from __future__ import annotations import copy from enum import Enum, unique import logging import json from collections import OrderedDict, Counter, deque from typing import Union, Optional, List, Set import secrets import random from EntranceShuffle import door_addresses, indirect_connections from Utils import int16_as_bytes from Items import item_name_groups class World(object): debug_types = False player_names: list _region_cache: dict difficulty_requirements: dict required_medallions: dict def __init__(self, players: int, shuffle, logic, mode, swords, difficulty, difficulty_adjustments, timer, progressive, goal, algorithm, accessibility, shuffle_ganon, retro, custom, customitemarray, hints): if self.debug_types: import inspect methods = inspect.getmembers(self, predicate=inspect.ismethod) for name, method in methods: if name.startswith("_debug_"): setattr(self, name[7:], method) logging.debug(f"Set {self}.{name[7:]} to {method}") self.get_location = self._debug_get_location self.random = random.Random() # world-local random state is saved in case of future use a # persistently running program with multiple worlds rolling concurrently self.players = players self.teams = 1 self.shuffle = shuffle.copy() self.logic = logic.copy() self.mode = mode.copy() self.swords = swords.copy() self.difficulty = difficulty.copy() self.difficulty_adjustments = difficulty_adjustments.copy() self.timer = timer.copy() self.progressive = progressive self.goal = goal.copy() self.algorithm = algorithm self.dungeons = [] self.regions = [] self.shops = [] self.itempool = [] self.seed = None self.precollected_items = [] self.state = CollectionState(self) self._cached_entrances = None self._cached_locations = None self._entrance_cache = {} self._location_cache = {} self.required_locations = [] self.light_world_light_cone = False self.dark_world_light_cone = False self.rupoor_cost = 10 self.aga_randomness = True self.lock_aga_door_in_escape = False self.save_and_quit_from_boss = True self.accessibility = accessibility.copy() self.shuffle_ganon = shuffle_ganon self.fix_gtower_exit = self.shuffle_ganon self.retro = retro.copy() self.custom = custom self.customitemarray: List[int] = customitemarray self.hints = hints.copy() self.dynamic_regions = [] self.dynamic_locations = [] self.spoiler = Spoiler(self) for player in range(1, players + 1): def set_player_attr(attr, val): self.__dict__.setdefault(attr, {})[player] = val set_player_attr('_region_cache', {}) set_player_attr('player_names', []) set_player_attr('remote_items', False) set_player_attr('required_medallions', ['Ether', 'Quake']) set_player_attr('swamp_patch_required', False) set_player_attr('powder_patch_required', False) set_player_attr('ganon_at_pyramid', True) set_player_attr('ganonstower_vanilla', True) set_player_attr('sewer_light_cone', self.mode[player] == 'standard') set_player_attr('fix_trock_doors', self.shuffle[player] != 'vanilla' or self.mode[player] == 'inverted') set_player_attr('fix_skullwoods_exit', self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']) set_player_attr('fix_palaceofdarkness_exit', self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']) set_player_attr('fix_trock_exit', self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']) set_player_attr('can_access_trock_eyebridge', None) set_player_attr('can_access_trock_front', None) set_player_attr('can_access_trock_big_chest', None) set_player_attr('can_access_trock_middle', None) set_player_attr('fix_fake_world', True) set_player_attr('mapshuffle', False) set_player_attr('compassshuffle', False) set_player_attr('keyshuffle', False) set_player_attr('bigkeyshuffle', False) set_player_attr('difficulty_requirements', None) set_player_attr('boss_shuffle', 'none') set_player_attr('enemy_shuffle', False) set_player_attr('enemy_health', 'default') set_player_attr('enemy_damage', 'default') set_player_attr('killable_thieves', False) set_player_attr('tile_shuffle', False) set_player_attr('bush_shuffle', False) set_player_attr('beemizer', 0) set_player_attr('escape_assist', []) set_player_attr('crystals_needed_for_ganon', 7) set_player_attr('crystals_needed_for_gt', 7) set_player_attr('open_pyramid', False) set_player_attr('treasure_hunt_icon', 'Triforce Piece') set_player_attr('treasure_hunt_count', 0) set_player_attr('clock_mode', False) set_player_attr('can_take_damage', True) set_player_attr('glitch_boots', True) set_player_attr('progression_balancing', True) set_player_attr('local_items', set()) set_player_attr('triforce_pieces_available', 30) set_player_attr('triforce_pieces_required', 20) set_player_attr('shop_shuffle', 'off') set_player_attr('shuffle_prizes', "g") set_player_attr('sprite_pool', []) def secure(self): self.random = secrets.SystemRandom() @property def player_ids(self): yield from range(1, self.players + 1) def get_name_string_for_object(self, obj) -> str: return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_names(obj.player)})' def get_player_names(self, player: int) -> str: return ", ".join(self.player_names[player]) def initialize_regions(self, regions=None): for region in regions if regions else self.regions: region.world = self self._region_cache[region.player][region.name] = region def _recache(self): """Rebuild world cache""" for region in self.regions: player = region.player self._region_cache[player][region.name] = region for exit in region.exits: self._entrance_cache[exit.name, player] = exit for r_location in region.locations: self._location_cache[r_location.name, player] = r_location def get_regions(self, player=None): return self.regions if player is None else self._region_cache[player].values() def get_region(self, regionname: str, player: int) -> Region: try: return self._region_cache[player][regionname] except KeyError: self._recache() return self._region_cache[player][regionname] def _debug_get_region(self, regionname: str, player: int) -> Region: if type(regionname) != str: raise TypeError(f"expected str, got {type(regionname)} instead") try: return self._region_cache[player][regionname] except KeyError: for region in self.regions: if region.name == regionname and region.player == player: assert not region.world # this should only happen before initialization self._region_cache[player][regionname] = region return region raise KeyError('No such region %s for player %d' % (regionname, player)) def get_entrance(self, entrance: str, player: int) -> Entrance: try: return self._entrance_cache[entrance, player] except KeyError: self._recache() return self._entrance_cache[entrance, player] def _debug_get_entrance(self, entrance: str, player: int) -> Entrance: if type(entrance) != str: raise TypeError(f"expected str, got {type(entrance)} instead") try: return self._entrance_cache[(entrance, player)] except KeyError: for region in self.regions: for exit in region.exits: if exit.name == entrance and exit.player == player: self._entrance_cache[(entrance, player)] = exit return exit raise KeyError('No such entrance %s for player %d' % (entrance, player)) def get_location(self, location: str, player: int) -> Location: try: return self._location_cache[location, player] except KeyError: self._recache() return self._location_cache[location, player] def _debug_get_location(self, location: str, player: int) -> Location: if type(location) != str: raise TypeError(f"expected str, got {type(location)} instead") try: return self._location_cache[(location, player)] except KeyError: for region in self.regions: for r_location in region.locations: if r_location.name == location and r_location.player == player: self._location_cache[(location, player)] = r_location return r_location raise KeyError('No such location %s for player %d' % (location, player)) def get_dungeon(self, dungeonname: str, player: int) -> Dungeon: for dungeon in self.dungeons: if dungeon.name == dungeonname and dungeon.player == player: return dungeon raise KeyError('No such dungeon %s for player %d' % (dungeonname, player)) def _debug_get_dungeon(self, dungeonname: str, player: int) -> Dungeon: if type(dungeonname) != str: raise TypeError(f"expected str, got {type(dungeonname)} instead") for dungeon in self.dungeons: if dungeon.name == dungeonname and dungeon.player == player: return dungeon raise KeyError('No such dungeon %s for player %d' % (dungeonname, player)) def get_all_state(self, keys=False) -> CollectionState: ret = CollectionState(self) def soft_collect(item): if item.name.startswith('Progressive '): if 'Sword' in item.name: if ret.has('Golden Sword', item.player): pass elif ret.has('Tempered Sword', item.player) and self.difficulty_requirements[ item.player].progressive_sword_limit >= 4: ret.prog_items['Golden Sword', item.player] += 1 elif ret.has('Master Sword', item.player) and self.difficulty_requirements[ item.player].progressive_sword_limit >= 3: ret.prog_items['Tempered Sword', item.player] += 1 elif ret.has('Fighter Sword', item.player) and self.difficulty_requirements[item.player].progressive_sword_limit >= 2: ret.prog_items['Master Sword', item.player] += 1 elif self.difficulty_requirements[item.player].progressive_sword_limit >= 1: ret.prog_items['Fighter Sword', item.player] += 1 elif 'Glove' in item.name: if ret.has('Titans Mitts', item.player): pass elif ret.has('Power Glove', item.player): ret.prog_items['Titans Mitts', item.player] += 1 else: ret.prog_items['Power Glove', item.player] += 1 elif 'Shield' in item.name: if ret.has('Mirror Shield', item.player): pass elif ret.has('Red Shield', item.player) and self.difficulty_requirements[item.player].progressive_shield_limit >= 3: ret.prog_items['Mirror Shield', item.player] += 1 elif ret.has('Blue Shield', item.player) and self.difficulty_requirements[item.player].progressive_shield_limit >= 2: ret.prog_items['Red Shield', item.player] += 1 elif self.difficulty_requirements[item.player].progressive_shield_limit >= 1: ret.prog_items['Blue Shield', item.player] += 1 elif 'Bow' in item.name: if ret.has('Silver', item.player): pass elif ret.has('Bow', item.player) and self.difficulty_requirements[item.player].progressive_bow_limit >= 2: ret.prog_items['Silver Bow', item.player] += 1 elif self.difficulty_requirements[item.player].progressive_bow_limit >= 1: ret.prog_items['Bow', item.player] += 1 elif item.name.startswith('Bottle'): if ret.bottle_count(item.player) < self.difficulty_requirements[item.player].progressive_bottle_limit: ret.prog_items[item.name, item.player] += 1 elif item.advancement or item.smallkey or item.bigkey: ret.prog_items[item.name, item.player] += 1 for item in self.itempool: soft_collect(item) if keys: for p in range(1, self.players + 1): from Items import ItemFactory for item in ItemFactory( ['Small Key (Hyrule Castle)', 'Big Key (Eastern Palace)', 'Big Key (Desert Palace)', 'Small Key (Desert Palace)', 'Big Key (Tower of Hera)', 'Small Key (Tower of Hera)', 'Small Key (Agahnims Tower)', 'Small Key (Agahnims Tower)', 'Big Key (Palace of Darkness)'] + ['Small Key (Palace of Darkness)'] * 6 + [ 'Big Key (Thieves Town)', 'Small Key (Thieves Town)', 'Big Key (Skull Woods)'] + [ 'Small Key (Skull Woods)'] * 3 + ['Big Key (Swamp Palace)', 'Small Key (Swamp Palace)', 'Big Key (Ice Palace)'] + [ 'Small Key (Ice Palace)'] * 2 + ['Big Key (Misery Mire)', 'Big Key (Turtle Rock)', 'Big Key (Ganons Tower)'] + [ 'Small Key (Misery Mire)'] * 3 + ['Small Key (Turtle Rock)'] * 4 + [ 'Small Key (Ganons Tower)'] * 4, p): soft_collect(item) ret.sweep_for_events() return ret def get_items(self) -> list: return [loc.item for loc in self.get_filled_locations()] + self.itempool def find_items(self, item, player: int) -> list: return [location for location in self.get_locations() if location.item is not None and location.item.name == item and location.item.player == player] def push_precollected(self, item: Item): item.world = self if (item.smallkey and self.keyshuffle[item.player]) or (item.bigkey and self.bigkeyshuffle[item.player]): item.advancement = True self.precollected_items.append(item) self.state.collect(item, True) def push_item(self, location: Location, item: Item, collect: bool = True): if not isinstance(location, Location): raise RuntimeError( 'Cannot assign item %s to invalid location %s (player %d).' % (item, location, item.player)) if location.can_fill(self.state, item, False): location.item = item item.location = location item.world = self if collect: self.state.collect(item, location.event, location) logging.debug('Placed %s at %s', item, location) else: raise RuntimeError('Cannot assign item %s to location %s.' % (item, location)) def get_entrances(self) -> list: if self._cached_entrances is None: self._cached_entrances = [entrance for region in self.regions for entrance in region.entrances] return self._cached_entrances def clear_entrance_cache(self): self._cached_entrances = None def get_locations(self) -> list: if self._cached_locations is None: self._cached_locations = [location for region in self.regions for location in region.locations] return self._cached_locations def clear_location_cache(self): self._cached_locations = None def get_unfilled_locations(self, player=None) -> list: if player is not None: return [location for location in self.get_locations() if location.player == player and not location.item] return [location for location in self.get_locations() if not location.item] def get_filled_locations(self, player=None) -> list: if player is not None: return [location for location in self.get_locations() if location.player == player and location.item is not None] return [location for location in self.get_locations() if location.item is not None] def get_reachable_locations(self, state=None, player=None) -> list: if state is None: state = self.state return [location for location in self.get_locations() if (player is None or location.player == player) and location.can_reach(state)] def get_placeable_locations(self, state=None, player=None) -> list: if state is None: state = self.state return [location for location in self.get_locations() if (player is None or location.player == player) and location.item is None and location.can_reach(state)] def unlocks_new_location(self, item) -> bool: temp_state = self.state.copy() temp_state.collect(item, True) for location in self.get_unfilled_locations(): if temp_state.can_reach(location) and not self.state.can_reach(location): return True return False def has_beaten_game(self, state, player: Optional[int] = None): if player: return state.has('Triforce', player) or state.world.logic[player] == 'nologic' else: return all((self.has_beaten_game(state, p) for p in range(1, self.players + 1))) def can_beat_game(self, starting_state=None): if starting_state: if self.has_beaten_game(starting_state): return True state = starting_state.copy() else: if self.has_beaten_game(self.state): return True state = CollectionState(self) prog_locations = {location for location in self.get_locations() if location.item is not None and ( location.item.advancement or location.event) and location not in state.locations_checked} while prog_locations: 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 prog_locations: if location.can_reach(state): sphere.append(location) if not sphere: # ran out of places and did not finish yet, quit return False for location in sphere: prog_locations.remove(location) state.collect(location.item, True, location) if self.has_beaten_game(state): return True return False class CollectionState(object): def __init__(self, parent: World): self.prog_items = Counter() self.world = parent self.reachable_regions = {player: set() for player in range(1, parent.players + 1)} self.blocked_connections = {player: set() for player in range(1, parent.players + 1)} self.events = set() self.path = {} self.locations_checked = set() self.stale = {player: True for player in range(1, parent.players + 1)} for item in parent.precollected_items: self.collect(item, True) def update_reachable_regions(self, player: int): self.stale[player] = False rrp = self.reachable_regions[player] bc = self.blocked_connections[player] queue = deque(self.blocked_connections[player]) start = self.world.get_region('Menu', player) # init on first call - this can't be done on construction since the regions don't exist yet if not start in rrp: rrp.add(start) bc.update(start.exits) queue.extend(start.exits) # run BFS on all connections, and keep track of those blocked by missing items while queue: connection = queue.popleft() new_region = connection.connected_region if new_region in rrp: bc.remove(connection) elif connection.can_reach(self): rrp.add(new_region) bc.remove(connection) bc.update(new_region.exits) queue.extend(new_region.exits) self.path[new_region] = (new_region.name, self.path.get(connection, None)) # Retry connections if the new region can unblock them if new_region.name in indirect_connections: new_entrance = self.world.get_entrance(indirect_connections[new_region.name], player) if new_entrance in bc and new_entrance not in queue: queue.append(new_entrance) def copy(self) -> CollectionState: ret = CollectionState(self.world) ret.prog_items = self.prog_items.copy() ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in range(1, self.world.players + 1)} ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in range(1, self.world.players + 1)} ret.events = copy.copy(self.events) ret.path = copy.copy(self.path) ret.locations_checked = copy.copy(self.locations_checked) return ret def can_reach(self, spot, resolution_hint=None, player=None) -> bool: if not hasattr(spot, "spot_type"): # try to resolve a name if resolution_hint == 'Location': spot = self.world.get_location(spot, player) elif resolution_hint == 'Entrance': spot = self.world.get_entrance(spot, player) else: # default to Region spot = self.world.get_region(spot, player) return spot.can_reach(self) def sweep_for_events(self, key_only: bool = False, locations=None): if locations is None: locations = self.world.get_filled_locations() new_locations = True while new_locations: reachable_events = {location for location in locations if location.event and (not key_only or (not self.world.keyshuffle[ location.item.player] and location.item.smallkey) or (not self.world.bigkeyshuffle[ location.item.player] and location.item.bigkey)) and location.can_reach(self)} new_locations = reachable_events - self.events for event in new_locations: self.events.add(event) self.collect(event.item, True, event) def has(self, item, player: int, count: int = 1): return self.prog_items[item, player] >= count def has_key(self, item, player, count: int = 1): if self.world.logic[player] == 'nologic': return True if self.world.keyshuffle[player] == "universal": return self.can_buy_unlimited('Small Key (Universal)', player) return self.prog_items[item, player] >= count def can_buy_unlimited(self, item: str, player: int) -> bool: return any(shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(self) for shop in self.world.shops) def can_buy(self, item: str, player: int) -> bool: return any(shop.region.player == player and shop.has(item) and shop.region.can_reach(self) for shop in self.world.shops) def item_count(self, item, player: int) -> int: return self.prog_items[item, player] def has_triforce_pieces(self, count: int, player: int) -> bool: return self.item_count('Triforce Piece', player) + self.item_count('Power Star', player) >= count def has_crystals(self, count: int, player: int) -> bool: found: int = 0 for crystalnumber in range(1, 8): found += self.prog_items[f"Crystal {crystalnumber}", player] if found >= count: return True return False def can_lift_rocks(self, player: int): return self.has('Power Glove', player) or self.has('Titans Mitts', player) def has_bottle(self, player: int) -> bool: return self.has_bottles(1, player) def bottle_count(self, player: int) -> int: found: int = 0 for bottlename in item_name_groups["Bottles"]: found += self.prog_items[bottlename, player] return found def has_bottles(self, bottles: int, player: int) -> bool: """Version of bottle_count that allows fast abort""" found: int = 0 for bottlename in item_name_groups["Bottles"]: found += self.prog_items[bottlename, player] if found >= bottles: return True return False def has_hearts(self, player: int, count: int) -> int: # Warning: This only considers items that are marked as advancement items return self.heart_count(player) >= count def heart_count(self, player: int) -> int: # Warning: This only considers items that are marked as advancement items diff = self.world.difficulty_requirements[player] return min(self.item_count('Boss Heart Container', player), diff.boss_heart_container_limit) \ + self.item_count('Sanctuary Heart Container', player) \ + min(self.item_count('Piece of Heart', player), diff.heart_piece_limit) // 4 \ + 3 # starting hearts def can_lift_heavy_rocks(self, player: int) -> bool: return self.has('Titans Mitts', player) def can_extend_magic(self, player: int, smallmagic: int = 16, fullrefill: bool = False): # This reflects the total magic Link has, not the total extra he has. basemagic = 8 if self.has('Magic Upgrade (1/4)', player): basemagic = 32 elif self.has('Magic Upgrade (1/2)', player): basemagic = 16 if self.can_buy_unlimited('Green Potion', player) or self.can_buy_unlimited('Blue Potion', player): if self.world.difficulty_adjustments[player] == 'hard' and not fullrefill: basemagic = basemagic + int(basemagic * 0.5 * self.bottle_count(player)) elif self.world.difficulty_adjustments[player] == 'expert' and not fullrefill: basemagic = basemagic + int(basemagic * 0.25 * self.bottle_count(player)) else: basemagic = basemagic + basemagic * self.bottle_count(player) return basemagic >= smallmagic def can_kill_most_things(self, player: int, enemies=5) -> bool: return (self.has_melee_weapon(player) or self.has('Cane of Somaria', player) or (self.has('Cane of Byrna', player) and (enemies < 6 or self.can_extend_magic(player))) or self.can_shoot_arrows(player) or self.has('Fire Rod', player) or (self.has('Bombs (10)', player) and enemies < 6)) def can_shoot_arrows(self, player: int) -> bool: if self.world.retro[player]: # TODO: Progressive and Non-Progressive silvers work differently (progressive is not usable until the shop arrow is bought) return (self.has('Bow', player) or self.has('Silver Bow', player)) and self.can_buy('Single Arrow', player) return self.has('Bow', player) or self.has('Silver Bow', player) def can_get_good_bee(self, player: int) -> bool: cave = self.world.get_region('Good Bee Cave', player) return ( self.has_bottle(player) and self.has('Bug Catching Net', player) and (self.has_Boots(player) or (self.has_sword(player) and self.has('Quake', player))) and cave.can_reach(self) and self.is_not_bunny(cave, player) ) def has_sword(self, player: int) -> bool: return self.has('Fighter Sword', player) \ or self.has('Master Sword', player) \ or self.has('Tempered Sword', player) \ or self.has('Golden Sword', player) def has_beam_sword(self, player: int) -> bool: return self.has('Master Sword', player) or self.has('Tempered Sword', player) or self.has('Golden Sword', player) def has_melee_weapon(self, player: int) -> bool: return self.has_sword(player) or self.has('Hammer', player) def has_Mirror(self, player: int) -> bool: return self.has('Magic Mirror', player) def has_Boots(self, player: int) -> bool: return self.has('Pegasus Boots', player) def has_Pearl(self, player: int) -> bool: return self.has('Moon Pearl', player) def has_fire_source(self, player: int) -> bool: return self.has('Fire Rod', player) or self.has('Lamp', player) def can_flute(self, player: int) -> bool: lw = self.world.get_region('Light World', player) return self.has('Flute', player) and lw.can_reach(self) and self.is_not_bunny(lw, player) def can_melt_things(self, player: int) -> bool: return self.has('Fire Rod', player) or (self.has('Bombos', player) and (self.has_sword(player) or self.world.swords[player] == "swordless")) def can_avoid_lasers(self, player: int) -> bool: return self.has('Mirror Shield', player) or self.has('Cane of Byrna', player) or self.has('Cape', player) def is_not_bunny(self, region: Region, player: int) -> bool: if self.has_Pearl(player): return True return region.is_light_world if self.world.mode[player] != 'inverted' else region.is_dark_world def can_reach_light_world(self, player: int) -> bool: if True in [i.is_light_world for i in self.reachable_regions[player]]: return True return False def can_reach_dark_world(self, player: int) -> bool: if True in [i.is_dark_world for i in self.reachable_regions[player]]: return True return False def has_misery_mire_medallion(self, player: int) -> bool: return self.has(self.world.required_medallions[player][0], player) def has_turtle_rock_medallion(self, player: int) -> bool: return self.has(self.world.required_medallions[player][1], player) def can_boots_clip_lw(self, player): if self.world.mode[player] == 'inverted': return self.has_Boots(player) and self.has_Pearl(player) return self.has_Boots(player) def can_boots_clip_dw(self, player): if self.world.mode[player] != 'inverted': return self.has_Boots(player) and self.has_Pearl(player) return self.has_Boots(player) def can_get_glitched_speed_lw(self, player): rules = [self.has_Boots(player), any([self.has('Hookshot', player), self.has_sword(player)])] if self.world.mode[player] == 'inverted': rules.append(self.has_Pearl(player)) return all(rules) def can_superbunny_mirror_with_sword(self, player): return self.has_Mirror(player) and self.has_sword(player) def can_get_glitched_speed_dw(self, player): rules = [self.has_Boots(player), any([self.has('Hookshot', player), self.has_sword(player)])] if self.world.mode[player] != 'inverted': rules.append(self.has_Pearl(player)) return all(rules) def collect(self, item: Item, event=False, location=None): if location: self.locations_checked.add(location) changed = False if item.name.startswith('Progressive '): if 'Sword' in item.name: if self.has('Golden Sword', item.player): pass elif self.has('Tempered Sword', item.player) and self.world.difficulty_requirements[ item.player].progressive_sword_limit >= 4: self.prog_items['Golden Sword', item.player] += 1 changed = True elif self.has('Master Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 3: self.prog_items['Tempered Sword', item.player] += 1 changed = True elif self.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2: self.prog_items['Master Sword', item.player] += 1 changed = True elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1: self.prog_items['Fighter Sword', item.player] += 1 changed = True elif 'Glove' in item.name: if self.has('Titans Mitts', item.player): pass elif self.has('Power Glove', item.player): self.prog_items['Titans Mitts', item.player] += 1 changed = True else: self.prog_items['Power Glove', item.player] += 1 changed = True elif 'Shield' in item.name: if self.has('Mirror Shield', item.player): pass elif self.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3: self.prog_items['Mirror Shield', item.player] += 1 changed = True elif self.has('Blue Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2: self.prog_items['Red Shield', item.player] += 1 changed = True elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1: self.prog_items['Blue Shield', item.player] += 1 changed = True elif 'Bow' in item.name: if self.has('Silver Bow', item.player): pass elif self.has('Bow', item.player): self.prog_items['Silver Bow', item.player] += 1 changed = True else: self.prog_items['Bow', item.player] += 1 changed = True elif item.name.startswith('Bottle'): if self.bottle_count(item.player) < self.world.difficulty_requirements[item.player].progressive_bottle_limit: self.prog_items[item.name, item.player] += 1 changed = True elif event or item.advancement: self.prog_items[item.name, item.player] += 1 changed = True self.stale[item.player] = True if changed: if not event: self.sweep_for_events() def remove(self, item): if item.advancement: to_remove = item.name if to_remove.startswith('Progressive '): if 'Sword' in to_remove: if self.has('Golden Sword', item.player): to_remove = 'Golden Sword' elif self.has('Tempered Sword', item.player): to_remove = 'Tempered Sword' elif self.has('Master Sword', item.player): to_remove = 'Master Sword' elif self.has('Fighter Sword', item.player): to_remove = 'Fighter Sword' else: to_remove = None elif 'Glove' in item.name: if self.has('Titans Mitts', item.player): to_remove = 'Titans Mitts' elif self.has('Power Glove', item.player): to_remove = 'Power Glove' else: to_remove = None elif 'Shield' in item.name: if self.has('Mirror Shield', item.player): to_remove = 'Mirror Shield' elif self.has('Red Shield', item.player): to_remove = 'Red Shield' elif self.has('Blue Shield', item.player): to_remove = 'Blue Shield' else: to_remove = 'None' elif 'Bow' in item.name: if self.has('Silver Bow', item.player): to_remove = 'Silver Bow' elif self.has('Bow', item.player): to_remove = 'Bow' else: to_remove = None if to_remove is not None: self.prog_items[to_remove, item.player] -= 1 if self.prog_items[to_remove, item.player] < 1: del (self.prog_items[to_remove, item.player]) # invalidate caches, nothing can be trusted anymore now self.reachable_regions[item.player] = set() self.blocked_connections[item.player] = set() self.stale[item.player] = True @unique class RegionType(Enum): LightWorld = 1 DarkWorld = 2 Cave = 3 # Also includes Houses Dungeon = 4 @property def is_indoors(self): """Shorthand for checking if Cave or Dungeon""" return self in (RegionType.Cave, RegionType.Dungeon) class Region(object): def __init__(self, name: str, type, hint, player: int): self.name = name self.type = type self.entrances = [] self.exits = [] self.locations = [] self.dungeon = None self.shop = None self.world = None self.is_light_world = False # will be set after making connections. self.is_dark_world = False self.spot_type = 'Region' self.hint_text = hint self.recursion_count = 0 self.player = player def can_reach(self, state): if state.stale[self.player]: state.update_reachable_regions(self.player) return self in state.reachable_regions[self.player] def can_reach_private(self, state: CollectionState): for entrance in self.entrances: if entrance.can_reach(state): if not self in state.path: state.path[self] = (self.name, state.path.get(entrance, None)) return True return False def can_fill(self, item: Item): inside_dungeon_item = ((item.smallkey and not self.world.keyshuffle[item.player]) or (item.bigkey and not self.world.bigkeyshuffle[item.player]) or (item.map and not self.world.mapshuffle[item.player]) or (item.compass and not self.world.compassshuffle[item.player])) sewer_hack = self.world.mode[item.player] == 'standard' and item.name == 'Small Key (Hyrule Castle)' if sewer_hack or inside_dungeon_item: return self.dungeon and self.dungeon.is_dungeon_item(item) and item.player == self.player return True def __repr__(self): return self.__str__() def __str__(self): return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})' class Entrance(object): def __init__(self, player: int, name: str = '', parent=None): self.name = name self.parent_region = parent self.connected_region = None self.target = None self.addresses = None self.spot_type = 'Entrance' self.recursion_count = 0 self.vanilla = None self.access_rule = lambda state: True self.player = player self.hide_path = False def can_reach(self, state): if self.parent_region.can_reach(state) and self.access_rule(state): if not self.hide_path and not self in state.path: state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None))) return True return False def connect(self, region, addresses=None, target=None, vanilla=None): self.connected_region = region self.target = target self.addresses = addresses self.vanilla = vanilla region.entrances.append(self) def __repr__(self): return self.__str__() def __str__(self): world = self.parent_region.world if self.parent_region else None return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})' class Dungeon(object): def __init__(self, name: str, regions, big_key, small_keys, dungeon_items, player: int): self.name = name self.regions = regions self.big_key = big_key self.small_keys = small_keys self.dungeon_items = dungeon_items self.bosses = dict() self.player = player self.world = None @property def boss(self): return self.bosses.get(None, None) @boss.setter def boss(self, value): self.bosses[None] = value @property def keys(self): return self.small_keys + ([self.big_key] if self.big_key else []) @property def all_items(self): return self.dungeon_items + self.keys def is_dungeon_item(self, item: Item) -> bool: return item.player == self.player and item.name in [dungeon_item.name for dungeon_item in self.all_items] def __eq__(self, other: Item) -> bool: return self.name == other.name and self.player == other.player def __repr__(self): return self.__str__() def __str__(self): return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})' class Boss(object): def __init__(self, name, enemizer_name, defeat_rule, player: int): self.name = name self.enemizer_name = enemizer_name self.defeat_rule = defeat_rule self.player = player def can_defeat(self, state) -> bool: return self.defeat_rule(state, self.player) class Location(object): def __init__(self, player: int, name: str = '', address=None, crystal: bool = False, hint_text: Optional[str] = None, parent=None, player_address=None): self.name = name self.parent_region = parent self.item = None self.crystal = crystal self.address = address self.player_address = player_address self.spot_type = 'Location' self.hint_text: str = hint_text if hint_text else name self.recursion_count = 0 self.event = False self.locked = False self.always_allow = lambda item, state: False self.access_rule = lambda state: True self.item_rule = lambda item: True self.player = player def can_fill(self, state: CollectionState, item: Item, check_access=True) -> bool: return self.always_allow(state, item) or (self.parent_region.can_fill(item) and self.item_rule(item) and (not check_access or self.can_reach(state))) def can_reach(self, state: CollectionState) -> bool: # self.access_rule computes faster on average, so placing it first for faster abort if self.access_rule(state) and self.parent_region.can_reach(state): return True return False def __repr__(self): return self.__str__() def __str__(self): world = self.parent_region.world if self.parent_region and self.parent_region.world else None return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})' def __hash__(self): return hash((self.name, self.player)) class Item(object): def __init__(self, name='', advancement=False, priority=False, type=None, code=None, pedestal_hint=None, pedestal_credit=None, sickkid_credit=None, zora_credit=None, witch_credit=None, fluteboy_credit=None, hint_text=None, player=None): self.name = name self.advancement = advancement self.priority = priority self.type = type self.pedestal_hint_text = pedestal_hint self.pedestal_credit_text = pedestal_credit self.sickkid_credit_text = sickkid_credit self.zora_credit_text = zora_credit self.magicshop_credit_text = witch_credit self.fluteboy_credit_text = fluteboy_credit self.hint_text = hint_text self.code = code self.location = None self.world = None self.player = player @property def crystal(self) -> bool: return self.type == 'Crystal' @property def smallkey(self) -> bool: return self.type == 'SmallKey' @property def bigkey(self) -> bool: return self.type == 'BigKey' @property def map(self) -> bool: return self.type == 'Map' @property def compass(self) -> bool: return self.type == 'Compass' def __repr__(self): return self.__str__() def __str__(self): return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})' # have 6 address that need to be filled class Crystal(Item): pass @unique class ShopType(Enum): Shop = 0 TakeAny = 1 UpgradeShop = 2 class Shop(): slots = 3 # slot count is not dynamic in asm, however inventory can have None as empty slots blacklist = set() # items that don't work, todo: actually check against this type = ShopType.Shop def __init__(self, region: Region, room_id: int, shopkeeper_config: int, custom: bool, locked: bool): self.region = region self.room_id = room_id self.inventory: List[Union[None, dict]] = [None] * self.slots self.shopkeeper_config = shopkeeper_config self.custom = custom self.locked = locked @property def item_count(self) -> int: for x in range(self.slots - 1, -1, -1): # last x is 0 if self.inventory[x]: return x + 1 return 0 def get_bytes(self) -> List[int]: # [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index] entrances = self.region.entrances config = self.item_count if len(entrances) == 1 and entrances[0].name in door_addresses: door_id = door_addresses[entrances[0].name][0] + 1 else: door_id = 0 config |= 0x40 # ignore door id if self.type == ShopType.TakeAny: config |= 0x80 elif self.type == ShopType.UpgradeShop: config |= 0x10 # Alt. VRAM return [0x00]+int16_as_bytes(self.room_id)+[door_id, 0x00, config, self.shopkeeper_config, 0x00] def has_unlimited(self, item: str) -> bool: for inv in self.inventory: if inv is None: continue if inv['item'] == item: return True if inv['max'] != 0 and inv['replacement'] is not None and inv['replacement'] == item: return True return False def has(self, item: str) -> bool: for inv in self.inventory: if inv is None: continue if inv['item'] == item: return True if inv['max'] != 0 and inv['replacement'] == item: return True return False def clear_inventory(self): self.inventory = [None] * self.slots def add_inventory(self, slot: int, item: str, price: int, max: int = 0, replacement: Optional[str] = None, replacement_price: int = 0, create_location: bool = False): self.inventory[slot] = { 'item': item, 'price': price, 'max': max, 'replacement': replacement, 'replacement_price': replacement_price, 'create_location': create_location } def push_inventory(self, slot: int, item: str, price: int, max: int = 1): if not self.inventory[slot]: raise ValueError("Inventory can't be pushed back if it doesn't exist") self.inventory[slot] = { 'item': item, 'price': price, 'max': max, 'replacement': self.inventory[slot]["item"], 'replacement_price': self.inventory[slot]["price"], 'create_location': self.inventory[slot]["create_location"] } class TakeAny(Shop): type = ShopType.TakeAny class UpgradeShop(Shop): type = ShopType.UpgradeShop # Potions break due to VRAM flags set in UpgradeShop. # Didn't check for more things breaking as not much else can be shuffled here currently blacklist = item_name_groups["Potions"] class Spoiler(object): world: World def __init__(self, world): self.world = world self.hashes = {} self.entrances = OrderedDict() self.medallions = {} self.playthrough = {} self.unreachables = [] self.startinventory = [] self.locations = {} self.paths = {} self.metadata = {} self.shops = [] self.bosses = OrderedDict() def set_entrance(self, entrance, exit, direction, player): if self.world.players == 1: self.entrances[(entrance, direction, player)] = OrderedDict([('entrance', entrance), ('exit', exit), ('direction', direction)]) else: self.entrances[(entrance, direction, player)] = OrderedDict([('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction)]) def parse_data(self): self.medallions = OrderedDict() if self.world.players == 1: self.medallions['Misery Mire'] = self.world.required_medallions[1][0] self.medallions['Turtle Rock'] = self.world.required_medallions[1][1] else: for player in range(1, self.world.players + 1): self.medallions[f'Misery Mire ({self.world.get_player_names(player)})'] = self.world.required_medallions[player][0] self.medallions[f'Turtle Rock ({self.world.get_player_names(player)})'] = self.world.required_medallions[player][1] self.startinventory = list(map(str, self.world.precollected_items)) self.locations = OrderedDict() listed_locations = set() lw_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.LightWorld] self.locations['Light World'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in lw_locations]) listed_locations.update(lw_locations) dw_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.DarkWorld] self.locations['Dark World'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in dw_locations]) listed_locations.update(dw_locations) cave_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.Cave] self.locations['Caves'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in cave_locations]) listed_locations.update(cave_locations) for dungeon in self.world.dungeons: dungeon_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.dungeon == dungeon] self.locations[str(dungeon)] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in dungeon_locations]) listed_locations.update(dungeon_locations) other_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations] if other_locations: self.locations['Other Locations'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in other_locations]) listed_locations.update(other_locations) self.shops = [] for shop in self.world.shops: if not shop.custom: continue shopdata = {'location': str(shop.region), 'type': 'Take Any' if shop.type == ShopType.TakeAny else 'Shop' } for index, item in enumerate(shop.inventory): if item is None: continue shopdata['item_{}'.format(index)] = "{} — {}".format(item['item'], item['price']) if item['price'] else item['item'] if item['max'] == 0: continue shopdata['item_{}'.format(index)] += " x {}".format(item['max']) if item['replacement'] is None: continue shopdata['item_{}'.format(index)] += ", {} - {}".format(item['replacement'], item['replacement_price']) if item['replacement_price'] else item['replacement'] self.shops.append(shopdata) for player in range(1, self.world.players + 1): self.bosses[str(player)] = OrderedDict() self.bosses[str(player)]["Eastern Palace"] = self.world.get_dungeon("Eastern Palace", player).boss.name self.bosses[str(player)]["Desert Palace"] = self.world.get_dungeon("Desert Palace", player).boss.name self.bosses[str(player)]["Tower Of Hera"] = self.world.get_dungeon("Tower of Hera", player).boss.name self.bosses[str(player)]["Hyrule Castle"] = "Agahnim" self.bosses[str(player)]["Palace Of Darkness"] = self.world.get_dungeon("Palace of Darkness", player).boss.name self.bosses[str(player)]["Swamp Palace"] = self.world.get_dungeon("Swamp Palace", player).boss.name self.bosses[str(player)]["Skull Woods"] = self.world.get_dungeon("Skull Woods", player).boss.name self.bosses[str(player)]["Thieves Town"] = self.world.get_dungeon("Thieves Town", player).boss.name self.bosses[str(player)]["Ice Palace"] = self.world.get_dungeon("Ice Palace", player).boss.name self.bosses[str(player)]["Misery Mire"] = self.world.get_dungeon("Misery Mire", player).boss.name self.bosses[str(player)]["Turtle Rock"] = self.world.get_dungeon("Turtle Rock", player).boss.name if self.world.mode[player] != 'inverted': self.bosses[str(player)]["Ganons Tower Basement"] = self.world.get_dungeon('Ganons Tower', player).bosses['bottom'].name self.bosses[str(player)]["Ganons Tower Middle"] = self.world.get_dungeon('Ganons Tower', player).bosses['middle'].name self.bosses[str(player)]["Ganons Tower Top"] = self.world.get_dungeon('Ganons Tower', player).bosses['top'].name else: self.bosses[str(player)]["Ganons Tower Basement"] = self.world.get_dungeon('Inverted Ganons Tower', player).bosses['bottom'].name self.bosses[str(player)]["Ganons Tower Middle"] = self.world.get_dungeon('Inverted Ganons Tower', player).bosses['middle'].name self.bosses[str(player)]["Ganons Tower Top"] = self.world.get_dungeon('Inverted Ganons Tower', player).bosses['top'].name self.bosses[str(player)]["Ganons Tower"] = "Agahnim 2" self.bosses[str(player)]["Ganon"] = "Ganon" if self.world.players == 1: self.bosses = self.bosses["1"] from Utils import __version__ as ERVersion self.metadata = {'version': ERVersion, 'logic': self.world.logic, 'mode': self.world.mode, 'retro': self.world.retro, 'weapons': self.world.swords, 'goal': self.world.goal, 'shuffle': self.world.shuffle, 'item_pool': self.world.difficulty, 'item_functionality': self.world.difficulty_adjustments, 'gt_crystals': self.world.crystals_needed_for_gt, 'ganon_crystals': self.world.crystals_needed_for_ganon, 'open_pyramid': self.world.open_pyramid, 'accessibility': self.world.accessibility, 'hints': self.world.hints, 'mapshuffle': self.world.mapshuffle, 'compassshuffle': self.world.compassshuffle, 'keyshuffle': self.world.keyshuffle, 'bigkeyshuffle': self.world.bigkeyshuffle, 'boss_shuffle': self.world.boss_shuffle, 'enemy_shuffle': self.world.enemy_shuffle, 'enemy_health': self.world.enemy_health, 'enemy_damage': self.world.enemy_damage, 'killable_thieves': self.world.killable_thieves, 'tile_shuffle': self.world.tile_shuffle, 'bush_shuffle': self.world.bush_shuffle, 'beemizer': self.world.beemizer, 'progressive': self.world.progressive, 'shufflepots': self.world.shufflepots, 'players': self.world.players, 'teams': self.world.teams, 'progression_balancing': self.world.progression_balancing, 'triforce_pieces_available': self.world.triforce_pieces_available, 'triforce_pieces_required': self.world.triforce_pieces_required, 'shop_shuffle': self.world.shop_shuffle, 'shuffle_prizes': self.world.shuffle_prizes, 'sprite_pool': self.world.sprite_pool } def to_json(self): self.parse_data() out = OrderedDict() out['Entrances'] = list(self.entrances.values()) out.update(self.locations) out['Starting Inventory'] = self.startinventory out['Special'] = self.medallions if self.hashes: out['Hashes'] = {f"{self.world.player_names[player][team]} (Team {team+1})": hash for (player, team), hash in self.hashes.items()} if self.shops: out['Shops'] = self.shops out['playthrough'] = self.playthrough out['paths'] = self.paths out['Bosses'] = self.bosses out['meta'] = self.metadata return json.dumps(out) def to_file(self, filename): self.parse_data() def bool_to_text(variable: Union[bool, str]) -> str: if type(variable) == str: return variable return 'Yes' if variable else 'No' with open(filename, 'w', encoding="utf-8-sig") as outfile: outfile.write( 'ALttP Berserker\'s Multiworld Version %s - Seed: %s\n\n' % ( self.metadata['version'], self.world.seed)) outfile.write('Filling Algorithm: %s\n' % self.world.algorithm) outfile.write('Players: %d\n' % self.world.players) outfile.write('Teams: %d\n' % self.world.teams) for player in range(1, self.world.players + 1): if self.world.players > 1: outfile.write('\nPlayer %d: %s\n' % (player, self.world.get_player_names(player))) for team in range(self.world.teams): outfile.write('%s%s\n' % ( f"Hash - {self.world.player_names[player][team]} (Team {team + 1}): " if self.world.teams > 1 else 'Hash: ', self.hashes[player, team])) outfile.write('Logic: %s\n' % self.metadata['logic'][player]) if self.world.players > 1: outfile.write('Progression Balanced: %s\n' % ( 'Yes' if self.metadata['progression_balancing'][player] else 'No')) outfile.write('Mode: %s\n' % self.metadata['mode'][player]) outfile.write('Retro: %s\n' % ('Yes' if self.metadata['retro'][player] else 'No')) outfile.write('Swords: %s\n' % self.metadata['weapons'][player]) outfile.write('Goal: %s\n' % self.metadata['goal'][player]) if "triforce" in self.metadata["goal"][player]: # triforce hunt outfile.write("Pieces available for Triforce: %s\n" % self.metadata['triforce_pieces_available'][player]) outfile.write("Pieces required for Triforce: %s\n" % self.metadata["triforce_pieces_required"][player]) outfile.write('Difficulty: %s\n' % self.metadata['item_pool'][player]) outfile.write('Item Functionality: %s\n' % self.metadata['item_functionality'][player]) outfile.write('Item Progression: %s\n' % self.metadata['progressive'][player]) outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle'][player]) outfile.write('Crystals required for GT: %s\n' % self.metadata['gt_crystals'][player]) outfile.write('Crystals required for Ganon: %s\n' % self.metadata['ganon_crystals'][player]) outfile.write('Pyramid hole pre-opened: %s\n' % ( 'Yes' if self.metadata['open_pyramid'][player] else 'No')) outfile.write('Accessibility: %s\n' % self.metadata['accessibility'][player]) outfile.write('Map shuffle: %s\n' % ('Yes' if self.metadata['mapshuffle'][player] else 'No')) outfile.write('Compass shuffle: %s\n' % ('Yes' if self.metadata['compassshuffle'][player] else 'No')) outfile.write( 'Small Key shuffle: %s\n' % (bool_to_text(self.metadata['keyshuffle'][player]))) outfile.write('Big Key shuffle: %s\n' % ( 'Yes' if self.metadata['bigkeyshuffle'][player] else 'No')) outfile.write('Shop inventory shuffle: %s\n' % bool_to_text("i" in self.metadata["shop_shuffle"][player])) outfile.write('Shop price shuffle: %s\n' % bool_to_text("p" in self.metadata["shop_shuffle"][player])) outfile.write('Shop upgrade shuffle: %s\n' % bool_to_text("u" in self.metadata["shop_shuffle"][player])) outfile.write('Boss shuffle: %s\n' % self.metadata['boss_shuffle'][player]) outfile.write( 'Enemy shuffle: %s\n' % bool_to_text(self.metadata['enemy_shuffle'][player])) outfile.write('Enemy health: %s\n' % self.metadata['enemy_health'][player]) outfile.write('Enemy damage: %s\n' % self.metadata['enemy_damage'][player]) outfile.write(f'Killable thieves: {bool_to_text(self.metadata["killable_thieves"][player])}\n') outfile.write(f'Shuffled tiles: {bool_to_text(self.metadata["tile_shuffle"][player])}\n') outfile.write(f'Shuffled bushes: {bool_to_text(self.metadata["bush_shuffle"][player])}\n') outfile.write( 'Hints: %s\n' % ('Yes' if self.metadata['hints'][player] else 'No')) outfile.write('Beemizer: %s\n' % self.metadata['beemizer'][player]) outfile.write('Pot shuffle %s\n' % ('Yes' if self.metadata['shufflepots'][player] else 'No')) outfile.write('Prize shuffle %s\n' % self.metadata['shuffle_prizes'][player]) if self.entrances: outfile.write('\n\nEntrances:\n\n') outfile.write('\n'.join(['%s%s %s %s' % (f'{self.world.get_player_names(entry["player"])}: ' if self.world.players > 1 else '', entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.entrances.values()])) outfile.write('\n\nMedallions:\n') for dungeon, medallion in self.medallions.items(): outfile.write(f'\n{dungeon}: {medallion}') if self.startinventory: outfile.write('\n\nStarting Inventory:\n\n') outfile.write('\n'.join(self.startinventory)) outfile.write('\n\nLocations:\n\n') outfile.write('\n'.join(['%s: %s' % (location, item) for grouping in self.locations.values() for (location, item) in grouping.items()])) outfile.write('\n\nShops:\n\n') outfile.write('\n'.join("{} [{}]\n {}".format(shop['location'], shop['type'], "\n ".join(item for item in [shop.get('item_0', None), shop.get('item_1', None), shop.get('item_2', None)] if item)) for shop in self.shops)) for player in range(1, self.world.players + 1): if self.world.boss_shuffle[player] != 'none': bossmap = self.bosses[str(player)] if self.world.players > 1 else self.bosses outfile.write(f'\n\nBosses{(f" ({self.world.get_player_names(player)})" if self.world.players > 1 else "")}:\n') outfile.write(' '+'\n '.join([f'{x}: {y}' for x, y in bossmap.items()])) outfile.write('\n\nPlaythrough:\n\n') outfile.write('\n'.join(['%s: {\n%s\n}' % (sphere_nr, '\n'.join([' %s: %s' % (location, item) for (location, item) in sphere.items()] if sphere_nr != '0' else [f' {item}' for item in sphere])) for (sphere_nr, sphere) in self.playthrough.items()])) if self.unreachables: outfile.write('\n\nUnreachable Items:\n\n') outfile.write('\n'.join(['%s: %s' % (unreachable.item, unreachable) for unreachable in self.unreachables])) outfile.write('\n\nPaths:\n\n') path_listings = [] for location, path in sorted(self.paths.items()): path_lines = [] for region, exit in path: if exit is not None: path_lines.append("{} -> {}".format(region, exit)) else: path_lines.append(region) path_listings.append("{}\n {}".format(location, "\n => ".join(path_lines))) outfile.write('\n'.join(path_listings))