from __future__ import annotations from argparse import Namespace import copy from enum import unique, IntEnum, IntFlag import logging import json import functools from collections import OrderedDict, Counter, deque from typing import List, Dict, Optional, Set, Iterable, Union, Any, Tuple, TypedDict, Callable, NamedTuple import typing # this can go away when Python 3.8 support is dropped import secrets import random import Options import Utils import NetUtils class Group(TypedDict, total=False): name: str game: str world: auto_world players: Set[int] item_pool: Set[str] replacement_items: Dict[int, Optional[str]] local_items: Set[str] non_local_items: Set[str] class MultiWorld(): debug_types = False player_name: Dict[int, str] _region_cache: Dict[int, Dict[str, Region]] difficulty_requirements: dict required_medallions: dict dark_room_logic: Dict[int, str] restrict_dungeon_item_on_boss: Dict[int, bool] plando_texts: List[Dict[str, str]] plando_items: List[List[Dict[str, Any]]] plando_connections: List worlds: Dict[int, auto_world] groups: Dict[int, Group] regions: List[Region] itempool: List[Item] is_race: bool = False precollected_items: Dict[int, List[Item]] state: CollectionState accessibility: Dict[int, Options.Accessibility] early_items: Dict[int, Options.EarlyItems] local_items: Dict[int, Options.LocalItems] non_local_items: Dict[int, Options.NonLocalItems] progression_balancing: Dict[int, Options.ProgressionBalancing] completion_condition: Dict[int, Callable[[CollectionState], bool]] indirect_connections: Dict[Region, Set[Entrance]] exclude_locations: Dict[int, Options.ExcludeLocations] game: Dict[int, str] class AttributeProxy(): def __init__(self, rule): self.rule = rule def __getitem__(self, player) -> bool: return self.rule(player) def __init__(self, players: int): self.random = random.Random() # world-local random state is saved for multiple generations running concurrently self.players = players self.player_types = {player: NetUtils.SlotType.player for player in self.player_ids} self.glitch_triforce = False self.algorithm = 'balanced' self.dungeons: Dict[Tuple[str, int], Dungeon] = {} self.groups = {} self.regions = [] self.shops = [] self.itempool = [] self.seed = None self.seed_name: str = "Unavailable" self.precollected_items = {player: [] for player in self.player_ids} self._cached_entrances = None self._cached_locations = None self._entrance_cache = {} self._location_cache: Dict[Tuple[str, int], Location] = {} 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.custom = False self.customitemarray = [] self.shuffle_ganon = True self.spoiler = Spoiler(self) self.indirect_connections = {} self.fix_trock_doors = self.AttributeProxy( lambda player: self.shuffle[player] != 'vanilla' or self.mode[player] == 'inverted') self.fix_skullwoods_exit = self.AttributeProxy( lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']) self.fix_palaceofdarkness_exit = self.AttributeProxy( lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']) self.fix_trock_exit = self.AttributeProxy( lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']) for player in range(1, players + 1): def set_player_attr(attr, val): self.__dict__.setdefault(attr, {})[player] = val set_player_attr('tech_tree_layout_prerequisites', {}) set_player_attr('_region_cache', {}) set_player_attr('shuffle', "vanilla") set_player_attr('logic', "noglitches") set_player_attr('mode', 'open') set_player_attr('difficulty', 'normal') set_player_attr('item_functionality', 'normal') set_player_attr('timer', False) set_player_attr('goal', 'ganon') 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('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('difficulty_requirements', None) set_player_attr('boss_shuffle', 'none') set_player_attr('enemy_health', 'default') set_player_attr('enemy_damage', 'default') set_player_attr('beemizer_total_chance', 0) set_player_attr('beemizer_trap_chance', 0) set_player_attr('escape_assist', []) set_player_attr('treasure_hunt_icon', 'Triforce Piece') set_player_attr('treasure_hunt_count', 0) set_player_attr('clock_mode', False) set_player_attr('countdown_start_time', 10) set_player_attr('red_clock_time', -2) set_player_attr('blue_clock_time', 2) set_player_attr('green_clock_time', 4) set_player_attr('can_take_damage', True) 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', []) set_player_attr('dark_room_logic', "lamp") set_player_attr('plando_items', []) set_player_attr('plando_texts', {}) set_player_attr('plando_connections', []) set_player_attr('game', "A Link to the Past") set_player_attr('completion_condition', lambda state: True) self.custom_data = {} self.worlds = {} self.slot_seeds = {} def get_all_ids(self): return self.player_ids + tuple(self.groups) def add_group(self, name: str, game: str, players: Set[int] = frozenset()) -> Tuple[int, Group]: """Create a group with name and return the assigned player ID and group. If a group of this name already exists, the set of players is extended instead of creating a new one.""" for group_id, group in self.groups.items(): if group["name"] == name: group["players"] |= players return group_id, group new_id: int = self.players + len(self.groups) + 1 self.game[new_id] = game self.custom_data[new_id] = {} self.player_types[new_id] = NetUtils.SlotType.group self._region_cache[new_id] = {} world_type = AutoWorld.AutoWorldRegister.world_types[game] for option_key, option in world_type.option_definitions.items(): getattr(self, option_key)[new_id] = option(option.default) for option_key, option in Options.common_options.items(): getattr(self, option_key)[new_id] = option(option.default) for option_key, option in Options.per_game_common_options.items(): getattr(self, option_key)[new_id] = option(option.default) self.worlds[new_id] = world_type(self, new_id) self.worlds[new_id].collect_item = classmethod(AutoWorld.World.collect_item).__get__(self.worlds[new_id]) self.player_name[new_id] = name new_group = self.groups[new_id] = Group(name=name, game=game, players=players, world=self.worlds[new_id]) return new_id, new_group def get_player_groups(self, player) -> Set[int]: return {group_id for group_id, group in self.groups.items() if player in group["players"]} def set_seed(self, seed: Optional[int] = None, secure: bool = False, name: Optional[str] = None): self.seed = get_seed(seed) if secure: self.secure() else: self.random.seed(self.seed) self.seed_name = name if name else str(self.seed) self.slot_seeds = {player: random.Random(self.random.getrandbits(64)) for player in range(1, self.players + 1)} def set_options(self, args: Namespace) -> None: for option_key in Options.common_options: setattr(self, option_key, getattr(args, option_key, {})) for option_key in Options.per_game_common_options: setattr(self, option_key, getattr(args, option_key, {})) for player in self.player_ids: self.custom_data[player] = {} world_type = AutoWorld.AutoWorldRegister.world_types[self.game[player]] for option_key in world_type.option_definitions: setattr(self, option_key, getattr(args, option_key, {})) self.worlds[player] = world_type(self, player) def set_item_links(self): item_links = {} for player in self.player_ids: for item_link in self.item_links[player].value: if item_link["name"] in item_links: if item_links[item_link["name"]]["game"] != self.game[player]: raise Exception(f"Cannot ItemLink across games. Link: {item_link['name']}") item_links[item_link["name"]]["players"][player] = item_link["replacement_item"] item_links[item_link["name"]]["item_pool"] &= set(item_link["item_pool"]) item_links[item_link["name"]]["exclude"] |= set(item_link.get("exclude", [])) item_links[item_link["name"]]["local_items"] &= set(item_link.get("local_items", [])) item_links[item_link["name"]]["non_local_items"] &= set(item_link.get("non_local_items", [])) else: if item_link["name"] in self.player_name.values(): raise Exception(f"Cannot name a ItemLink group the same as a player ({item_link['name']}) ({self.get_player_name(player)}).") item_links[item_link["name"]] = { "players": {player: item_link["replacement_item"]}, "item_pool": set(item_link["item_pool"]), "exclude": set(item_link.get("exclude", [])), "game": self.game[player], "local_items": set(item_link.get("local_items", [])), "non_local_items": set(item_link.get("non_local_items", [])) } for name, item_link in item_links.items(): current_item_name_groups = AutoWorld.AutoWorldRegister.world_types[item_link["game"]].item_name_groups pool = set() local_items = set() non_local_items = set() for item in item_link["item_pool"]: pool |= current_item_name_groups.get(item, {item}) for item in item_link["exclude"]: pool -= current_item_name_groups.get(item, {item}) for item in item_link["local_items"]: local_items |= current_item_name_groups.get(item, {item}) for item in item_link["non_local_items"]: non_local_items |= current_item_name_groups.get(item, {item}) local_items &= pool non_local_items &= pool item_link["item_pool"] = pool item_link["local_items"] = local_items item_link["non_local_items"] = non_local_items for group_name, item_link in item_links.items(): game = item_link["game"] group_id, group = self.add_group(group_name, game, set(item_link["players"])) group["item_pool"] = item_link["item_pool"] group["replacement_items"] = item_link["players"] group["local_items"] = item_link["local_items"] group["non_local_items"] = item_link["non_local_items"] # intended for unittests def set_default_common_options(self): for option_key, option in Options.common_options.items(): setattr(self, option_key, {player_id: option(option.default) for player_id in self.player_ids}) for option_key, option in Options.per_game_common_options.items(): setattr(self, option_key, {player_id: option(option.default) for player_id in self.player_ids}) self.state = CollectionState(self) def secure(self): self.random = secrets.SystemRandom() self.is_race = True @functools.cached_property def player_ids(self): return tuple(range(1, self.players + 1)) @functools.lru_cache() def get_game_players(self, game_name: str): return tuple(player for player in self.player_ids if self.game[player] == game_name) @functools.lru_cache() def get_game_worlds(self, game_name: str): return tuple(world for player, world in self.worlds.items() if player not in self.groups and self.game[player] == game_name) def get_name_string_for_object(self, obj) -> str: return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_name(obj.player)})' def get_player_name(self, player: int) -> str: return self.player_name[player] def get_file_safe_player_name(self, player: int) -> str: return ''.join(c for c in self.get_player_name(player) if c not in '<>:"/\\|?*') def get_out_file_name_base(self, player: int) -> str: """ the base name (without file extension) for each player's output file for a seed """ return f"AP_{self.seed_name}_P{player}" \ + (f"_{self.get_file_safe_player_name(player).replace(' ', '_')}" if (self.player_name[player] != f"Player{player}") else '') def initialize_regions(self, regions=None): for region in regions if regions else self.regions: region.multiworld = self self._region_cache[region.player][region.name] = region @functools.cached_property def world_name_lookup(self): return {self.player_name[player_id]: player_id for player_id in self.player_ids} def _recache(self): """Rebuild world cache""" self._cached_locations = None 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 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 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 get_dungeon(self, dungeonname: str, player: int) -> Dungeon: try: return self.dungeons[dungeonname, player] except KeyError as e: raise KeyError('No such dungeon %s for player %d' % (dungeonname, player)) from e def get_all_state(self, use_cache: bool) -> CollectionState: cached = getattr(self, "_all_state", None) if use_cache and cached: return cached.copy() ret = CollectionState(self) for item in self.itempool: self.worlds[item.player].collect(ret, item) for player in self.player_ids: subworld = self.worlds[player] for item in subworld.get_pre_fill_items(): subworld.collect(ret, item) ret.sweep_for_events() if use_cache: self._all_state = ret return ret def get_items(self) -> List[Item]: return [loc.item for loc in self.get_filled_locations()] + self.itempool def find_item_locations(self, item, player: int) -> List[Location]: return [location for location in self.get_locations() if location.item and location.item.name == item and location.item.player == player] def find_item(self, item, player: int) -> Location: return next(location for location in self.get_locations() if location.item and location.item.name == item and location.item.player == player) def find_items_in_locations(self, items: Set[str], player: int) -> List[Location]: return [location for location in self.get_locations() if location.item and location.item.name in items and location.item.player == player] def create_item(self, item_name: str, player: int) -> Item: return self.worlds[player].create_item(item_name) def push_precollected(self, item: Item): self.precollected_items[item.player].append(item) self.state.collect(item, True) def push_item(self, location: Location, item: Item, collect: bool = True): assert location.can_fill(self.state, item, False), f"Cannot place {item} into {location}." location.item = item item.location = location if collect: self.state.collect(item, location.event, location) logging.debug('Placed %s at %s', item, location) def get_entrances(self) -> List[Entrance]: 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 register_indirect_condition(self, region: Region, entrance: Entrance): """Report that access to this Region can result in unlocking this Entrance, state.can_reach(Region) in the Entrance's traversal condition, as opposed to pure transition logic.""" self.indirect_connections.setdefault(region, set()).add(entrance) def get_locations(self) -> List[Location]: 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: Optional[int] = None) -> List[Location]: 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_unfilled_dungeon_locations(self): return [location for location in self.get_locations() if not location.item and location.parent_region.dungeon] def get_filled_locations(self, player: Optional[int] = None) -> List[Location]: 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: Optional[CollectionState] = None, player: Optional[int] = None) -> List[Location]: 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[Location]: 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 get_unfilled_locations_for_players(self, locations: List[str], players: Iterable[int]): for player in players: if len(locations) == 0: locations = [location.name for location in self.get_unfilled_locations(player)] for location_name in locations: location = self._location_cache.get((location_name, player), None) if location is not None and location.item is None: yield location def unlocks_new_location(self, item: 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: CollectionState, player: Optional[int] = None) -> bool: if player: return self.completion_condition[player](state) else: return all((self.has_beaten_game(state, p) for p in range(1, self.players + 1))) def can_beat_game(self, starting_state: Optional[CollectionState] = 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 and location.item.advancement and location not in state.locations_checked} while prog_locations: sphere = set() # 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.add(location) if not sphere: # ran out of places and did not finish yet, quit return False for location in sphere: state.collect(location.item, True, location) prog_locations -= sphere if self.has_beaten_game(state): return True return False def get_spheres(self): state = CollectionState(self) locations = set(self.get_filled_locations()) while locations: sphere = set() for location in locations: if location.can_reach(state): sphere.add(location) yield sphere if not sphere: if locations: yield locations # unreachable locations break for location in sphere: state.collect(location.item, True, location) locations -= sphere def fulfills_accessibility(self, state: Optional[CollectionState] = None): """Check if accessibility rules are fulfilled with current or supplied state.""" if not state: state = CollectionState(self) players = {"minimal": set(), "items": set(), "locations": set()} for player, access in self.accessibility.items(): players[access.current_key].add(player) beatable_fulfilled = False def location_condition(location: Location): """Determine if this location has to be accessible, location is already filtered by location_relevant""" if location.player in players["minimal"]: return False return True def location_relevant(location: Location): """Determine if this location is relevant to sweep.""" if location.progress_type != LocationProgressType.EXCLUDED \ and (location.player in players["locations"] or location.event or (location.item and location.item.advancement)): return True return False def all_done(): """Check if all access rules are fulfilled""" if beatable_fulfilled: if any(location_condition(location) for location in locations): return False # still locations required to be collected return True locations = {location for location in self.get_locations() if location_relevant(location)} while locations: sphere = set() for location in locations: if location.can_reach(state): sphere.add(location) if not sphere: # ran out of places and did not finish yet, quit logging.warning(f"Could not access required locations for accessibility check." f" Missing: {locations}") return False for location in sphere: locations.remove(location) state.collect(location.item, True, location) if self.has_beaten_game(state): beatable_fulfilled = True if all_done(): return True return False PathValue = Tuple[str, Optional["PathValue"]] class CollectionState(): prog_items: typing.Counter[Tuple[str, int]] multiworld: MultiWorld reachable_regions: Dict[int, Set[Region]] blocked_connections: Dict[int, Set[Entrance]] events: Set[Location] path: Dict[Union[Region, Entrance], PathValue] locations_checked: Set[Location] stale: Dict[int, bool] additional_init_functions: List[Callable[[CollectionState, MultiWorld], None]] = [] additional_copy_functions: List[Callable[[CollectionState, CollectionState], CollectionState]] = [] def __init__(self, parent: MultiWorld): self.prog_items = Counter() self.multiworld = parent self.reachable_regions = {player: set() for player in parent.get_all_ids()} self.blocked_connections = {player: set() for player in parent.get_all_ids()} self.events = set() self.path = {} self.locations_checked = set() self.stale = {player: True for player in parent.get_all_ids()} for function in self.additional_init_functions: function(self, parent) for items in parent.precollected_items.values(): for item in 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.multiworld.get_region('Menu', player) # init on first call - this can't be done on construction since the regions don't exist yet if start not 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): assert new_region, "tried to search through an Entrance with no Region" 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 for new_entrance in self.multiworld.indirect_connections.get(new_region, set()): if new_entrance in bc and new_entrance not in queue: queue.append(new_entrance) def copy(self) -> CollectionState: ret = CollectionState(self.multiworld) ret.prog_items = self.prog_items.copy() ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in self.reachable_regions} ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in self.blocked_connections} ret.events = copy.copy(self.events) ret.path = copy.copy(self.path) ret.locations_checked = copy.copy(self.locations_checked) for function in self.additional_copy_functions: ret = function(self, ret) return ret def can_reach(self, spot: Union[Location, Entrance, Region, str], resolution_hint: Optional[str] = None, player: Optional[int] = None) -> bool: if isinstance(spot, str): assert isinstance(player, int), "can_reach: player is required if spot is str" # try to resolve a name if resolution_hint == 'Location': spot = self.multiworld.get_location(spot, player) elif resolution_hint == 'Entrance': spot = self.multiworld.get_entrance(spot, player) else: # default to Region spot = self.multiworld.get_region(spot, player) return spot.can_reach(self) def sweep_for_events(self, key_only: bool = False, locations: Optional[Iterable[Location]] = None) -> None: if locations is None: locations = self.multiworld.get_filled_locations() reachable_events = True # since the loop has a good chance to run more than once, only filter the events once locations = {location for location in locations if location.event and location not in self.events and not key_only or getattr(location.item, "locked_dungeon_item", False)} while reachable_events: reachable_events = {location for location in locations if location.can_reach(self)} locations -= reachable_events for event in reachable_events: self.events.add(event) assert isinstance(event.item, Item), "tried to collect Event with no Item" self.collect(event.item, True, event) def has(self, item: str, player: int, count: int = 1) -> bool: return self.prog_items[item, player] >= count def has_all(self, items: Set[str], player: int) -> bool: return all(self.prog_items[item, player] for item in items) def has_any(self, items: Set[str], player: int) -> bool: return any(self.prog_items[item, player] for item in items) def count(self, item: str, player: int) -> int: return self.prog_items[item, player] def has_group(self, item_name_group: str, player: int, count: int = 1) -> bool: found: int = 0 for item_name in self.multiworld.worlds[player].item_name_groups[item_name_group]: found += self.prog_items[item_name, player] if found >= count: return True return False def count_group(self, item_name_group: str, player: int) -> int: found: int = 0 for item_name in self.multiworld.worlds[player].item_name_groups[item_name_group]: found += self.prog_items[item_name, player] return found 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.multiworld.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.multiworld.shops) def item_count(self, item: str, 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 bottle_count(self, player: int) -> int: return min(self.multiworld.difficulty_requirements[player].progressive_bottle_limit, self.count_group("Bottles", player)) 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.multiworld.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.multiworld.item_functionality[player] == 'hard' and not fullrefill: basemagic = basemagic + int(basemagic * 0.5 * self.bottle_count(player)) elif self.multiworld.item_functionality[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: int = 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.multiworld.retro_bow[player]: 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.multiworld.get_region('Good Bee Cave', player) return ( self.has_group("Bottles", player) and self.has('Bug Catching Net', player) and (self.has('Pegasus 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 can_retrieve_tablet(self, player: int) -> bool: return self.has('Book of Mudora', player) and (self.has_beam_sword(player) or (self.multiworld.swordless[player] and self.has("Hammer", 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_fire_source(self, player: int) -> bool: return self.has('Fire Rod', player) or self.has('Lamp', player) def can_melt_things(self, player: int) -> bool: return self.has('Fire Rod', player) or \ (self.has('Bombos', player) and (self.multiworld.swordless[player] or self.has_sword(player))) 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('Moon Pearl', player): return True return region.is_light_world if self.multiworld.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.multiworld.required_medallions[player][0], player) def has_turtle_rock_medallion(self, player: int) -> bool: return self.has(self.multiworld.required_medallions[player][1], player) def can_boots_clip_lw(self, player: int) -> bool: if self.multiworld.mode[player] == 'inverted': return self.has('Pegasus Boots', player) and self.has('Moon Pearl', player) return self.has('Pegasus Boots', player) def can_boots_clip_dw(self, player: int) -> bool: if self.multiworld.mode[player] != 'inverted': return self.has('Pegasus Boots', player) and self.has('Moon Pearl', player) return self.has('Pegasus Boots', player) def can_get_glitched_speed_lw(self, player: int) -> bool: rules = [self.has('Pegasus Boots', player), any([self.has('Hookshot', player), self.has_sword(player)])] if self.multiworld.mode[player] == 'inverted': rules.append(self.has('Moon Pearl', player)) return all(rules) def can_superbunny_mirror_with_sword(self, player: int) -> bool: return self.has('Magic Mirror', player) and self.has_sword(player) def can_get_glitched_speed_dw(self, player: int) -> bool: rules = [self.has('Pegasus Boots', player), any([self.has('Hookshot', player), self.has_sword(player)])] if self.multiworld.mode[player] != 'inverted': rules.append(self.has('Moon Pearl', player)) return all(rules) def can_bomb_clip(self, region: Region, player: int) -> bool: return self.is_not_bunny(region, player) and self.has('Pegasus Boots', player) def collect(self, item: Item, event: bool = False, location: Optional[Location] = None) -> bool: if location: self.locations_checked.add(location) changed = self.multiworld.worlds[item.player].collect(self, item) if not changed and event: self.prog_items[item.name, item.player] += 1 changed = True self.stale[item.player] = True if changed and not event: self.sweep_for_events() return changed def remove(self, item: Item): changed = self.multiworld.worlds[item.player].remove(self, item) if changed: # 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(IntEnum): Generic = 0 LightWorld = 1 DarkWorld = 2 Cave = 3 # Also includes Houses Dungeon = 4 @property def is_indoors(self) -> bool: """Shorthand for checking if Cave or Dungeon""" return self in (RegionType.Cave, RegionType.Dungeon) class Region: name: str type: RegionType hint_text: str player: int multiworld: Optional[MultiWorld] entrances: List[Entrance] exits: List[Entrance] locations: List[Location] dungeon: Optional[Dungeon] = None shop: Optional = None # LttP specific. TODO: move to a LttPRegion # will be set after making connections. is_light_world: bool = False is_dark_world: bool = False def __init__(self, name: str, type_: RegionType, hint: str, player: int, world: Optional[MultiWorld] = None): self.name = name self.type = type_ self.entrances = [] self.exits = [] self.locations = [] self.multiworld = world self.hint_text = hint self.player = player def can_reach(self, state: CollectionState) -> bool: 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) -> bool: 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 get_connecting_entrance(self, is_main_entrance: typing.Callable[[Entrance], bool]) -> Entrance: for entrance in self.entrances: if is_main_entrance(entrance): return entrance for entrance in self.entrances: # BFS might be better here, trying DFS for now. return entrance.parent_region.get_connecting_entrance(is_main_entrance) def __repr__(self): return self.__str__() def __str__(self): return self.multiworld.get_name_string_for_object(self) if self.multiworld else f'{self.name} (Player {self.player})' class Entrance: access_rule: Callable[[CollectionState], bool] = staticmethod(lambda state: True) hide_path: bool = False player: int name: str parent_region: Optional[Region] connected_region: Optional[Region] = None # LttP specific, TODO: should make a LttPEntrance addresses = None target = None def __init__(self, player: int, name: str = '', parent: Region = None): self.name = name self.parent_region = parent self.player = player def can_reach(self, state: CollectionState) -> bool: 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: Region, addresses: Any = None, target: Any = None) -> None: self.connected_region = region self.target = target self.addresses = addresses region.entrances.append(self) def __repr__(self): return self.__str__() def __str__(self): world = self.parent_region.multiworld 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: List[Region], big_key: Item, small_keys: List[Item], dungeon_items: List[Item], 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.multiworld = None @property def boss(self) -> Optional[Boss]: return self.bosses.get(None, None) @boss.setter def boss(self, value: Optional[Boss]): self.bosses[None] = value @property def keys(self) -> List[Item]: return self.small_keys + ([self.big_key] if self.big_key else []) @property def all_items(self) -> List[Item]: 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: Dungeon) -> bool: if not other: return False return self.name == other.name and self.player == other.player def __repr__(self): return self.__str__() def __str__(self): return self.multiworld.get_name_string_for_object(self) if self.multiworld else f'{self.name} (Player {self.player})' class Boss(): def __init__(self, name: str, enemizer_name: str, defeat_rule: Callable, 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) def __repr__(self): return f"Boss({self.name})" class LocationProgressType(IntEnum): DEFAULT = 1 PRIORITY = 2 EXCLUDED = 3 class Location: game: str = "Generic" player: int name: str address: Optional[int] parent_region: Optional[Region] event: bool = False locked: bool = False show_in_spoiler: bool = True progress_type: LocationProgressType = LocationProgressType.DEFAULT always_allow = staticmethod(lambda item, state: False) access_rule: Callable[[CollectionState], bool] = staticmethod(lambda state: True) item_rule = staticmethod(lambda item: True) item: Optional[Item] = None def __init__(self, player: int, name: str = '', address: Optional[int] = None, parent: Optional[Region] = None): self.player = player self.name = name self.address = address self.parent_region = parent def can_fill(self, state: CollectionState, item: Item, check_access=True) -> bool: return self.always_allow(state, item) or (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 place_locked_item(self, item: Item): if self.item: raise Exception(f"Location {self} already filled.") self.item = item item.location = self self.event = item.advancement self.locked = True def __repr__(self): return self.__str__() def __str__(self): world = self.parent_region.multiworld if self.parent_region and self.parent_region.multiworld 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)) def __lt__(self, other: Location): return (self.player, self.name) < (other.player, other.name) @property def native_item(self) -> bool: """Returns True if the item in this location matches game.""" return self.item and self.item.game == self.game @property def hint_text(self) -> str: hint_text = getattr(self, "_hint_text", None) if hint_text: return hint_text return "at " + self.name.replace("_", " ").replace("-", " ") class ItemClassification(IntFlag): filler = 0b0000 # aka trash, as in filler items like ammo, currency etc, progression = 0b0001 # Item that is logically relevant useful = 0b0010 # Item that is generally quite useful, but not required for anything logical trap = 0b0100 # detrimental or entirely useless (nothing) item skip_balancing = 0b1000 # should technically never occur on its own # Item that is logically relevant, but progression balancing should not touch. # Typically currency or other counted items. progression_skip_balancing = 0b1001 # only progression gets balanced def as_flag(self) -> int: """As Network API flag int.""" return int(self & 0b0111) class Item: game: str = "Generic" __slots__ = ("name", "classification", "code", "player", "location") name: str classification: ItemClassification code: Optional[int] """an item with code None is called an Event, and does not get written to multidata""" player: int location: Optional[Location] def __init__(self, name: str, classification: ItemClassification, code: Optional[int], player: int): self.name = name self.classification = classification self.player = player self.code = code self.location = None @property def hint_text(self) -> str: return getattr(self, "_hint_text", self.name.replace("_", " ").replace("-", " ")) @property def pedestal_hint_text(self) -> str: return getattr(self, "_pedestal_hint_text", self.name.replace("_", " ").replace("-", " ")) @property def advancement(self) -> bool: return ItemClassification.progression in self.classification @property def skip_in_prog_balancing(self) -> bool: return ItemClassification.progression_skip_balancing in self.classification @property def useful(self) -> bool: return ItemClassification.useful in self.classification @property def trap(self) -> bool: return ItemClassification.trap in self.classification @property def flags(self) -> int: return self.classification.as_flag() def __eq__(self, other): return self.name == other.name and self.player == other.player def __lt__(self, other: Item) -> bool: if other.player != self.player: return other.player < self.player return self.name < other.name def __hash__(self): return hash((self.name, self.player)) def __repr__(self) -> str: return self.__str__() def __str__(self) -> str: if self.location and self.location.parent_region and self.location.parent_region.multiworld: return self.location.parent_region.multiworld.get_name_string_for_object(self) return f"{self.name} (Player {self.player})" class Spoiler(): multiworld: MultiWorld unreachables: Set[Location] def __init__(self, world): self.multiworld = world self.hashes = {} self.entrances = OrderedDict() self.medallions = {} self.playthrough = {} self.unreachables = set() self.locations = {} self.paths = {} self.shops = [] self.bosses = OrderedDict() def set_entrance(self, entrance: str, exit_: str, direction: str, player: int): if self.multiworld.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() for player in self.multiworld.get_game_players("A Link to the Past"): self.medallions[f'Misery Mire ({self.multiworld.get_player_name(player)})'] = \ self.multiworld.required_medallions[player][0] self.medallions[f'Turtle Rock ({self.multiworld.get_player_name(player)})'] = \ self.multiworld.required_medallions[player][1] self.locations = OrderedDict() listed_locations = set() lw_locations = [loc for loc in self.multiworld.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.LightWorld and loc.show_in_spoiler] 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.multiworld.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.DarkWorld and loc.show_in_spoiler] 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.multiworld.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.Cave and loc.show_in_spoiler] 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.multiworld.dungeons.values(): dungeon_locations = [loc for loc in self.multiworld.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.dungeon == dungeon and loc.show_in_spoiler] 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.multiworld.get_locations() if loc not in listed_locations and loc.show_in_spoiler] 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 = [] from worlds.alttp.Shops import ShopType, price_type_display_name, price_rate_display for shop in self.multiworld.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 my_price = item['price'] // price_rate_display.get(item['price_type'], 1) shopdata['item_{}'.format( index)] = f"{item['item']} — {my_price} {price_type_display_name[item['price_type']]}" if item['player'] > 0: shopdata['item_{}'.format(index)] = shopdata['item_{}'.format(index)].replace('—', '(Player {}) — '.format( item['player'])) if item['max'] == 0: continue shopdata['item_{}'.format(index)] += " x {}".format(item['max']) if item['replacement'] is None: continue shopdata['item_{}'.format( index)] += f", {item['replacement']} - {item['replacement_price']} {price_type_display_name[item['replacement_price_type']]}" self.shops.append(shopdata) for player in self.multiworld.get_game_players("A Link to the Past"): self.bosses[str(player)] = OrderedDict() self.bosses[str(player)]["Eastern Palace"] = self.multiworld.get_dungeon("Eastern Palace", player).boss.name self.bosses[str(player)]["Desert Palace"] = self.multiworld.get_dungeon("Desert Palace", player).boss.name self.bosses[str(player)]["Tower Of Hera"] = self.multiworld.get_dungeon("Tower of Hera", player).boss.name self.bosses[str(player)]["Hyrule Castle"] = "Agahnim" self.bosses[str(player)]["Palace Of Darkness"] = self.multiworld.get_dungeon("Palace of Darkness", player).boss.name self.bosses[str(player)]["Swamp Palace"] = self.multiworld.get_dungeon("Swamp Palace", player).boss.name self.bosses[str(player)]["Skull Woods"] = self.multiworld.get_dungeon("Skull Woods", player).boss.name self.bosses[str(player)]["Thieves Town"] = self.multiworld.get_dungeon("Thieves Town", player).boss.name self.bosses[str(player)]["Ice Palace"] = self.multiworld.get_dungeon("Ice Palace", player).boss.name self.bosses[str(player)]["Misery Mire"] = self.multiworld.get_dungeon("Misery Mire", player).boss.name self.bosses[str(player)]["Turtle Rock"] = self.multiworld.get_dungeon("Turtle Rock", player).boss.name if self.multiworld.mode[player] != 'inverted': self.bosses[str(player)]["Ganons Tower Basement"] = \ self.multiworld.get_dungeon('Ganons Tower', player).bosses['bottom'].name self.bosses[str(player)]["Ganons Tower Middle"] = self.multiworld.get_dungeon('Ganons Tower', player).bosses[ 'middle'].name self.bosses[str(player)]["Ganons Tower Top"] = self.multiworld.get_dungeon('Ganons Tower', player).bosses[ 'top'].name else: self.bosses[str(player)]["Ganons Tower Basement"] = \ self.multiworld.get_dungeon('Inverted Ganons Tower', player).bosses['bottom'].name self.bosses[str(player)]["Ganons Tower Middle"] = \ self.multiworld.get_dungeon('Inverted Ganons Tower', player).bosses['middle'].name self.bosses[str(player)]["Ganons Tower Top"] = \ self.multiworld.get_dungeon('Inverted Ganons Tower', player).bosses['top'].name self.bosses[str(player)]["Ganons Tower"] = "Agahnim 2" self.bosses[str(player)]["Ganon"] = "Ganon" def to_json(self): self.parse_data() out = OrderedDict() out['Entrances'] = list(self.entrances.values()) out.update(self.locations) out['Special'] = self.medallions if self.hashes: out['Hashes'] = self.hashes if self.shops: out['Shops'] = self.shops out['playthrough'] = self.playthrough out['paths'] = self.paths out['Bosses'] = self.bosses return json.dumps(out) def to_file(self, filename: str): self.parse_data() def bool_to_text(variable: Union[bool, str]) -> str: if type(variable) == str: return variable return 'Yes' if variable else 'No' def write_option(option_key: str, option_obj: type(Options.Option)): res = getattr(self.multiworld, option_key)[player] display_name = getattr(option_obj, "display_name", option_key) try: outfile.write(f'{display_name + ":":33}{res.get_current_option_name()}\n') except: raise Exception with open(filename, 'w', encoding="utf-8-sig") as outfile: outfile.write( 'Archipelago Version %s - Seed: %s\n\n' % ( Utils.__version__, self.multiworld.seed)) outfile.write('Filling Algorithm: %s\n' % self.multiworld.algorithm) outfile.write('Players: %d\n' % self.multiworld.players) AutoWorld.call_stage(self.multiworld, "write_spoiler_header", outfile) for player in range(1, self.multiworld.players + 1): if self.multiworld.players > 1: outfile.write('\nPlayer %d: %s\n' % (player, self.multiworld.get_player_name(player))) outfile.write('Game: %s\n' % self.multiworld.game[player]) for f_option, option in Options.per_game_common_options.items(): write_option(f_option, option) options = self.multiworld.worlds[player].option_definitions if options: for f_option, option in options.items(): write_option(f_option, option) AutoWorld.call_single(self.multiworld, "write_spoiler_header", player, outfile) if player in self.multiworld.get_game_players("A Link to the Past"): outfile.write('%s%s\n' % ('Hash: ', self.hashes[player])) outfile.write('Logic: %s\n' % self.multiworld.logic[player]) outfile.write('Dark Room Logic: %s\n' % self.multiworld.dark_room_logic[player]) outfile.write('Mode: %s\n' % self.multiworld.mode[player]) outfile.write('Goal: %s\n' % self.multiworld.goal[player]) if "triforce" in self.multiworld.goal[player]: # triforce hunt outfile.write("Pieces available for Triforce: %s\n" % self.multiworld.triforce_pieces_available[player]) outfile.write("Pieces required for Triforce: %s\n" % self.multiworld.triforce_pieces_required[player]) outfile.write('Difficulty: %s\n' % self.multiworld.difficulty[player]) outfile.write('Item Functionality: %s\n' % self.multiworld.item_functionality[player]) outfile.write('Entrance Shuffle: %s\n' % self.multiworld.shuffle[player]) if self.multiworld.shuffle[player] != "vanilla": outfile.write('Entrance Shuffle Seed %s\n' % self.multiworld.worlds[player].er_seed) outfile.write('Shop inventory shuffle: %s\n' % bool_to_text("i" in self.multiworld.shop_shuffle[player])) outfile.write('Shop price shuffle: %s\n' % bool_to_text("p" in self.multiworld.shop_shuffle[player])) outfile.write('Shop upgrade shuffle: %s\n' % bool_to_text("u" in self.multiworld.shop_shuffle[player])) outfile.write('New Shop inventory: %s\n' % bool_to_text("g" in self.multiworld.shop_shuffle[player] or "f" in self.multiworld.shop_shuffle[player])) outfile.write('Custom Potion Shop: %s\n' % bool_to_text("w" in self.multiworld.shop_shuffle[player])) outfile.write('Enemy health: %s\n' % self.multiworld.enemy_health[player]) outfile.write('Enemy damage: %s\n' % self.multiworld.enemy_damage[player]) outfile.write('Prize shuffle %s\n' % self.multiworld.shuffle_prizes[player]) if self.entrances: outfile.write('\n\nEntrances:\n\n') outfile.write('\n'.join(['%s%s %s %s' % (f'{self.multiworld.get_player_name(entry["player"])}: ' if self.multiworld.players > 1 else '', entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.entrances.values()])) if self.medallions: outfile.write('\n\nMedallions:\n') for dungeon, medallion in self.medallions.items(): outfile.write(f'\n{dungeon}: {medallion}') AutoWorld.call_all(self.multiworld, "write_spoiler", outfile) 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()])) if self.shops: 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 self.multiworld.get_game_players("A Link to the Past"): if self.multiworld.boss_shuffle[player] != 'none': bossmap = self.bosses[str(player)] if self.multiworld.players > 1 else self.bosses outfile.write( f'\n\nBosses{(f" ({self.multiworld.get_player_name(player)})" if self.multiworld.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])) if self.paths: 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)) AutoWorld.call_all(self.multiworld, "write_spoiler_end", outfile) class Tutorial(NamedTuple): """Class to build website tutorial pages from a .md file in the world's /docs folder. Order is as follows. Name of the tutorial as it will appear on the site. Concise description covering what the guide will entail. Language the guide is written in. Name of the file ex 'setup_en.md'. Name of the link on the site; game name is filled automatically so 'setup/en' etc. Author or authors.""" tutorial_name: str description: str language: str file_name: str link: str authors: List[str] seeddigits = 20 def get_seed(seed=None) -> int: if seed is None: random.seed(None) return random.randint(0, pow(10, seeddigits) - 1) return seed from worlds import AutoWorld auto_world = AutoWorld.World