from BaseClasses import World, CollectionState, Item from Regions import create_regions from EntranceShuffle import link_entrances from Rom import patch_rom, LocalRom, JsonRom from Rules import set_rules from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive from Items import ItemFactory from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, fill_restrictive, flood_items from collections import OrderedDict from ItemList import generate_itempool import random import time import logging import json __version__ = '0.5.0-dev' logic_hash = [217, 163, 29, 168, 46, 16, 56, 85, 183, 60, 44, 118, 98, 125, 64, 42, 161, 36, 131, 95, 247, 37, 127, 164, 47, 14, 19, 40, 96, 174, 67, 200, 240, 119, 189, 4, 243, 155, 162, 32, 159, 186, 84, 180, 233, 99, 86, 242, 105, 26, 216, 196, 249, 214, 45, 70, 72, 224, 78, 87, 93, 182, 38, 248, 173, 109, 30, 205, 73, 7, 193, 113, 241, 251, 52, 62, 171, 43, 41, 222, 138, 49, 145, 170, 103, 48, 21, 235, 74, 110, 176, 201, 253, 114, 68, 117, 89, 207, 82, 54, 211, 61, 53, 88, 158, 226, 218, 177, 50, 213, 25, 9, 104, 140, 203, 169, 166, 116, 152, 2, 33, 149, 20, 220, 165, 108, 254, 179, 107, 6, 22, 128, 69, 250, 231, 94, 92, 97, 252, 160, 172, 148, 237, 81, 77, 199, 35, 215, 184, 187, 136, 28, 129, 71, 210, 178, 102, 195, 198, 121, 80, 135, 111, 151, 17, 223, 228, 238, 51, 147, 133, 79, 55, 12, 122, 1, 100, 120, 225, 202, 144, 63, 185, 208, 181, 204, 134, 142, 188, 146, 126, 27, 153, 91, 191, 13, 157, 5, 59, 234, 83, 141, 23, 15, 18, 236, 137, 31, 143, 209, 229, 34, 132, 57, 75, 0, 230, 190, 90, 115, 76, 123, 197, 39, 3, 206, 255, 112, 244, 167, 212, 154, 65, 124, 219, 221, 106, 139, 175, 10, 101, 239, 150, 227, 11, 246, 24, 156, 8, 130, 245, 66, 194, 58, 232, 192] def main(args, seed=None): start = time.clock() # initialize the world world = World(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.keysanity) logger = logging.getLogger('') if seed is None: random.seed(None) world.seed = random.randint(0, 999999999) else: world.seed = int(seed) random.seed(world.seed) logger.info('ALttP Entrance Randomizer Version %s - Seed: %s\n\n' % (__version__, world.seed)) create_regions(world) create_dungeons(world) logger.info('Shuffling the World about.') link_entrances(world) logger.info('Calculating Access Rules.') set_rules(world) logger.info('Generating Item Pool.') generate_itempool(world) logger.info('Placing Dungeon Items.') shuffled_locations = None if args.algorithm == 'vt26' or args.keysanity: shuffled_locations = world.get_unfilled_locations() random.shuffle(shuffled_locations) fill_dungeons_restrictive(world, shuffled_locations) else: fill_dungeons(world) logger.info('Fill the world.') if args.algorithm == 'flood': flood_items(world) # different algo, biased towards early game progress items elif args.algorithm == 'vt21': distribute_items_cutoff(world, 1) elif args.algorithm == 'vt22': distribute_items_cutoff(world, 0.66) elif args.algorithm == 'freshness': distribute_items_staleness(world) elif args.algorithm == 'vt25': distribute_items_restrictive(world, 0) elif args.algorithm == 'vt26': distribute_items_restrictive(world, random.randint(0, 15), shuffled_locations) elif args.algorithm == 'balanced': distribute_items_restrictive(world, random.randint(0, 15)) logger.info('Calculating playthrough.') create_playthrough(world) logger.info('Patching ROM.') if args.sprite is not None: sprite = bytearray(open(args.sprite, 'rb').read()) else: sprite = None outfilebase = 'ER_%s_%s-%s-%s%s_%s-%s%s%s%s%s%s_%s' % (world.logic, world.difficulty, world.mode, world.goal, "" if world.timer in ['none', 'display'] else "-" + world.timer, world.shuffle, world.algorithm, "-keysanity" if world.keysanity else "", "-progressives_" + world.progressive if world.progressive in ['off', 'random'] else "", "-fastmenu" if world.fastmenu else "", "-quickswap" if world.quickswap else "", "-shuffleganon" if world.shuffle_ganon else "", world.seed) if not args.suppress_rom: if args.jsonout: rom = JsonRom() else: rom = LocalRom(args.rom) patch_rom(world, rom, bytearray(logic_hash), args.heartbeep, sprite) if args.jsonout: print(json.dumps({'patch': rom.patches, 'spoiler': world.spoiler.to_json()})) else: rom.write_to_file(args.jsonout or '%s.sfc' % outfilebase) if args.create_spoiler and not args.jsonout: world.spoiler.to_file('%s_Spoiler.txt' % outfilebase) logger.info('Done. Enjoy.') logger.debug('Total Time: %s' % (time.clock() - start)) return world def copy_world(world): # ToDo: Not good yet ret = World(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.keysanity) ret.required_medallions = list(world.required_medallions) ret.swamp_patch_required = world.swamp_patch_required ret.ganon_at_pyramid = world.ganon_at_pyramid ret.treasure_hunt_count = world.treasure_hunt_count ret.treasure_hunt_icon = world.treasure_hunt_icon ret.sewer_light_cone = world.sewer_light_cone ret.light_world_light_cone = world.light_world_light_cone ret.dark_world_light_cone = world.dark_world_light_cone ret.seed = world.seed ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge create_regions(ret) create_dungeons(ret) # connect copied world for region in world.regions: for entrance in region.entrances: ret.get_entrance(entrance.name).connect(ret.get_region(region.name)) # fill locations for location in world.get_locations(): if location.item is not None: item = Item(location.item.name, location.item.advancement, location.item.priority, location.item.type) ret.get_location(location.name).item = item item.location = ret.get_location(location.name) if location.event: ret.get_location(location.name).event = True # copy remaining itempool. No item in itempool should have an assigned location for item in world.itempool: ret.itempool.append(Item(item.name, item.advancement, item.priority, item.type)) # copy progress items in state ret.state.prog_items = list(world.state.prog_items) set_rules(ret) return ret def create_playthrough(world): # create a copy as we will modify it old_world = world world = copy_world(world) # in treasure hunt and pedestal goals, ganon is invincible if world.goal in ['pedestal', 'triforcehunt']: world.get_location('Ganon').item = None # if we only check for beatable, we can do this sanity check first before writing down spheres if world.check_beatable_only and not world.can_beat_game(): raise RuntimeError('Cannot beat game. Something went terribly wrong here!') # get locations containing progress items prog_locations = [location for location in world.get_locations() if location.item is not None and (location.item.advancement or (location.item.key and world.keysanity))] collection_spheres = [] state = CollectionState(world) sphere_candidates = list(prog_locations) logging.getLogger('').debug('Building up collection spheres.') while sphere_candidates: if not world.keysanity: state.sweep_for_events(key_only=True) 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 sphere_candidates: if state.can_reach(location): sphere.append(location) for location in sphere: sphere_candidates.remove(location) state.collect(location.item, True) collection_spheres.append(sphere) logging.getLogger('').debug('Calculated sphere %i, containing %i of %i progress items.' % (len(collection_spheres), len(sphere), len(prog_locations))) if not sphere: logging.getLogger('').debug('The following items could not be reached: %s' % ['%s at %s' % (location.item.name, location.name) for location in sphere_candidates]) if not world.check_beatable_only: raise RuntimeError('Not all progression items reachable. Something went terribly wrong here.') else: break # in the second phase, we cull each sphere such that the game is still beatable, reducing each range of influence to the bare minimum required inside it for sphere in reversed(collection_spheres): to_delete = [] for location in sphere: # we remove the item at location and check if game is still beatable logging.getLogger('').debug('Checking if %s is required to beat the game.' % location.item.name) old_item = location.item location.item = None state.remove(old_item) world._item_cache = {} # need to invalidate if world.can_beat_game(): to_delete.append(location) else: # still required, got to keep it around location.item = old_item # cull entries in spheres for spoiler walkthrough at end for location in to_delete: sphere.remove(location) # we are now down to just the required progress items in collection_spheres in a minimum number of spheres. As a cleanup, we right trim empty spheres (can happen if we have multiple triforces) collection_spheres = [sphere for sphere in collection_spheres if sphere] # store the required locations for statistical analysis old_world.required_locations = [location.name for sphere in collection_spheres for location in sphere] # we can finally output our playthrough old_world.spoiler.playthrough = OrderedDict([(str(i + 1), {str(location): str(location.item) for location in sphere}) for i, sphere in enumerate(collection_spheres)])