inverted']:
if world.mode in ['open', 'inverted']:
rom.write_byte(0x180032, 0x01) # open mode
# disable sword sprite from uncle
@ -587,7 +587,7 @@ def patch_rom(world, player, rom):
# potion magic restore amount
rom.write_byte(0x180085, 0x40) # Half Magic
#Cape magic cost
rom.write_bytes(0x3ADA7, [0x02, 0x02, 0x02])
rom.write_bytes(0x3ADA7, [0x02, 0x04, 0x08])
# Byrna Invulnerability: off
rom.write_byte(0x18004F, 0x00)
#Disable catching fairies
@ -603,31 +603,11 @@ def patch_rom(world, player, rom):
# Powdered Fairies Prize
rom.write_byte(0x36DD0, 0xD8) # One Heart
# potion heal amount
rom.write_byte(0x180084, 0x08) # One Heart
rom.write_byte(0x180084, 0x20) # 4 Hearts
# potion magic restore amount
rom.write_byte(0x180085, 0x20) # Quarter Magic
#Cape magic cost
rom.write_bytes(0x3ADA7, [0x01, 0x01, 0x01])
# Byrna Invulnerability: off
rom.write_byte(0x18004F, 0x00)
#Disable catching fairies
rom.write_byte(0x34FD6, 0x80)
overflow_replacement = GREEN_TWENTY_RUPEES
# Rupoor negative value
rom.write_int16(0x180036, world.rupoor_cost)
# Set stun items
rom.write_byte(0x180180, 0x00) # Nothing
# Make silver arrows only usable against Ganon
rom.write_byte(0x180181, 0x01)
elif world.difficulty == 'insane':
# Powdered Fairies Prize
rom.write_byte(0x36DD0, 0x79) # Bees
# potion heal amount
rom.write_byte(0x180084, 0x00) # No healing
# potion magic restore amount
rom.write_byte(0x180085, 0x00) # No healing
#Cape magic cost
rom.write_bytes(0x3ADA7, [0x01, 0x01, 0x01])
rom.write_bytes(0x3ADA7, [0x02, 0x04, 0x08])
# Byrna Invulnerability: off
rom.write_byte(0x18004F, 0x00)
#Disable catching fairies
@ -664,12 +644,7 @@ def patch_rom(world, player, rom):
else:
overflow_replacement = GREEN_TWENTY_RUPEES
if world.difficulty in ['easy']:
rom.write_byte(0x180182, 0x03) # auto equip silvers on pickup and at ganon
elif world.retro and world.difficulty in ['hard', 'expert', 'insane']: #FIXME: this is temporary for v29 baserom (perhaps no so temporary?)
rom.write_byte(0x180182, 0x03) # auto equip silvers on pickup and at ganon
else:
rom.write_byte(0x180182, 0x01) # auto equip silvers on pickup
rom.write_byte(0x180182, 0x01) # auto equip silvers on pickup
#Byrna residual magic cost
rom.write_bytes(0x45C42, [0x04, 0x02, 0x01])
@ -709,7 +684,7 @@ def patch_rom(world, player, rom):
random.shuffle(packs)
prizes[:56] = [drop for pack in packs for drop in pack]
if world.difficulty in ['hard', 'expert', 'insane']:
if world.difficulty in ['hard', 'expert']:
prize_replacements = {0xE0: 0xDF, # Fairy -> heart
0xE3: 0xD8} # Big magic -> small magic
prizes = [prize_replacements.get(prize, prize) for prize in prizes]
@ -753,26 +728,16 @@ def patch_rom(world, player, rom):
rom.write_byte(address, prize)
# Fill in item substitutions table
if world.difficulty in ['easy']:
rom.write_bytes(0x184000, [
# original_item, limit, replacement_item, filler
0x12, 0x01, 0x35, 0xFF, # lamp -> 5 rupees
0x58, 0x01, 0x43, 0xFF, # silver arrows -> 1 arrow
0x51, 0x06, 0x52, 0xFF, # 6 +5 bomb upgrades -> +10 bomb upgrade
0x53, 0x06, 0x54, 0xFF, # 6 +5 arrow upgrades -> +10 arrow upgrade
0xFF, 0xFF, 0xFF, 0xFF, # end of table sentinel
])
else:
rom.write_bytes(0x184000, [
# original_item, limit, replacement_item, filler
0x12, 0x01, 0x35, 0xFF, # lamp -> 5 rupees
0x51, 0x06, 0x52, 0xFF, # 6 +5 bomb upgrades -> +10 bomb upgrade
0x53, 0x06, 0x54, 0xFF, # 6 +5 arrow upgrades -> +10 arrow upgrade
0xFF, 0xFF, 0xFF, 0xFF, # end of table sentinel
])
rom.write_bytes(0x184000, [
# original_item, limit, replacement_item, filler
0x12, 0x01, 0x35, 0xFF, # lamp -> 5 rupees
0x51, 0x06, 0x52, 0xFF, # 6 +5 bomb upgrades -> +10 bomb upgrade
0x53, 0x06, 0x54, 0xFF, # 6 +5 arrow upgrades -> +10 arrow upgrade
0xFF, 0xFF, 0xFF, 0xFF, # end of table sentinel
])
# set Fountain bottle exchange items
if world.difficulty in ['hard', 'expert', 'insane']:
if world.difficulty in ['hard', 'expert']:
rom.write_byte(0x348FF, [0x16, 0x2B, 0x2C, 0x2D, 0x3C, 0x48][random.randint(0, 5)])
rom.write_byte(0x3493B, [0x16, 0x2B, 0x2C, 0x2D, 0x3C, 0x48][random.randint(0, 5)])
else:
@ -837,9 +802,7 @@ def patch_rom(world, player, rom):
rom.write_int32(0x180200, -100 * 60 * 60 * 60) # red clock adjustment time (in frames, sint32)
rom.write_int32(0x180204, 2 * 60 * 60) # blue clock adjustment time (in frames, sint32)
rom.write_int32(0x180208, 4 * 60 * 60) # green clock adjustment time (in frames, sint32)
if world.difficulty == 'easy':
rom.write_int32(0x18020C, (20 + ERtimeincrease) * 60 * 60) # starting time (in frames, sint32)
elif world.difficulty == 'normal':
if world.difficulty == 'normal':
rom.write_int32(0x18020C, (10 + ERtimeincrease) * 60 * 60) # starting time (in frames, sint32)
else:
rom.write_int32(0x18020C, int((5 + ERtimeincrease / 2) * 60 * 60)) # starting time (in frames, sint32)
@ -866,7 +829,7 @@ def patch_rom(world, player, rom):
rom.write_byte(0x180211, 0x06) #Game type, we set the Entrance and item randomization flags
# assorted fixes
rom.write_byte(0x1800A2, 0x01) # remain in real dark world when dying in dark word dungion before killing aga1
rom.write_byte(0x1800A2, 0x01) # remain in real dark world when dying in dark world dungeon before killing aga1
rom.write_byte(0x180169, 0x01 if world.lock_aga_door_in_escape else 0x00) # Lock or unlock aga tower door during escape sequence.
if world.mode == 'inverted':
rom.write_byte(0x180169, 0x02) # lock aga/ganon tower door with crystals in inverted
@ -878,6 +841,7 @@ def patch_rom(world, player, rom):
rom.write_bytes(0x50563, [0x3F, 0x14]) # disable below ganon chest
rom.write_byte(0x50599, 0x00) # disable below ganon chest
rom.write_bytes(0xE9A5, [0x7E, 0x00, 0x24]) # disable below ganon chest
rom.write_byte(0x18008B, 0x00) # Pyramid Hole not pre-opened
rom.write_byte(0xF5D73, 0xF0) # bees are catchable
rom.write_byte(0xF5F10, 0xF0) # bees are catchable
rom.write_byte(0x180086, 0x00 if world.aga_randomness else 0x01) # set blue ball and ganon warp randomness
@ -928,8 +892,6 @@ def patch_rom(world, player, rom):
# compasses showing dungeon count
if world.clock_mode != 'off':
rom.write_byte(0x18003C, 0x00) # Currently must be off if timer is on, because they use same HUD location
elif world.difficulty == 'easy':
rom.write_byte(0x18003C, 0x02) # always on
elif world.keysanity:
rom.write_byte(0x18003C, 0x01) # show on pickup
else:
@ -1311,6 +1273,9 @@ def write_strings(rom, world, player):
greenpendant = world.find_items('Green Pendant', player)[0]
tt['sahasrahla_bring_courage'] = 'I lost my family heirloom in %s' % greenpendant.hint_text
tt['sign_ganons_tower'] = ('You need %d crystal to enter.' if world.crystals_needed_for_gt == 1 else 'You need %d crystals to enter.') % world.crystals_needed_for_gt
tt['sign_ganon'] = ('You need %d crystal to beat Ganon.' if world.crystals_needed_for_ganon == 1 else 'You need %d crystals to beat Ganon.') % world.crystals_needed_for_ganon
tt['uncle_leaving_text'] = Uncle_texts[random.randint(0, len(Uncle_texts) - 1)]
tt['end_triforce'] = "{NOBORDER}\n" + Triforce_texts[random.randint(0, len(Triforce_texts) - 1)]
tt['bomb_shop_big_bomb'] = BombShop2_texts[random.randint(0, len(BombShop2_texts) - 1)]

View File

@ -26,14 +26,16 @@ def set_rules(world, player):
open_rules(world, player)
elif world.mode == 'standard':
standard_rules(world, player)
elif world.mode == 'swordless':
swordless_rules(world, player)
elif world.mode == 'inverted':
open_rules(world, player)
inverted_rules(world, player)
else:
raise NotImplementedError('Not implemented yet')
if world.swords == 'swordless':
# FIXME: !!! Does not handle inverted properly
swordless_rules(world, player)
if world.logic == 'noglitches':
no_glitches_rules(world, player)
elif world.logic == 'minorglitches':
@ -792,8 +794,7 @@ def inverted_rules(world, player):
'Ganons Tower - Pre-Moldorm Chest', 'Ganons Tower - Validation Chest']:
forbid_item(world.get_location(location, player), 'Big Key (Ganons Tower)', player)
set_rule(world.get_location('Ganon', player), lambda state: state.has_beam_sword(player) and state.has_fire_source(player) and state.has('Crystal 1', player) and state.has('Crystal 2', player)
and state.has('Crystal 3', player) and state.has('Crystal 4', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player) and state.has('Crystal 7', player)
set_rule(world.get_location('Ganon', player), lambda state: state.has_beam_sword(player) and state.has_fire_source(player) and state.has_crystals(world.crystals_needed_for_ganon, player)
and (state.has('Tempered Sword', player) or state.has('Golden Sword', player) or (state.has('Silver Arrows', player) and state.can_shoot_arrows(player)) or state.has('Lamp', player) or state.can_extend_magic(player, 12))) # need to light torch a sufficient amount of times
set_rule(world.get_entrance('Ganon Drop', player), lambda state: state.has_beam_sword(player)) # need to damage ganon to get tiles to drop
@ -801,7 +802,7 @@ def inverted_rules(world, player):
set_trock_key_rules(world, player)
set_rule(world.get_entrance('Inverted Ganons Tower', player), lambda state: state.has('Crystal 1', player) and state.has('Crystal 2', player) and state.has('Crystal 3', player) and state.has('Crystal 4', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player) and state.has('Crystal 7', player))
set_rule(world.get_entrance('Inverted Ganons Tower', player), lambda state: state.has_crystals(world.crystals_needed_for_gt, player))
def no_glitches_rules(world, player):
if world.mode != 'inverted':
@ -887,11 +888,6 @@ def open_rules(world, player):
def swordless_rules(world, player):
# for the time being swordless mode just inherits all fixes from open mode.
# should there ever be fixes that apply to open mode but not swordless, this
# can be revisited.
open_rules(world, player)
set_rule(world.get_entrance('Agahnims Tower', player), lambda state: state.has('Cape', player) or state.has('Hammer', player) or state.has('Beat Agahnim 1', player)) # barrier gets removed after killing agahnim, relevant for entrance shuffle
set_rule(world.get_entrance('Agahnim 1', player), lambda state: (state.has('Hammer', player) or state.has('Fire Rod', player) or state.can_shoot_arrows(player) or state.has('Cane of Somaria', player)) and state.has_key('Small Key (Agahnims Tower)', player, 2))
set_rule(world.get_location('Ether Tablet', player), lambda state: state.has('Book of Mudora', player) and state.has('Hammer', player))

View File

@ -1883,5 +1883,7 @@ class TextTable(object):
# 190
text['sign_east_death_mountain_bridge'] = CompressedTextMapper.convert("How did you get up here?")
text['fish_money'] = CompressedTextMapper.convert("It's a secret to everyone.")
text['sign_ganons_tower'] = CompressedTextMapper.convert("You need all 7 crystals to enter.")
text['sign_ganon'] = CompressedTextMapper.convert("You need all 7 crystals to beat Ganon.")
text['end_pad_data'] = bytearray([0xfb])
text['terminator'] = bytearray([0xFF, 0xFF])

0
_vendor/__init__.py Normal file
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