import logging import typing from BaseClasses import Tutorial, ItemClassification, MultiWorld from Fill import fill_restrictive from Options import PerGameCommonOptions from worlds.AutoWorld import World, WebWorld from .Items import item_table, item_names, copy_ability_table, animal_friend_table, filler_item_weights, KDL3Item, \ trap_item_table, copy_ability_access_table, star_item_weights, total_filler_weights from .Locations import location_table, KDL3Location, level_consumables, consumable_locations, star_locations from .Names.AnimalFriendSpawns import animal_friend_spawns from .Names.EnemyAbilities import vanilla_enemies, enemy_mapping, enemy_restrictive from .Regions import create_levels, default_levels from .Options import KDL3Options from .Presets import kdl3_options_presets from .Names import LocationName from .Room import KDL3Room from .Rules import set_rules from .Rom import KDL3DeltaPatch, get_base_rom_path, RomData, patch_rom, KDL3JHASH, KDL3UHASH from .Client import KDL3SNIClient from typing import Dict, TextIO, Optional, List import os import math import threading import base64 import settings logger = logging.getLogger("Kirby's Dream Land 3") class KDL3Settings(settings.Group): class RomFile(settings.SNESRomPath): """File name of the KDL3 JP or EN rom""" description = "Kirby's Dream Land 3 ROM File" copy_to = "Kirby's Dream Land 3.sfc" md5s = [KDL3JHASH, KDL3UHASH] rom_file: RomFile = RomFile(RomFile.copy_to) class KDL3WebWorld(WebWorld): theme = "partyTime" tutorials = [ Tutorial( "Multiworld Setup Guide", "A guide to setting up the Kirby's Dream Land 3 randomizer connected to an Archipelago Multiworld.", "English", "setup_en.md", "setup/en", ["Silvris"] ) ] options_presets = kdl3_options_presets class KDL3World(World): """ Join Kirby and his Animal Friends on an adventure to collect Heart Stars and drive Dark Matter away from Dream Land! """ game = "Kirby's Dream Land 3" options_dataclass: typing.ClassVar[typing.Type[PerGameCommonOptions]] = KDL3Options options: KDL3Options item_name_to_id = {item: item_table[item].code for item in item_table} location_name_to_id = {location_table[location]: location for location in location_table} item_name_groups = item_names web = KDL3WebWorld() settings: typing.ClassVar[KDL3Settings] def __init__(self, multiworld: MultiWorld, player: int): self.rom_name = None self.rom_name_available_event = threading.Event() super().__init__(multiworld, player) self.copy_abilities: Dict[str, str] = vanilla_enemies.copy() self.required_heart_stars: int = 0 # we fill this during create_items self.boss_requirements: Dict[int, int] = dict() self.player_levels = default_levels.copy() self.stage_shuffle_enabled = False self.boss_butch_bosses: List[Optional[bool]] = list() self.rooms: Optional[List[KDL3Room]] = None @classmethod def stage_assert_generate(cls, multiworld: MultiWorld) -> None: rom_file: str = get_base_rom_path() if not os.path.exists(rom_file): raise FileNotFoundError(f"Could not find base ROM for {cls.game}: {rom_file}") create_regions = create_levels def create_item(self, name: str, force_non_progression=False) -> KDL3Item: item = item_table[name] classification = ItemClassification.filler if item.progression and not force_non_progression: classification = ItemClassification.progression_skip_balancing \ if item.skip_balancing else ItemClassification.progression elif item.trap: classification = ItemClassification.trap return KDL3Item(name, classification, item.code, self.player) def get_filler_item_name(self, include_stars=True) -> str: if include_stars: return self.random.choices(list(total_filler_weights.keys()), weights=list(total_filler_weights.values()))[0] return self.random.choices(list(filler_item_weights.keys()), weights=list(filler_item_weights.values()))[0] def get_trap_item_name(self) -> str: return self.random.choices(["Gooey Bag", "Slowness", "Eject Ability"], weights=[self.options.gooey_trap_weight.value, self.options.slow_trap_weight.value, self.options.ability_trap_weight.value])[0] def get_restrictive_copy_ability_placement(self, copy_ability: str, enemies_to_set: typing.List[str], level: int, stage: int): valid_rooms = [room for room in self.rooms if (room.level < level) or (room.level == level and room.stage < stage)] # leave out the stage in question to avoid edge valid_enemies = set() for room in valid_rooms: valid_enemies.update(room.enemies) placed_enemies = [enemy for enemy in valid_enemies if enemy not in enemies_to_set] if any(self.copy_abilities[enemy] == copy_ability for enemy in placed_enemies): return None # a valid enemy got placed by a more restrictive placement return self.random.choice(sorted([enemy for enemy in valid_enemies if enemy not in placed_enemies])) def pre_fill(self) -> None: if self.options.copy_ability_randomization: # randomize copy abilities valid_abilities = list(copy_ability_access_table.keys()) enemies_to_set = list(self.copy_abilities.keys()) unplaced_abilities = set(key for key in copy_ability_access_table.keys() if key not in ("No Ability", "Cutter Ability", "Burning Ability")) # now for the edge cases for abilities, enemies in enemy_restrictive: available_enemies = list() for enemy in enemies: if enemy not in enemies_to_set: if self.copy_abilities[enemy] in abilities: break else: available_enemies.append(enemy) else: chosen_enemy = self.random.choice(available_enemies) chosen_ability = self.random.choice(abilities) self.copy_abilities[chosen_enemy] = chosen_ability enemies_to_set.remove(chosen_enemy) unplaced_abilities.discard(chosen_ability) # two less restrictive ones, we need to ensure Cutter and Burning appear before their required stages sand_canyon_5 = self.get_region("Sand Canyon 5 - 9") # this is primarily for typing, but if this ever hits it's fine to crash assert isinstance(sand_canyon_5, KDL3Room) cutter_enemy = self.get_restrictive_copy_ability_placement("Cutter Ability", enemies_to_set, sand_canyon_5.level, sand_canyon_5.stage) if cutter_enemy: self.copy_abilities[cutter_enemy] = "Cutter Ability" enemies_to_set.remove(cutter_enemy) iceberg_4 = self.get_region("Iceberg 4 - 7") # this is primarily for typing, but if this ever hits it's fine to crash assert isinstance(iceberg_4, KDL3Room) burning_enemy = self.get_restrictive_copy_ability_placement("Burning Ability", enemies_to_set, iceberg_4.level, iceberg_4.stage) if burning_enemy: self.copy_abilities[burning_enemy] = "Burning Ability" enemies_to_set.remove(burning_enemy) # ensure we place one of every ability if unplaced_abilities and self.options.accessibility != self.options.accessibility.option_minimal: # failsafe, on non-minimal we need to guarantee every copy ability exists for ability in sorted(unplaced_abilities): enemy = self.random.choice(enemies_to_set) self.copy_abilities[enemy] = ability enemies_to_set.remove(enemy) # place remaining for enemy in enemies_to_set: self.copy_abilities[enemy] = self.random.choice(valid_abilities) for enemy in enemy_mapping: self.multiworld.get_location(enemy, self.player) \ .place_locked_item(self.create_item(self.copy_abilities[enemy_mapping[enemy]])) # fill animals if self.options.animal_randomization != 0: spawns = [animal for animal in animal_friend_spawns.keys() if animal not in ["Ripple Field 5 - Animal 2", "Sand Canyon 6 - Animal 1", "Iceberg 4 - Animal 1"]] self.multiworld.get_location("Iceberg 4 - Animal 1", self.player) \ .place_locked_item(self.create_item("ChuChu Spawn")) # Not having ChuChu here makes the room impossible (since only she has vertical burning) self.multiworld.get_location("Ripple Field 5 - Animal 2", self.player) \ .place_locked_item(self.create_item("Pitch Spawn")) guaranteed_animal = self.random.choice(["Kine Spawn", "Coo Spawn"]) self.multiworld.get_location("Sand Canyon 6 - Animal 1", self.player) \ .place_locked_item(self.create_item(guaranteed_animal)) # Ripple Field 5 - Animal 2 needs to be Pitch to ensure accessibility on non-door rando if self.options.animal_randomization == 1: animal_pool = [animal_friend_spawns[spawn] for spawn in animal_friend_spawns if spawn not in ["Ripple Field 5 - Animal 2", "Sand Canyon 6 - Animal 1", "Iceberg 4 - Animal 1"]] else: animal_base = ["Rick Spawn", "Kine Spawn", "Coo Spawn", "Nago Spawn", "ChuChu Spawn", "Pitch Spawn"] animal_pool = [self.random.choice(animal_base) for _ in range(len(animal_friend_spawns) - 9)] # have to guarantee one of each animal animal_pool.extend(animal_base) if guaranteed_animal == "Kine Spawn": animal_pool.append("Coo Spawn") else: animal_pool.append("Kine Spawn") # Weird fill hack, this forces ChuChu to be the last animal friend placed # If Kine is ever the last animal friend placed, he will cause fill errors on closed world animal_pool.sort() locations = [self.multiworld.get_location(spawn, self.player) for spawn in spawns] items = [self.create_item(animal) for animal in animal_pool] allstate = self.multiworld.get_all_state(False) self.random.shuffle(locations) fill_restrictive(self.multiworld, allstate, locations, items, True, True) else: animal_friends = animal_friend_spawns.copy() for animal in animal_friends: self.multiworld.get_location(animal, self.player) \ .place_locked_item(self.create_item(animal_friends[animal])) def create_items(self) -> None: itempool = [] itempool.extend([self.create_item(name) for name in copy_ability_table]) itempool.extend([self.create_item(name) for name in animal_friend_table]) required_percentage = self.options.heart_stars_required / 100.0 remaining_items = len(location_table) - len(itempool) if not self.options.consumables: remaining_items -= len(consumable_locations) remaining_items -= len(star_locations) if self.options.starsanity: # star fill, keep consumable pool locked to consumable and fill 767 stars specifically star_items = list(star_item_weights.keys()) star_weights = list(star_item_weights.values()) itempool.extend([self.create_item(item) for item in self.random.choices(star_items, weights=star_weights, k=767)]) total_heart_stars = self.options.total_heart_stars # ensure at least 1 heart star required per world required_heart_stars = max(int(total_heart_stars * required_percentage), 5) filler_items = total_heart_stars - required_heart_stars filler_amount = math.floor(filler_items * (self.options.filler_percentage / 100.0)) trap_amount = math.floor(filler_amount * (self.options.trap_percentage / 100.0)) filler_amount -= trap_amount non_required_heart_stars = filler_items - filler_amount - trap_amount self.required_heart_stars = required_heart_stars # handle boss requirements here requirements = [required_heart_stars] quotient = required_heart_stars // 5 # since we set the last manually, we can afford imperfect rounding if self.options.boss_requirement_random: for i in range(1, 5): if self.options.strict_bosses: max_stars = quotient * i else: max_stars = required_heart_stars requirements.insert(i, self.random.randint( min(1, max_stars), max_stars)) if self.options.strict_bosses: requirements.sort() else: self.random.shuffle(requirements) else: for i in range(1, 5): requirements.insert(i - 1, quotient * i) self.boss_requirements = requirements itempool.extend([self.create_item("Heart Star") for _ in range(required_heart_stars)]) itempool.extend([self.create_item(self.get_filler_item_name(False)) for _ in range(filler_amount + (remaining_items - total_heart_stars))]) itempool.extend([self.create_item(self.get_trap_item_name()) for _ in range(trap_amount)]) itempool.extend([self.create_item("Heart Star", True) for _ in range(non_required_heart_stars)]) self.multiworld.itempool += itempool if self.options.open_world: for level in self.player_levels: for stage in range(0, 6): self.multiworld.get_location(location_table[self.player_levels[level][stage]] .replace("Complete", "Stage Completion"), self.player) \ .place_locked_item(KDL3Item( f"{LocationName.level_names_inverse[level]} - Stage Completion", ItemClassification.progression, None, self.player)) set_rules = set_rules def generate_basic(self) -> None: self.stage_shuffle_enabled = self.options.stage_shuffle > 0 goal = self.options.goal goal_location = self.multiworld.get_location(LocationName.goals[goal], self.player) goal_location.place_locked_item(KDL3Item("Love-Love Rod", ItemClassification.progression, None, self.player)) for level in range(1, 6): self.multiworld.get_location(f"Level {level} Boss - Defeated", self.player) \ .place_locked_item( KDL3Item(f"Level {level} Boss Defeated", ItemClassification.progression, None, self.player)) self.multiworld.get_location(f"Level {level} Boss - Purified", self.player) \ .place_locked_item( KDL3Item(f"Level {level} Boss Purified", ItemClassification.progression, None, self.player)) self.multiworld.completion_condition[self.player] = lambda state: state.has("Love-Love Rod", self.player) # this can technically be done at any point before generate_output if self.options.allow_bb: if self.options.allow_bb == self.options.allow_bb.option_enforced: self.boss_butch_bosses = [True for _ in range(6)] else: self.boss_butch_bosses = [self.random.choice([True, False]) for _ in range(6)] else: self.boss_butch_bosses = [False for _ in range(6)] def generate_output(self, output_directory: str): rom_path = "" try: rom = RomData(get_base_rom_path()) patch_rom(self, rom) rom_path = os.path.join(output_directory, f"{self.multiworld.get_out_file_name_base(self.player)}.sfc") rom.write_to_file(rom_path) self.rom_name = rom.name patch = KDL3DeltaPatch(os.path.splitext(rom_path)[0] + KDL3DeltaPatch.patch_file_ending, player=self.player, player_name=self.multiworld.player_name[self.player], patched_path=rom_path) patch.write() except Exception: raise finally: self.rom_name_available_event.set() # make sure threading continues and errors are collected if os.path.exists(rom_path): os.unlink(rom_path) def modify_multidata(self, multidata: dict): # wait for self.rom_name to be available. self.rom_name_available_event.wait() rom_name = getattr(self, "rom_name", None) # we skip in case of error, so that the original error in the output thread is the one that gets raised if rom_name: new_name = base64.b64encode(bytes(self.rom_name)).decode() multidata["connect_names"][new_name] = multidata["connect_names"][self.multiworld.player_name[self.player]] def write_spoiler(self, spoiler_handle: TextIO) -> None: if self.stage_shuffle_enabled: spoiler_handle.write(f"\nLevel Layout ({self.multiworld.get_player_name(self.player)}):\n") for level in LocationName.level_names: for stage, i in zip(self.player_levels[LocationName.level_names[level]], range(1, 7)): spoiler_handle.write(f"{level} {i}: {location_table[stage].replace(' - Complete', '')}\n") if self.options.animal_randomization: spoiler_handle.write(f"\nAnimal Friends ({self.multiworld.get_player_name(self.player)}):\n") for level in self.player_levels: for stage in range(6): rooms = [room for room in self.rooms if room.level == level and room.stage == stage] animals = [] for room in rooms: animals.extend([location.item.name.replace(" Spawn", "") for location in room.locations if "Animal" in location.name]) spoiler_handle.write(f"{location_table[self.player_levels[level][stage]].replace(' - Complete','')}" f": {', '.join(animals)}\n") if self.options.copy_ability_randomization: spoiler_handle.write(f"\nCopy Abilities ({self.multiworld.get_player_name(self.player)}):\n") for enemy in self.copy_abilities: spoiler_handle.write(f"{enemy}: {self.copy_abilities[enemy].replace('No Ability', 'None').replace(' Ability', '')}\n") def extend_hint_information(self, hint_data: Dict[int, Dict[int, str]]): if self.stage_shuffle_enabled: regions = {LocationName.level_names[level]: level for level in LocationName.level_names} level_hint_data = {} for level in regions: for stage in range(7): stage_name = self.multiworld.get_location(self.location_id_to_name[self.player_levels[level][stage]], self.player).name.replace(" - Complete", "") stage_regions = [room for room in self.rooms if stage_name in room.name] for region in stage_regions: for location in [location for location in region.locations if location.address]: level_hint_data[location.address] = f"{regions[level]} {stage + 1 if stage < 6 else 'Boss'}" hint_data[self.player] = level_hint_data