from collections import OrderedDict import copy from itertools import zip_longest import json import logging import os import random import time import zlib from BaseClasses import World, CollectionState, Item, Region, Location, Shop from Items import ItemFactory from Regions import create_regions, create_shops, mark_light_world_regions, lookup_vanilla_location_to_entrance from InvertedRegions import create_inverted_regions, mark_dark_world_regions from EntranceShuffle import link_entrances, link_inverted_entrances from Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, get_hash_string from Rules import set_rules from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, flood_items, \ balance_multiworld_progression from ItemList import generate_itempool, difficulties, fill_prizes from Utils import output_path, parse_player_names, get_options, __version__ seeddigits = 20 def get_seed(seed=None): if seed is None: random.seed(None) return random.randint(0, pow(10, seeddigits) - 1) return seed def main(args, seed=None): if args.outputpath: os.makedirs(args.outputpath, exist_ok=True) output_path.cached_path = args.outputpath start = time.perf_counter() # initialize the world world = World(args.multi, args.shuffle, args.logic, args.mode, args.swords, args.difficulty, args.item_functionality, args.timer, args.progressive.copy(), args.goal, args.algorithm, args.accessibility, args.shuffleganon, args.retro, args.custom, args.customitemarray, args.hints) logger = logging.getLogger('') world.seed = get_seed(seed) random.seed(world.seed) world.remote_items = args.remote_items.copy() world.mapshuffle = args.mapshuffle.copy() world.compassshuffle = args.compassshuffle.copy() world.keyshuffle = args.keyshuffle.copy() world.bigkeyshuffle = args.bigkeyshuffle.copy() world.crystals_needed_for_ganon = {player: random.randint(0, 7) if args.crystals_ganon[player] == 'random' else int(args.crystals_ganon[player]) for player in range(1, world.players + 1)} world.crystals_needed_for_gt = {player: random.randint(0, 7) if args.crystals_gt[player] == 'random' else int(args.crystals_gt[player]) for player in range(1, world.players + 1)} world.open_pyramid = args.openpyramid.copy() world.boss_shuffle = args.shufflebosses.copy() world.enemy_shuffle = args.shuffleenemies.copy() world.enemy_health = args.enemy_health.copy() world.enemy_damage = args.enemy_damage.copy() world.beemizer = args.beemizer.copy() world.timer = args.timer.copy() world.shufflepots = args.shufflepots.copy() world.progressive = args.progressive.copy() world.dungeon_counters = args.dungeon_counters.copy() world.glitch_boots = args.glitch_boots.copy() world.triforce_pieces_available = args.triforce_pieces_available.copy() world.triforce_pieces_required = args.triforce_pieces_required.copy() world.progression_balancing = {player: not balance for player, balance in args.skip_progression_balancing.items()} world.rom_seeds = {player: random.randint(0, 999999999) for player in range(1, world.players + 1)} logger.info('ALttP Berserker\'s Multiworld Version %s - Seed: %s\n', __version__, world.seed) parsed_names = parse_player_names(args.names, world.players, args.teams) world.teams = len(parsed_names) for i, team in enumerate(parsed_names, 1): if world.players > 1: logger.info('%s%s', 'Team%d: ' % i if world.teams > 1 else 'Players: ', ', '.join(team)) for player, name in enumerate(team, 1): world.player_names[player].append(name) logger.info('') for player in range(1, world.players + 1): world.difficulty_requirements[player] = difficulties[world.difficulty[player]] if world.mode[player] == 'standard' and world.enemy_shuffle[player] != 'none': world.escape_assist[player].append('bombs') # enemized escape assumes infinite bombs available and will likely be unbeatable without it for tok in filter(None, args.startinventory[player].split(',')): item = ItemFactory(tok.strip(), player) if item: world.push_precollected(item) world.local_items[player] = {item.strip() for item in args.local_items[player].split(',')} 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) logger.info('Shuffling the World about.') for player in range(1, world.players + 1): 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) logger.info('Generating Item Pool.') for player in range(1, world.players + 1): generate_itempool(world, player) logger.info('Calculating Access Rules.') for player in range(1, world.players + 1): set_rules(world, player) logger.info('Placing Dungeon Prizes.') fill_prizes(world) logger.info('Placing Dungeon Items.') shuffled_locations = None if args.algorithm in ['balanced', 'vt26'] or any(list(args.mapshuffle.values()) + list(args.compassshuffle.values()) + list(args.keyshuffle.values()) + list(args.bigkeyshuffle.values())): 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, False) elif args.algorithm == 'vt26': distribute_items_restrictive(world, True, shuffled_locations) elif args.algorithm == 'balanced': distribute_items_restrictive(world, True) if world.players > 1: balance_multiworld_progression(world) logger.info('Patching ROM.') outfilebase = 'BM_%s' % (args.outputname if args.outputname else world.seed) rom_names = [] def _gen_rom(team: int, player: int): sprite_random_on_hit = type(args.sprite[player]) is str and args.sprite[player].lower() == 'randomonhit' use_enemizer = (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player] != 'none' or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default' or args.shufflepots[player] or sprite_random_on_hit) rom = LocalRom(args.rom) patch_rom(world, rom, player, team, use_enemizer) if use_enemizer: patch_enemizer(world, player, rom, args.rom, args.enemizercli, args.shufflepots[player], sprite_random_on_hit) if args.race: patch_race_rom(rom) world.spoiler.hashes[(player, team)] = get_hash_string(rom.hash) apply_rom_settings(rom, args.heartbeep[player], args.heartcolor[player], args.quickswap[player], args.fastmenu[player], args.disablemusic[player], args.sprite[player], args.ow_palettes[player], args.uw_palettes[player]) mcsb_name = '' if all([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]]): mcsb_name = '-keysanity' elif [world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]].count(True) == 1: mcsb_name = '-mapshuffle' if world.mapshuffle[player] else '-compassshuffle' if world.compassshuffle[ player] else '-keyshuffle' if world.keyshuffle[player] else '-bigkeyshuffle' elif any([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]]): mcsb_name = '-%s%s%s%sshuffle' % ( 'M' if world.mapshuffle[player] else '', 'C' if world.compassshuffle[player] else '', 'S' if world.keyshuffle[player] else '', 'B' if world.bigkeyshuffle[player] else '') outfilepname = f'_T{team + 1}' if world.teams > 1 else '' if world.players > 1: outfilepname += f'_P{player}' if world.players > 1 or world.teams > 1: outfilepname += f"_{world.player_names[player][team].replace(' ', '_')}" if world.player_names[player][ team] != 'Player%d' % player else '' outfilesuffix = ('_%s_%s-%s-%s-%s%s_%s-%s%s%s%s%s' % (world.logic[player], world.difficulty[player], world.difficulty_adjustments[player], world.mode[player], world.goal[player], "" if world.timer[player] in [False, 'display'] else "-" + world.timer[ player], world.shuffle[player], world.algorithm, mcsb_name, "-retro" if world.retro[player] else "", "-prog_" + world.progressive[player] if world.progressive[player] in ['off', 'random'] else "", "-nohints" if not world.hints[ player] else "")) if not args.outputname else '' rompath = output_path(f'{outfilebase}{outfilepname}{outfilesuffix}.sfc') rom.write_to_file(rompath) if args.create_diff: import Patch Patch.create_patch_file(rompath) return (player, team, list(rom.name)) if not args.suppress_rom: import concurrent.futures futures = [] with concurrent.futures.ThreadPoolExecutor() as pool: for team in range(world.teams): for player in range(1, world.players + 1): futures.append(pool.submit(_gen_rom, team, player)) for future in futures: rom_name = future.result() rom_names.append(rom_name) def get_entrance_to_region(region: Region): for entrance in region.entrances: if entrance.parent_region.type in (RegionType.DarkWorld, RegionType.LightWorld): return entrance for entrance in region.entrances: # BFS might be better here, trying DFS for now. return get_entrance_to_region(entrance.parent_region) # collect ER hint info er_hint_data = {player: {} for player in range(1, world.players + 1) if world.shuffle[player] != "vanilla"} from Regions import RegionType for region in world.regions: if region.player in er_hint_data and region.locations: main_entrance = get_entrance_to_region(region) for location in region.locations: if type(location.address) == int: # skips events and crystals if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name: er_hint_data[region.player][location.address] = main_entrance.name precollected_items = [[] for player in range(world.players)] for item in world.precollected_items: precollected_items[item.player - 1].append(item.code) multidata = zlib.compress(json.dumps({"names": parsed_names, "roms": rom_names, "remote_items": [player for player in range(1, world.players + 1) if world.remote_items[player]], "locations": [((location.address, location.player), (location.item.code, location.item.player)) for location in world.get_filled_locations() if type(location.address) is int], "server_options": get_options()["server_options"], "er_hint_data": er_hint_data, "precollected_items": precollected_items }).encode("utf-8"), 9) with open(output_path('%s.multidata' % outfilebase), 'wb') as f: f.write(multidata) if not args.skip_playthrough: logger.info('Calculating playthrough.') create_playthrough(world) if args.create_spoiler: world.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase)) logger.info('Done. Enjoy.') logger.debug('Total Time: %s', time.perf_counter() - start) return world def copy_world(world): # ToDo: Not good yet ret = World(world.players, world.shuffle, world.logic, world.mode, world.swords, world.difficulty, world.difficulty_adjustments, world.timer, world.progressive, world.goal, world.algorithm, world.accessibility, world.shuffle_ganon, world.retro, world.custom, world.customitemarray, world.hints) ret.teams = world.teams ret.player_names = copy.deepcopy(world.player_names) ret.remote_items = world.remote_items.copy() 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() ret.powder_patch_required = world.powder_patch_required.copy() ret.ganonstower_vanilla = world.ganonstower_vanilla.copy() ret.treasure_hunt_count = world.treasure_hunt_count.copy() ret.treasure_hunt_icon = world.treasure_hunt_icon.copy() ret.sewer_light_cone = world.sewer_light_cone.copy() 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.copy() ret.can_access_trock_front = world.can_access_trock_front.copy() ret.can_access_trock_big_chest = world.can_access_trock_big_chest.copy() ret.can_access_trock_middle = world.can_access_trock_middle.copy() ret.can_take_damage = world.can_take_damage ret.difficulty_requirements = world.difficulty_requirements.copy() ret.fix_fake_world = world.fix_fake_world.copy() ret.lamps_needed_for_dark_rooms = world.lamps_needed_for_dark_rooms ret.mapshuffle = world.mapshuffle.copy() ret.compassshuffle = world.compassshuffle.copy() ret.keyshuffle = world.keyshuffle.copy() ret.bigkeyshuffle = world.bigkeyshuffle.copy() ret.crystals_needed_for_ganon = world.crystals_needed_for_ganon.copy() ret.crystals_needed_for_gt = world.crystals_needed_for_gt.copy() ret.open_pyramid = world.open_pyramid.copy() ret.boss_shuffle = world.boss_shuffle.copy() ret.enemy_shuffle = world.enemy_shuffle.copy() ret.enemy_health = world.enemy_health.copy() ret.enemy_damage = world.enemy_damage.copy() ret.beemizer = world.beemizer.copy() ret.timer = world.timer.copy() ret.shufflepots = world.shufflepots.copy() for player in range(1, world.players + 1): if world.mode[player] != 'inverted': create_regions(ret, player) else: create_inverted_regions(ret, player) create_shops(ret, player) create_dungeons(ret, player) copy_dynamic_regions_and_locations(world, ret) # copy bosses for dungeon in world.dungeons: for level, boss in dungeon.bosses.items(): ret.get_dungeon(dungeon.name, dungeon.player).bosses[level] = boss for shop in world.shops: copied_shop = ret.get_region(shop.region.name, shop.region.player).shop copied_shop.inventory = copy.copy(shop.inventory) # connect copied world for region in world.regions: copied_region = ret.get_region(region.name, region.player) copied_region.is_light_world = region.is_light_world copied_region.is_dark_world = region.is_dark_world for exit in copied_region.exits: old_connection = world.get_entrance(exit.name, exit.player).connected_region exit.connect(ret.get_region(old_connection.name, old_connection.player)) # 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, player = location.item.player) ret.get_location(location.name, location.player).item = item item.location = ret.get_location(location.name, location.player) item.world = ret 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: ret.itempool.append(Item(item.name, item.advancement, item.priority, item.type, player = item.player)) for item in world.precollected_items: ret.push_precollected(ItemFactory(item.name, item.player)) # copy progress items in state ret.state.prog_items = world.state.prog_items.copy() ret.state.stale = {player: True for player in range(1, world.players + 1)} for player in range(1, world.players + 1): set_rules(ret, player) return ret def copy_dynamic_regions_and_locations(world, ret): for region in world.dynamic_regions: new_reg = Region(region.name, region.type, region.hint_text, region.player) ret.regions.append(new_reg) ret.initialize_regions([new_reg]) ret.dynamic_regions.append(new_reg) # Note: ideally exits should be copied here, but the current use case (Take anys) do not require this if region.shop: new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.type, region.shop.shopkeeper_config, region.shop.custom, region.shop.locked) ret.shops.append(new_reg.shop) for location in world.dynamic_locations: new_reg = ret.get_region(location.parent_region.name, location.parent_region.player) new_loc = Location(location.player, location.name, location.address, location.crystal, location.hint_text, new_reg) # todo: this is potentially dangerous. later refactor so we # can apply dynamic region rules on top of copied world like other rules new_loc.access_rule = location.access_rule new_loc.always_allow = location.always_allow new_loc.item_rule = location.item_rule new_reg.locations.append(new_loc) ret.clear_location_cache() def create_playthrough(world): # create a copy as we will modify it old_world = world world = copy_world(world) # if we only check for beatable, we can do this sanity check first before writing down spheres if 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_filled_locations() if location.item.advancement] state_cache = [None] collection_spheres = [] state = CollectionState(world) sphere_candidates = list(prog_locations) logging.getLogger('').debug('Building up collection spheres.') while sphere_candidates: 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, location) collection_spheres.append(sphere) state_cache.append(state.copy()) 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 (Player %d) at %s (Player %d)' % (location.item.name, location.item.player, location.name, location.player) for location in sphere_candidates]) if any([world.accessibility[location.item.player] != 'none' for location in sphere_candidates]): raise RuntimeError('Not all progression items reachable. Something went terribly wrong here.') else: old_world.spoiler.unreachables = sphere_candidates.copy() 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 num, sphere in reversed(list(enumerate(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 (Player %d) is required to beat the game.', location.item.name, location.item.player) old_item = location.item location.item = None if world.can_beat_game(state_cache[num]): 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) # second phase, sphere 0 for item in [i for i in world.precollected_items if i.advancement]: logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player) world.precollected_items.remove(item) world.state.remove(item) if not world.can_beat_game(): world.push_precollected(item) # we are now down to just the required progress items in collection_spheres. Unfortunately # the previous pruning stage could potentially have made certain items dependant on others # in the same or later sphere (because the location had 2 ways to access but the item originally # used to access it was deemed not required.) So we need to do one final sphere collection pass # to build up the correct spheres required_locations = [item for sphere in collection_spheres for item in sphere] state = CollectionState(world) collection_spheres = [] while required_locations: state.sweep_for_events(key_only=True) sphere = list(filter(state.can_reach, required_locations)) for location in sphere: required_locations.remove(location) state.collect(location.item, True, location) collection_spheres.append(sphere) logging.getLogger('').debug('Calculated final sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(required_locations)) if not sphere: raise RuntimeError('Not all required items reachable. Something went terribly wrong here.') # store the required locations for statistical analysis old_world.required_locations = [(location.name, location.player) for sphere in collection_spheres for location in sphere] def flist_to_iter(node): while node: value, node = node yield value def get_path(state, region): reversed_path_as_flist = state.path.get(region, (region, None)) string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist)))) # Now we combine the flat string list into (region, exit) pairs pathsiter = iter(string_path_flat) pathpairs = zip_longest(pathsiter, pathsiter) return list(pathpairs) old_world.spoiler.paths = dict() for player in range(1, world.players + 1): old_world.spoiler.paths.update({ str(location) : get_path(state, location.parent_region) for sphere in collection_spheres for location in sphere if location.player == player}) for _, path in dict(old_world.spoiler.paths).items(): if any(exit == 'Pyramid Fairy' for (_, exit) in path): if world.mode[player] != 'inverted': old_world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = get_path(state, world.get_region('Big Bomb Shop', player)) else: old_world.spoiler.paths[str(world.get_region('Inverted Big Bomb Shop', player))] = get_path(state, world.get_region('Inverted Big Bomb Shop', player)) # we can finally output our playthrough old_world.spoiler.playthrough = OrderedDict([("0", [str(item) for item in world.precollected_items if item.advancement])]) for i, sphere in enumerate(collection_spheres): old_world.spoiler.playthrough[str(i + 1)] = {str(location): str(location.item) for location in sphere}