import itertools import os import os.path import threading import typing # from . import pyevermizer # as part of the source tree import pyevermizer # from package import settings from BaseClasses import Item, ItemClassification, Location, LocationProgressType, Region, Tutorial from Utils import output_path from worlds.AutoWorld import WebWorld, World from worlds.generic.Rules import add_item_rule, set_rule from .logic import SoEPlayerLogic from .options import Difficulty, EnergyCore, Sniffamizer, SniffIngredients, SoEOptions from .patch import SoEDeltaPatch, get_base_rom_path if typing.TYPE_CHECKING: from BaseClasses import MultiWorld, CollectionState __all__ = ["pyevermizer", "SoEWorld"] """ In evermizer: Items are uniquely defined by a pair of (type, id). For most items this is their vanilla location (i.e. CHECK_GOURD, number). Items have `provides`, which give the actual progression instead of providing multiple events per item, we iterate through them in logic.py e.g. Found any weapon Locations have `requires` and `provides`. Requirements have to be converted to (access) rules for AP e.g. Chest locked behind having a weapon Provides could be events, but instead we iterate through the entire logic in logic.py e.g. NPC available after fighting a Boss Rules are special locations that don't have a physical location instead of implementing virtual locations and virtual items, we simply use them in logic.py e.g. 2DEs+Wheel+Gauge = Rocket Rules and Locations live on the same logic tree returned by pyevermizer.get_logic() TODO: for balancing we may want to generate Regions (with Entrances) for some common rules, place the locations in those Regions and shorten the rules. Item grouping currently supports * Any <ingredient name> - "Any Water" matches all Water drops * Any <healing item name> - "Any Petal" matches all Petal drops * Any Moniez - Matches the talon/jewel/gold coin/credit drops from chests (not market, fountain or Mungola) * Ingredients - Matches all ingredient drops * Alchemy - Matches all alchemy formulas * Weapons - Matches all weapons but Bazooka, Bone Crusher, Neutron Blade * Traps - Matches all traps """ _id_base = 64000 _id_offset: typing.Dict[int, int] = { pyevermizer.CHECK_ALCHEMY: _id_base + 0, # alchemy 64000..64049 pyevermizer.CHECK_BOSS: _id_base + 50, # bosses 64050..6499 pyevermizer.CHECK_GOURD: _id_base + 100, # gourds 64100..64399 pyevermizer.CHECK_NPC: _id_base + 400, # npc 64400..64499 # blank 64500..64799 pyevermizer.CHECK_EXTRA: _id_base + 800, # extra items 64800..64899 pyevermizer.CHECK_TRAP: _id_base + 900, # trap 64900..64999 pyevermizer.CHECK_SNIFF: _id_base + 1000 # sniff 65000..65592 } # cache native evermizer items and locations _items = pyevermizer.get_items() _sniff_items = pyevermizer.get_sniff_items() # optional, not part of the default location pool _traps = pyevermizer.get_traps() _extras = pyevermizer.get_extra_items() # items that are not placed by default _locations = pyevermizer.get_locations() _sniff_locations = pyevermizer.get_sniff_locations() # optional, not part of the default location pool # fix up texts for AP for _loc in _locations: if _loc.type == pyevermizer.CHECK_GOURD: _loc.name = f"{_loc.name} #{_loc.index}" for _loc in _sniff_locations: if _loc.type == pyevermizer.CHECK_SNIFF: _loc.name = f"{_loc.name} Sniff #{_loc.index}" del _loc # item helpers _ingredients = ( 'Wax', 'Water', 'Vinegar', 'Root', 'Oil', 'Mushroom', 'Mud Pepper', 'Meteorite', 'Limestone', 'Iron', 'Gunpowder', 'Grease', 'Feather', 'Ethanol', 'Dry Ice', 'Crystal', 'Clay', 'Brimstone', 'Bone', 'Atlas Medallion', 'Ash', 'Acorn' ) _other_items = ( 'Call bead', 'Petal', 'Biscuit', 'Pixie Dust', 'Nectar', 'Honey', 'Moniez' ) def _match_item_name(item: pyevermizer.Item, substr: str) -> bool: sub: str = item.name.split(' ', 1)[1] if item.name[0].isdigit() else item.name return sub == substr or sub == substr+'s' def _get_location_mapping() -> typing.Tuple[typing.Dict[str, int], typing.Dict[int, pyevermizer.Location]]: name_to_id = {} id_to_raw = {} for loc in itertools.chain(_locations, _sniff_locations): ap_id = _id_offset[loc.type] + loc.index id_to_raw[ap_id] = loc name_to_id[loc.name] = ap_id name_to_id['Done'] = None return name_to_id, id_to_raw def _get_item_mapping() -> typing.Tuple[typing.Dict[str, int], typing.Dict[int, pyevermizer.Item]]: name_to_id = {} id_to_raw = {} for item in itertools.chain(_items, _sniff_items, _extras, _traps): if item.name in name_to_id: continue ap_id = _id_offset[item.type] + item.index id_to_raw[ap_id] = item name_to_id[item.name] = ap_id name_to_id['Victory'] = None return name_to_id, id_to_raw def _get_item_grouping() -> typing.Dict[str, typing.Set[str]]: groups = {} ingredients_group = set() for ingredient in _ingredients: group = set(item.name for item in _items if _match_item_name(item, ingredient)) groups[f'Any {ingredient}'] = group ingredients_group |= group groups['Ingredients'] = ingredients_group for other in _other_items: groups[f'Any {other}'] = set(item.name for item in _items if _match_item_name(item, other)) groups['Alchemy'] = set(item.name for item in _items if item.type == pyevermizer.CHECK_ALCHEMY) groups['Weapons'] = {'Spider Claw', 'Horn Spear', 'Gladiator Sword', 'Bronze Axe', 'Bronze Spear', 'Crusader Sword', 'Lance (Weapon)', 'Knight Basher', 'Atom Smasher', 'Laser Lance'} groups['Traps'] = {trap.name for trap in _traps} return groups class SoEWebWorld(WebWorld): theme = 'jungle' tutorials = [Tutorial( "Multiworld Setup Guide", "A guide to playing Secret of Evermore randomizer. This guide covers single-player, multiworld and related" " software.", "English", "multiworld_en.md", "multiworld/en", ["Black Sliver"] )] class SoESettings(settings.Group): class RomFile(settings.SNESRomPath): """File name of the SoE US ROM""" description = "Secret of Evermore (USA) ROM" copy_to = "Secret of Evermore (USA).sfc" md5s = [SoEDeltaPatch.hash] rom_file: RomFile = RomFile(RomFile.copy_to) class SoEWorld(World): """ Secret of Evermore is a SNES action RPG. You learn alchemy spells, fight bosses and gather rocket parts to visit a space station where the final boss must be defeated. """ game: typing.ClassVar[str] = "Secret of Evermore" options_dataclass = SoEOptions options: SoEOptions settings: typing.ClassVar[SoESettings] topology_present = False web = SoEWebWorld() required_client_version = (0, 4, 4) item_name_to_id, item_id_to_raw = _get_item_mapping() location_name_to_id, location_id_to_raw = _get_location_mapping() item_name_groups = _get_item_grouping() logic: SoEPlayerLogic evermizer_seed: int connect_name: str _halls_ne_chest_names: typing.List[str] = [loc.name for loc in _locations if 'Halls NE' in loc.name] _fillers = sorted(item_name_groups["Ingredients"]) def __init__(self, multiworld: "MultiWorld", player: int): self.connect_name_available_event = threading.Event() super(SoEWorld, self).__init__(multiworld, player) def generate_early(self) -> None: # create logic from options if self.options.required_fragments.value > self.options.available_fragments.value: self.options.available_fragments.value = self.options.required_fragments.value self.logic = SoEPlayerLogic(self.player, self.options) def create_event(self, event: str) -> Item: return SoEItem(event, ItemClassification.progression, None, self.player) def create_item(self, item: typing.Union[pyevermizer.Item, str]) -> Item: if isinstance(item, str): item = self.item_id_to_raw[self.item_name_to_id[item]] if item.type == pyevermizer.CHECK_TRAP: classification = ItemClassification.trap elif item.progression: classification = ItemClassification.progression elif item.useful: classification = ItemClassification.useful else: classification = ItemClassification.filler return SoEItem(item.name, classification, self.item_name_to_id[item.name], self.player) @classmethod def stage_assert_generate(cls, _: "MultiWorld") -> None: rom_file = get_base_rom_path() if not os.path.exists(rom_file): raise FileNotFoundError(rom_file) def create_regions(self) -> None: # exclude 'hidden' on easy max_difficulty = 1 if self.options.difficulty == Difficulty.option_easy else 256 # TODO: generate *some* regions from locations' requirements? menu = Region('Menu', self.player, self.multiworld) self.multiworld.regions += [menu] def get_sphere_index(evermizer_loc: pyevermizer.Location) -> int: """Returns 0, 1 or 2 for locations in spheres 1, 2, 3+""" if len(evermizer_loc.requires) == 1 and evermizer_loc.requires[0][1] != pyevermizer.P_WEAPON: return 2 return min(2, len(evermizer_loc.requires)) # create ingame region ingame = Region('Ingame', self.player, self.multiworld) # group locations into spheres (1, 2, 3+ at index 0, 1, 2) spheres: typing.Dict[int, typing.Dict[int, typing.List[SoELocation]]] = {} for loc in _locations: spheres.setdefault(get_sphere_index(loc), {}).setdefault(loc.type, []).append( SoELocation(self.player, loc.name, self.location_name_to_id[loc.name], ingame, loc.difficulty > max_difficulty)) # extend pool if feature and setting enabled if hasattr(Sniffamizer, "option_everywhere") and self.options.sniffamizer == Sniffamizer.option_everywhere: for loc in _sniff_locations: spheres.setdefault(get_sphere_index(loc), {}).setdefault(loc.type, []).append( SoELocation(self.player, loc.name, self.location_name_to_id[loc.name], ingame, loc.difficulty > max_difficulty)) # location balancing data trash_fills: typing.Dict[int, typing.Dict[int, typing.Tuple[int, int, int, int]]] = { 0: {pyevermizer.CHECK_GOURD: (20, 40, 40, 40), # remove up to 40 gourds from sphere 1 pyevermizer.CHECK_SNIFF: (100, 130, 130, 130)}, # remove up to 130 sniff spots from sphere 1 1: {pyevermizer.CHECK_GOURD: (70, 90, 90, 90), # remove up to 90 gourds from sphere 2 pyevermizer.CHECK_SNIFF: (160, 200, 200, 200)}, # remove up to 200 sniff spots from sphere 2 } # mark some as excluded based on numbers above for trash_sphere, fills in trash_fills.items(): for typ, counts in fills.items(): if typ not in spheres[trash_sphere]: continue # e.g. player does not have sniff locations count = counts[self.options.difficulty.value] for location in self.random.sample(spheres[trash_sphere][typ], count): assert location.name != "Energy Core #285", "Error in sphere generation" location.progress_type = LocationProgressType.EXCLUDED def sphere1_blocked_items_rule(item: pyevermizer.Item) -> bool: if isinstance(item, SoEItem): # disable certain items in sphere 1 if item.name in {"Gauge", "Wheel"}: return False # and some more for non-easy, non-mystery if self.options.difficulty not in (Difficulty.option_easy, Difficulty.option_mystery): if item.name in {"Laser Lance", "Atom Smasher", "Diamond Eye"}: return False return True for locations in spheres[0].values(): for location in locations: add_item_rule(location, sphere1_blocked_items_rule) # make some logically late(r) bosses priority locations to increase complexity if self.options.difficulty == Difficulty.option_mystery: late_count = self.random.randint(0, 2) else: late_count = self.options.difficulty.value late_bosses = ("Tiny", "Aquagoth", "Megataur", "Rimsala", "Mungola", "Lightning Storm", "Magmar", "Volcano Viper") late_locations = self.random.sample(late_bosses, late_count) # add locations to the world for sphere in spheres.values(): for locations in sphere.values(): for location in locations: ingame.locations.append(location) if location.name in late_locations: location.progress_type = LocationProgressType.PRIORITY ingame.locations.append(SoELocation(self.player, 'Done', None, ingame)) menu.connect(ingame, "New Game") self.multiworld.regions += [ingame] def create_items(self) -> None: # add regular items to the pool exclusions: typing.List[str] = [] if self.options.energy_core != EnergyCore.option_shuffle: exclusions.append("Energy Core") # will be placed in generate_basic or replaced by a fragment below items = list(map(lambda item: self.create_item(item), (item for item in _items if item.name not in exclusions))) # remove one pair of wings that will be placed in generate_basic items.remove(self.create_item("Wings")) # extend pool if feature and setting enabled if hasattr(Sniffamizer, "option_everywhere") and self.options.sniffamizer == Sniffamizer.option_everywhere: if self.options.sniff_ingredients == SniffIngredients.option_vanilla_ingredients: # vanilla ingredients items += list(map(lambda item: self.create_item(item), _sniff_items)) else: # random ingredients items += [self.create_item(self.get_filler_item_name()) for _ in _sniff_items] def is_ingredient(item: pyevermizer.Item) -> bool: for ingredient in _ingredients: if _match_item_name(item, ingredient): return True return False # add energy core fragments to the pool ingredients = [n for n, item in enumerate(items) if is_ingredient(item)] if self.options.energy_core == EnergyCore.option_fragments: items.append(self.create_item("Energy Core Fragment")) # replaces the vanilla energy core for _ in range(self.options.available_fragments - 1): if len(ingredients) < 1: break # out of ingredients to replace r = self.random.choice(ingredients) ingredients.remove(r) items[r] = self.create_item("Energy Core Fragment") # add traps to the pool trap_count = self.options.trap_count.value trap_names: typing.List[str] = [] trap_weights: typing.List[int] = [] if trap_count > 0: for trap_option in self.options.trap_chances: trap_names.append(trap_option.item_name) trap_weights.append(trap_option.value) if sum(trap_weights) == 0: trap_weights = [1 for _ in trap_weights] def create_trap() -> Item: return self.create_item(self.random.choices(trap_names, trap_weights)[0]) for _ in range(trap_count): if len(ingredients) < 1: break # out of ingredients to replace r = self.random.choice(ingredients) ingredients.remove(r) items[r] = create_trap() self.multiworld.itempool += items def set_rules(self) -> None: self.multiworld.completion_condition[self.player] = lambda state: state.has('Victory', self.player) # set Done from goal option once we have multiple goals set_rule(self.multiworld.get_location('Done', self.player), lambda state: self.logic.has(state, pyevermizer.P_FINAL_BOSS)) set_rule(self.multiworld.get_entrance('New Game', self.player), lambda state: True) locations: typing.Iterable[pyevermizer.Location] if hasattr(Sniffamizer, "option_everywhere") and self.options.sniffamizer == Sniffamizer.option_everywhere: locations = itertools.chain(_locations, _sniff_locations) else: locations = _locations for loc in locations: location = self.multiworld.get_location(loc.name, self.player) set_rule(location, self.make_rule(loc.requires)) def make_rule(self, requires: typing.List[typing.Tuple[int, int]]) -> typing.Callable[[typing.Any], bool]: def rule(state: "CollectionState") -> bool: for count, progress in requires: if not self.logic.has(state, progress, count): return False return True return rule def generate_basic(self) -> None: # place Victory event self.multiworld.get_location('Done', self.player).place_locked_item(self.create_event('Victory')) # place wings in halls NE to avoid softlock wings_location = self.random.choice(self._halls_ne_chest_names) wings_item = self.create_item('Wings') self.multiworld.get_location(wings_location, self.player).place_locked_item(wings_item) # place energy core at vanilla location for vanilla mode if self.options.energy_core == EnergyCore.option_vanilla: energy_core = self.create_item('Energy Core') self.multiworld.get_location('Energy Core #285', self.player).place_locked_item(energy_core) # generate stuff for later self.evermizer_seed = self.random.randint(0, 2 ** 16 - 1) # TODO: make this an option for "full" plando? def generate_output(self, output_directory: str) -> None: player_name = self.multiworld.get_player_name(self.player) self.connect_name = player_name[:32] while len(self.connect_name.encode('utf-8')) > 32: self.connect_name = self.connect_name[:-1] self.connect_name_available_event.set() placement_file = "" out_file = "" try: money = self.options.money_modifier.value exp = self.options.exp_modifier.value switches: typing.List[str] = [] if self.options.death_link.value: switches.append("--death-link") if self.options.energy_core == EnergyCore.option_fragments: switches.extend(('--available-fragments', str(self.options.available_fragments.value), '--required-fragments', str(self.options.required_fragments.value))) rom_file = get_base_rom_path() out_base = output_path(output_directory, self.multiworld.get_out_file_name_base(self.player)) out_file = out_base + '.sfc' placement_file = out_base + '.txt' patch_file = out_base + '.apsoe' flags = 'l' # spoiler log flags += self.options.flags with open(placement_file, "wb") as f: # generate placement file for location in self.multiworld.get_locations(self.player): item = location.item assert item is not None, "Can't handle unfilled location" if item.code is None or location.address is None: continue # skip events loc = self.location_id_to_raw[location.address] if item.player != self.player: line = f'{loc.type},{loc.index}:{pyevermizer.CHECK_NONE},{item.code},{item.player}\n' else: soe_item = self.item_id_to_raw[item.code] line = f'{loc.type},{loc.index}:{soe_item.type},{soe_item.index}\n' f.write(line.encode('utf-8')) if not os.path.exists(rom_file): raise FileNotFoundError(rom_file) if (pyevermizer.main(rom_file, out_file, placement_file, self.multiworld.seed_name, self.connect_name, self.evermizer_seed, flags, money, exp, switches)): raise RuntimeError() patch = SoEDeltaPatch(patch_file, player=self.player, player_name=player_name, patched_path=out_file) patch.write() except Exception: raise finally: try: os.unlink(placement_file) os.unlink(out_file) os.unlink(out_file[:-4] + '_SPOILER.log') except FileNotFoundError: pass def modify_multidata(self, multidata: typing.Dict[str, typing.Any]) -> None: # wait for self.connect_name to be available. self.connect_name_available_event.wait() # we skip in case of error, so that the original error in the output thread is the one that gets raised if self.connect_name and self.connect_name != self.multiworld.player_name[self.player]: payload = multidata["connect_names"][self.multiworld.player_name[self.player]] multidata["connect_names"][self.connect_name] = payload def get_filler_item_name(self) -> str: return self.random.choice(self._fillers) class SoEItem(Item): game: str = "Secret of Evermore" __slots__ = () # disable __dict__ class SoELocation(Location): game: str = "Secret of Evermore" __slots__ = () # disables __dict__ once Location has __slots__ def __init__(self, player: int, name: str, address: typing.Optional[int], parent: Region, exclude: bool = False): super().__init__(player, name, address, parent) # unconditional assignments favor a split dict, saving memory self.progress_type = LocationProgressType.EXCLUDED if exclude else LocationProgressType.DEFAULT