import random import logging import os import threading import typing from BaseClasses import Item, CollectionState from .SubClasses import ALttPItem from ..AutoWorld import World, LogicMixin from .Options import alttp_options, smallkey_shuffle from .Items import as_dict_item_table, item_name_groups, item_table from .Regions import lookup_name_to_id, create_regions, mark_light_world_regions from .Rules import set_rules from .ItemPool import generate_itempool, difficulties from .Shops import create_shops, ShopSlotFill from .Dungeons import create_dungeons from .Rom import LocalRom, patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, get_hash_string, \ get_base_rom_path import Patch from .InvertedRegions import create_inverted_regions, mark_dark_world_regions from .EntranceShuffle import link_entrances, link_inverted_entrances, plando_connect lttp_logger = logging.getLogger("A Link to the Past") class ALTTPWorld(World): """ The Legend of Zelda: A Link to the Past is an action/adventure game. Take on the role of Link, a boy who is destined to save the land of Hyrule. Delve through three palaces and nine dungeons on your quest to rescue the descendents of the seven wise men and defeat the evil Ganon! """ game: str = "A Link to the Past" options = alttp_options topology_present = True item_name_groups = item_name_groups hint_blacklist = {"Triforce"} item_name_to_id = {name: data.item_code for name, data in item_table.items() if type(data.item_code) == int} location_name_to_id = lookup_name_to_id data_version = 8 remote_items: bool = False remote_start_inventory: bool = False set_rules = set_rules create_items = generate_itempool def __init__(self, *args, **kwargs): self.dungeon_local_item_names = set() self.dungeon_specific_item_names = set() self.rom_name_available_event = threading.Event() self.has_progressive_bows = False super(ALTTPWorld, self).__init__(*args, **kwargs) def generate_early(self): player = self.player world = self.world # system for sharing ER layouts self.er_seed = str(world.random.randint(0, 2 ** 64)) if "-" in world.shuffle[player]: shuffle, seed = world.shuffle[player].split("-", 1) world.shuffle[player] = shuffle if shuffle == "vanilla": self.er_seed = "vanilla" elif seed.startswith("group-") or world.is_race: self.er_seed = get_same_seed(world, ( shuffle, seed, world.retro[player], world.mode[player], world.logic[player])) else: # not a race or group seed, use set seed as is. self.er_seed = seed elif world.shuffle[player] == "vanilla": self.er_seed = "vanilla" for dungeon_item in ["smallkey_shuffle", "bigkey_shuffle", "compass_shuffle", "map_shuffle"]: option = getattr(world, dungeon_item)[player] if option == "own_world": world.local_items[player].value |= self.item_name_groups[option.item_name_group] elif option == "different_world": world.non_local_items[player].value |= self.item_name_groups[option.item_name_group] elif option.in_dungeon: self.dungeon_local_item_names |= self.item_name_groups[option.item_name_group] if option == "original_dungeon": self.dungeon_specific_item_names |= self.item_name_groups[option.item_name_group] world.difficulty_requirements[player] = difficulties[world.difficulty[player]] def create_regions(self): player = self.player world = self.world if world.open_pyramid[player] == 'goal': world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt', 'localganontriforcehunt', 'ganonpedestal'} elif world.open_pyramid[player] == 'auto': world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt', 'localganontriforcehunt', 'ganonpedestal'} and \ (world.shuffle[player] in {'vanilla', 'dungeonssimple', 'dungeonsfull', 'dungeonscrossed'} or not world.shuffle_ganon) else: world.open_pyramid[player] = {'on': True, 'off': False, 'yes': True, 'no': False}.get( world.open_pyramid[player], 'auto') world.triforce_pieces_available[player] = max(world.triforce_pieces_available[player], world.triforce_pieces_required[player]) if world.mode[player] != 'inverted': create_regions(world, player) else: create_inverted_regions(world, player) create_shops(world, player) create_dungeons(world, player) if world.logic[player] not in ["noglitches", "minorglitches"] and world.shuffle[player] in \ {"vanilla", "dungeonssimple", "dungeonsfull", "simple", "restricted", "full"}: world.fix_fake_world[player] = False # seeded entrance shuffle old_random = world.random world.random = random.Random(self.er_seed) if world.mode[player] != 'inverted': link_entrances(world, player) mark_light_world_regions(world, player) else: link_inverted_entrances(world, player) mark_dark_world_regions(world, player) world.random = old_random plando_connect(world, player) def collect_item(self, state: CollectionState, item: Item, remove=False): item_name = item.name if item_name.startswith('Progressive '): if remove: if 'Sword' in item_name: if state.has('Golden Sword', item.player): return 'Golden Sword' elif state.has('Tempered Sword', item.player): return 'Tempered Sword' elif state.has('Master Sword', item.player): return 'Master Sword' elif state.has('Fighter Sword', item.player): return 'Fighter Sword' else: return None elif 'Glove' in item.name: if state.has('Titans Mitts', item.player): return 'Titans Mitts' elif state.has('Power Glove', item.player): return 'Power Glove' else: return None elif 'Shield' in item_name: if state.has('Mirror Shield', item.player): return 'Mirror Shield' elif state.has('Red Shield', item.player): return 'Red Shield' elif state.has('Blue Shield', item.player): return 'Blue Shield' else: return None elif 'Bow' in item_name: if state.has('Silver Bow', item.player): return 'Silver Bow' elif state.has('Bow', item.player): return 'Bow' else: return None else: if 'Sword' in item_name: if state.has('Golden Sword', item.player): pass elif state.has('Tempered Sword', item.player) and self.world.difficulty_requirements[ item.player].progressive_sword_limit >= 4: return 'Golden Sword' elif state.has('Master Sword', item.player) and self.world.difficulty_requirements[ item.player].progressive_sword_limit >= 3: return 'Tempered Sword' elif state.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2: return 'Master Sword' elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1: return 'Fighter Sword' elif 'Glove' in item_name: if state.has('Titans Mitts', item.player): return elif state.has('Power Glove', item.player): return 'Titans Mitts' else: return 'Power Glove' elif 'Shield' in item_name: if state.has('Mirror Shield', item.player): return elif state.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3: return 'Mirror Shield' elif state.has('Blue Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2: return 'Red Shield' elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1: return 'Blue Shield' elif 'Bow' in item_name: if state.has('Silver Bow', item.player): return elif state.has('Bow', item.player) and (self.world.difficulty_requirements[item.player].progressive_bow_limit >= 2 or self.world.logic[item.player] == 'noglitches' or self.world.swordless[item.player]): # modes where silver bow is always required for ganon return 'Silver Bow' elif self.world.difficulty_requirements[item.player].progressive_bow_limit >= 1: return 'Bow' elif item.advancement: return item_name def pre_fill(self): from Fill import fill_restrictive, FillError attempts = 5 world = self.world player = self.player all_state = world.get_all_state(use_cache=True) crystals = [self.create_item(name) for name in ['Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6']] crystal_locations = [world.get_location('Turtle Rock - Prize', player), world.get_location('Eastern Palace - Prize', player), world.get_location('Desert Palace - Prize', player), world.get_location('Tower of Hera - Prize', player), world.get_location('Palace of Darkness - Prize', player), world.get_location('Thieves\' Town - Prize', player), world.get_location('Skull Woods - Prize', player), world.get_location('Swamp Palace - Prize', player), world.get_location('Ice Palace - Prize', player), world.get_location('Misery Mire - Prize', player)] placed_prizes = {loc.item.name for loc in crystal_locations if loc.item} unplaced_prizes = [crystal for crystal in crystals if crystal.name not in placed_prizes] empty_crystal_locations = [loc for loc in crystal_locations if not loc.item] for attempt in range(attempts): try: prizepool = unplaced_prizes.copy() prize_locs = empty_crystal_locations.copy() world.random.shuffle(prize_locs) fill_restrictive(world, all_state, prize_locs, prizepool, True, lock=True) except FillError as e: lttp_logger.exception("Failed to place dungeon prizes (%s). Will retry %s more times", e, attempts - attempt) for location in empty_crystal_locations: location.item = None continue break else: raise FillError('Unable to place dungeon prizes') @classmethod def stage_pre_fill(cls, world): from .Dungeons import fill_dungeons_restrictive fill_dungeons_restrictive(cls, world) @classmethod def stage_post_fill(cls, world): ShopSlotFill(world) def generate_output(self, output_directory: str): world = self.world player = self.player try: use_enemizer = (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player] or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default' or world.pot_shuffle[player] or world.bush_shuffle[player] or world.killable_thieves[player]) rom = LocalRom(get_base_rom_path()) patch_rom(world, rom, player, use_enemizer) if use_enemizer: patch_enemizer(world, player, rom, world.enemizer, output_directory) if world.is_race: patch_race_rom(rom, world, player) world.spoiler.hashes[player] = get_hash_string(rom.hash) palettes_options = { 'dungeon': world.uw_palettes[player], 'overworld': world.ow_palettes[player], 'hud': world.hud_palettes[player], 'sword': world.sword_palettes[player], 'shield': world.shield_palettes[player], 'link': world.link_palettes[player] } palettes_options = {key: option.current_key for key, option in palettes_options.items()} apply_rom_settings(rom, world.heartbeep[player].current_key, world.heartcolor[player].current_key, world.quickswap[player], world.menuspeed[player].current_key, world.music[player], world.sprite[player], palettes_options, world, player, True, reduceflashing=world.reduceflashing[player] or world.is_race, triforcehud=world.triforcehud[player].current_key, deathlink=world.death_link[player]) outfilepname = f'_P{player}' outfilepname += f"_{world.player_name[player].replace(' ', '_')}" \ if world.player_name[player] != 'Player%d' % player else '' rompath = os.path.join(output_directory, f'AP_{world.seed_name}{outfilepname}.sfc') rom.write_to_file(rompath) Patch.create_patch_file(rompath, player=player, player_name=world.player_name[player]) os.unlink(rompath) self.rom_name = rom.name except: raise finally: self.rom_name_available_event.set() # make sure threading continues and errors are collected def modify_multidata(self, multidata: dict): import base64 # 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() payload = multidata["connect_names"][self.world.player_name[self.player]] multidata["connect_names"][new_name] = payload del (multidata["connect_names"][self.world.player_name[self.player]]) def get_required_client_version(self) -> tuple: return max((0, 2, 0), super(ALTTPWorld, self).get_required_client_version()) def create_item(self, name: str) -> Item: return ALttPItem(name, self.player, **as_dict_item_table[name]) @classmethod def stage_fill_hook(cls, world, progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool, restitempool, fill_locations): trash_counts = {} standard_keyshuffle_players = set() for player in world.get_game_players("A Link to the Past"): if world.mode[player] == 'standard' and world.smallkey_shuffle[player] \ and world.smallkey_shuffle[player] != smallkey_shuffle.option_universal: standard_keyshuffle_players.add(player) if not world.ganonstower_vanilla[player] or \ world.logic[player] in {'owglitches', 'hybridglitches', "nologic"}: pass elif 'triforcehunt' in world.goal[player] and ('local' in world.goal[player] or world.players == 1): trash_counts[player] = world.random.randint(world.crystals_needed_for_gt[player] * 2, world.crystals_needed_for_gt[player] * 4) else: trash_counts[player] = world.random.randint(0, world.crystals_needed_for_gt[player] * 2) # Make sure the escape small key is placed first in standard with key shuffle to prevent running out of spots # TODO: this might be worthwhile to introduce as generic option for various games and then optimize it if standard_keyshuffle_players: viable = [] for location in world.get_locations(): if location.player in standard_keyshuffle_players \ and location.item is None \ and location.can_reach(world.state): viable.append(location) world.random.shuffle(viable) for player in standard_keyshuffle_players: key = world.create_item("Small Key (Hyrule Castle)", player) loc = viable.pop() loc.place_locked_item(key) fill_locations.remove(loc) world.random.shuffle(fill_locations) # TODO: investigate not creating the key in the first place progitempool[:] = [item for item in progitempool if item.player not in standard_keyshuffle_players or item.name != "Small Key (Hyrule Castle)"] if trash_counts: locations_mapping = {player: [] for player in trash_counts} for location in fill_locations: if 'Ganons Tower' in location.name and location.player in locations_mapping: locations_mapping[location.player].append(location) for player, trash_count in trash_counts.items(): gtower_locations = locations_mapping[player] world.random.shuffle(gtower_locations) localrest = localrestitempool[player] if localrest: gt_item_pool = restitempool + localrest world.random.shuffle(gt_item_pool) else: gt_item_pool = restitempool.copy() while gtower_locations and gt_item_pool and trash_count > 0: spot_to_fill = gtower_locations.pop() item_to_place = gt_item_pool.pop() if item_to_place in localrest: localrest.remove(item_to_place) else: restitempool.remove(item_to_place) world.push_item(spot_to_fill, item_to_place, False) fill_locations.remove(spot_to_fill) # very slow, unfortunately trash_count -= 1 def get_same_seed(world, seed_def: tuple) -> str: seeds: typing.Dict[tuple, str] = getattr(world, "__named_seeds", {}) if seed_def in seeds: return seeds[seed_def] seeds[seed_def] = str(world.random.randint(0, 2 ** 64)) world.__named_seeds = seeds return seeds[seed_def] class ALttPLogic(LogicMixin): def _lttp_has_key(self, item, player, count: int = 1): if self.world.logic[player] == 'nologic': return True if self.world.smallkey_shuffle[player] == smallkey_shuffle.option_universal: return self.can_buy_unlimited('Small Key (Universal)', player) return self.prog_items[item, player] >= count