import logging import os import random import threading import typing import Utils from BaseClasses import Item, CollectionState, Tutorial from .Dungeons import create_dungeons from .EntranceShuffle import link_entrances, link_inverted_entrances, plando_connect from .InvertedRegions import create_inverted_regions, mark_dark_world_regions from .ItemPool import generate_itempool, difficulties from .Items import item_init_table, item_name_groups, item_table, GetBeemizerItem from .Options import alttp_options, smallkey_shuffle from .Regions import lookup_name_to_id, create_regions, mark_light_world_regions, lookup_vanilla_location_to_entrance, \ is_main_entrance from .Rom import LocalRom, patch_rom, patch_race_rom, check_enemizer, patch_enemizer, apply_rom_settings, \ get_hash_string, get_base_rom_path, LttPDeltaPatch from .Rules import set_rules from .Shops import create_shops, ShopSlotFill from .SubClasses import ALttPItem from ..AutoWorld import World, WebWorld, LogicMixin lttp_logger = logging.getLogger("A Link to the Past") extras_list = sum(difficulties['normal'].extras[0:5], []) class ALTTPWeb(WebWorld): setup_en = Tutorial( "Multiworld Setup Tutorial", "A guide to setting up the Archipelago ALttP Software on your computer. This guide covers single-player, multiworld, and related software.", "English", "multiworld_en.md", "multiworld/en", ["Farrak Kilhn"] ) setup_de = Tutorial( setup_en.tutorial_name, setup_en.description, "Deutsch", "multiworld_de.md", "multiworld/de", ["Fischfilet"] ) setup_es = Tutorial( setup_en.tutorial_name, setup_en.description, "Español", "multiworld_es.md", "multiworld/es", ["Edos"] ) setup_fr = Tutorial( setup_en.tutorial_name, setup_en.description, "Français", "multiworld_fr.md", "multiworld/fr", ["Coxla"] ) msu = Tutorial( "MSU-1 Setup Tutorial", "A guide to setting up MSU-1, which allows for custom in-game music.", "English", "msu1_en.md", "msu1/en", ["Farrak Kilhn"] ) msu_es = Tutorial( msu.tutorial_name, msu.description, "Español", "msu1_es.md", "msu1/es", ["Edos"] ) msu_fr = Tutorial( msu.tutorial_name, msu.description, "Français", "msu1_fr.md", "msu1/fr", ["Coxla"] ) plando = Tutorial( "Plando Tutorial", "A guide to creating Multiworld Plandos with LTTP", "English", "plando_en.md", "plando/en", ["Berserker"] ) tutorials = [setup_en, setup_de, setup_es, setup_fr, msu, msu_es, msu_fr, plando] class ALTTPWorld(World): """ The Legend of Zelda: A Link to the Past is an action/adventure game. Take on the role of Link, a boy who is destined to save the land of Hyrule. Delve through three palaces and nine dungeons on your quest to rescue the descendents of the seven wise men and defeat the evil Ganon! """ game: str = "A Link to the Past" option_definitions = alttp_options topology_present = True item_name_groups = item_name_groups hint_blacklist = {"Triforce"} item_name_to_id = {name: data.item_code for name, data in item_table.items() if type(data.item_code) == int} location_name_to_id = lookup_name_to_id data_version = 8 remote_items: bool = False remote_start_inventory: bool = False required_client_version = (0, 3, 2) web = ALTTPWeb() pedestal_credit_texts: typing.Dict[int, str] = \ {data.item_code: data.pedestal_credit for data in item_table.values() if data.pedestal_credit} sickkid_credit_texts: typing.Dict[int, str] = \ {data.item_code: data.sick_kid_credit for data in item_table.values() if data.sick_kid_credit} zora_credit_texts: typing.Dict[int, str] = \ {data.item_code: data.zora_credit for data in item_table.values() if data.zora_credit} magicshop_credit_texts: typing.Dict[int, str] = \ {data.item_code: data.witch_credit for data in item_table.values() if data.witch_credit} fluteboy_credit_texts: typing.Dict[int, str] = \ {data.item_code: data.flute_boy_credit for data in item_table.values() if data.flute_boy_credit} set_rules = set_rules create_items = generate_itempool enemizer_path: str = Utils.get_options()["generator"]["enemizer_path"] \ if os.path.isabs(Utils.get_options()["generator"]["enemizer_path"]) \ else Utils.local_path(Utils.get_options()["generator"]["enemizer_path"]) def __init__(self, *args, **kwargs): self.dungeon_local_item_names = set() self.dungeon_specific_item_names = set() self.rom_name_available_event = threading.Event() self.has_progressive_bows = False super(ALTTPWorld, self).__init__(*args, **kwargs) @classmethod def stage_assert_generate(cls, world): rom_file = get_base_rom_path() if not os.path.exists(rom_file): raise FileNotFoundError(rom_file) def generate_early(self): if self.use_enemizer(): check_enemizer(self.enemizer_path) player = self.player world = self.world # system for sharing ER layouts self.er_seed = str(world.random.randint(0, 2 ** 64)) if "-" in world.shuffle[player]: shuffle, seed = world.shuffle[player].split("-", 1) world.shuffle[player] = shuffle if shuffle == "vanilla": self.er_seed = "vanilla" elif seed.startswith("group-") or world.is_race: self.er_seed = get_same_seed(world, ( shuffle, seed, world.retro_caves[player], world.mode[player], world.logic[player])) else: # not a race or group seed, use set seed as is. self.er_seed = seed elif world.shuffle[player] == "vanilla": self.er_seed = "vanilla" for dungeon_item in ["smallkey_shuffle", "bigkey_shuffle", "compass_shuffle", "map_shuffle"]: option = getattr(world, dungeon_item)[player] if option == "own_world": world.local_items[player].value |= self.item_name_groups[option.item_name_group] elif option == "different_world": world.non_local_items[player].value |= self.item_name_groups[option.item_name_group] elif option.in_dungeon: self.dungeon_local_item_names |= self.item_name_groups[option.item_name_group] if option == "original_dungeon": self.dungeon_specific_item_names |= self.item_name_groups[option.item_name_group] world.difficulty_requirements[player] = difficulties[world.difficulty[player]] def create_regions(self): player = self.player world = self.world world.triforce_pieces_available[player] = max(world.triforce_pieces_available[player], world.triforce_pieces_required[player]) if world.mode[player] != 'inverted': create_regions(world, player) else: create_inverted_regions(world, player) create_shops(world, player) create_dungeons(world, player) if world.logic[player] not in ["noglitches", "minorglitches"] and world.shuffle[player] in \ {"vanilla", "dungeonssimple", "dungeonsfull", "simple", "restricted", "full"}: world.fix_fake_world[player] = False # seeded entrance shuffle old_random = world.random world.random = random.Random(self.er_seed) if world.mode[player] != 'inverted': link_entrances(world, player) mark_light_world_regions(world, player) else: link_inverted_entrances(world, player) mark_dark_world_regions(world, player) world.random = old_random plando_connect(world, player) def collect_item(self, state: CollectionState, item: Item, remove=False): item_name = item.name if item_name.startswith('Progressive '): if remove: if 'Sword' in item_name: if state.has('Golden Sword', item.player): return 'Golden Sword' elif state.has('Tempered Sword', item.player): return 'Tempered Sword' elif state.has('Master Sword', item.player): return 'Master Sword' elif state.has('Fighter Sword', item.player): return 'Fighter Sword' else: return None elif 'Glove' in item.name: if state.has('Titans Mitts', item.player): return 'Titans Mitts' elif state.has('Power Glove', item.player): return 'Power Glove' else: return None elif 'Shield' in item_name: if state.has('Mirror Shield', item.player): return 'Mirror Shield' elif state.has('Red Shield', item.player): return 'Red Shield' elif state.has('Blue Shield', item.player): return 'Blue Shield' else: return None elif 'Bow' in item_name: if state.has('Silver Bow', item.player): return 'Silver Bow' elif state.has('Bow', item.player): return 'Bow' else: return None else: if 'Sword' in item_name: if state.has('Golden Sword', item.player): pass elif state.has('Tempered Sword', item.player) and self.world.difficulty_requirements[ item.player].progressive_sword_limit >= 4: return 'Golden Sword' elif state.has('Master Sword', item.player) and self.world.difficulty_requirements[ item.player].progressive_sword_limit >= 3: return 'Tempered Sword' elif state.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2: return 'Master Sword' elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1: return 'Fighter Sword' elif 'Glove' in item_name: if state.has('Titans Mitts', item.player): return elif state.has('Power Glove', item.player): return 'Titans Mitts' else: return 'Power Glove' elif 'Shield' in item_name: if state.has('Mirror Shield', item.player): return elif state.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3: return 'Mirror Shield' elif state.has('Blue Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2: return 'Red Shield' elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1: return 'Blue Shield' elif 'Bow' in item_name: if state.has('Silver Bow', item.player): return elif state.has('Bow', item.player) and (self.world.difficulty_requirements[item.player].progressive_bow_limit >= 2 or self.world.logic[item.player] == 'noglitches' or self.world.swordless[item.player]): # modes where silver bow is always required for ganon return 'Silver Bow' elif self.world.difficulty_requirements[item.player].progressive_bow_limit >= 1: return 'Bow' elif item.advancement: return item_name def pre_fill(self): from Fill import fill_restrictive, FillError attempts = 5 world = self.world player = self.player all_state = world.get_all_state(use_cache=True) crystals = [self.create_item(name) for name in ['Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6']] crystal_locations = [world.get_location('Turtle Rock - Prize', player), world.get_location('Eastern Palace - Prize', player), world.get_location('Desert Palace - Prize', player), world.get_location('Tower of Hera - Prize', player), world.get_location('Palace of Darkness - Prize', player), world.get_location('Thieves\' Town - Prize', player), world.get_location('Skull Woods - Prize', player), world.get_location('Swamp Palace - Prize', player), world.get_location('Ice Palace - Prize', player), world.get_location('Misery Mire - Prize', player)] placed_prizes = {loc.item.name for loc in crystal_locations if loc.item} unplaced_prizes = [crystal for crystal in crystals if crystal.name not in placed_prizes] empty_crystal_locations = [loc for loc in crystal_locations if not loc.item] for attempt in range(attempts): try: prizepool = unplaced_prizes.copy() prize_locs = empty_crystal_locations.copy() world.random.shuffle(prize_locs) fill_restrictive(world, all_state, prize_locs, prizepool, True, lock=True) except FillError as e: lttp_logger.exception("Failed to place dungeon prizes (%s). Will retry %s more times", e, attempts - attempt) for location in empty_crystal_locations: location.item = None continue break else: raise FillError('Unable to place dungeon prizes') @classmethod def stage_pre_fill(cls, world): from .Dungeons import fill_dungeons_restrictive fill_dungeons_restrictive(world) @classmethod def stage_post_fill(cls, world): ShopSlotFill(world) def use_enemizer(self): world = self.world player = self.player return (world.boss_shuffle[player] or world.enemy_shuffle[player] or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default' or world.pot_shuffle[player] or world.bush_shuffle[player] or world.killable_thieves[player]) def generate_output(self, output_directory: str): world = self.world player = self.player try: use_enemizer = self.use_enemizer() rom = LocalRom(get_base_rom_path()) patch_rom(world, rom, player, use_enemizer) if use_enemizer: patch_enemizer(world, player, rom, self.enemizer_path, output_directory) if world.is_race: patch_race_rom(rom, world, player) world.spoiler.hashes[player] = get_hash_string(rom.hash) palettes_options = { 'dungeon': world.uw_palettes[player], 'overworld': world.ow_palettes[player], 'hud': world.hud_palettes[player], 'sword': world.sword_palettes[player], 'shield': world.shield_palettes[player], # 'link': world.link_palettes[player] } palettes_options = {key: option.current_key for key, option in palettes_options.items()} apply_rom_settings(rom, world.heartbeep[player].current_key, world.heartcolor[player].current_key, world.quickswap[player], world.menuspeed[player].current_key, world.music[player], world.sprite[player], palettes_options, world, player, True, reduceflashing=world.reduceflashing[player] or world.is_race, triforcehud=world.triforcehud[player].current_key, deathlink=world.death_link[player], allowcollect=world.allow_collect[player]) outfilepname = f'_P{player}' outfilepname += f"_{world.get_file_safe_player_name(player).replace(' ', '_')}" \ if world.player_name[player] != 'Player%d' % player else '' rompath = os.path.join(output_directory, f'AP_{world.seed_name}{outfilepname}.sfc') rom.write_to_file(rompath) patch = LttPDeltaPatch(os.path.splitext(rompath)[0]+LttPDeltaPatch.patch_file_ending, player=player, player_name=world.player_name[player], patched_path=rompath) patch.write() os.unlink(rompath) self.rom_name = rom.name except: raise finally: self.rom_name_available_event.set() # make sure threading continues and errors are collected @classmethod def stage_extend_hint_information(cls, world, hint_data: typing.Dict[int, typing.Dict[int, str]]): er_hint_data = {player: {} for player in world.get_game_players("A Link to the Past") if world.shuffle[player] != "vanilla" or world.retro_caves[player]} for region in world.regions: if region.player in er_hint_data and region.locations: main_entrance = region.get_connecting_entrance(is_main_entrance) for location in region.locations: if type(location.address) == int: # skips events and crystals if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name: er_hint_data[region.player][location.address] = main_entrance.name hint_data.update(er_hint_data) def modify_multidata(self, multidata: dict): import base64 # wait for self.rom_name to be available. self.rom_name_available_event.wait() rom_name = getattr(self, "rom_name", None) # we skip in case of error, so that the original error in the output thread is the one that gets raised if rom_name: new_name = base64.b64encode(bytes(self.rom_name)).decode() multidata["connect_names"][new_name] = multidata["connect_names"][self.world.player_name[self.player]] def create_item(self, name: str) -> Item: return ALttPItem(name, self.player, **item_init_table[name]) @classmethod def stage_fill_hook(cls, world, progitempool, usefulitempool, filleritempool, fill_locations): trash_counts = {} standard_keyshuffle_players = set() for player in world.get_game_players("A Link to the Past"): if world.mode[player] == 'standard' and world.smallkey_shuffle[player] \ and world.smallkey_shuffle[player] != smallkey_shuffle.option_universal and \ world.smallkey_shuffle[player] != smallkey_shuffle.option_own_dungeons: standard_keyshuffle_players.add(player) if not world.ganonstower_vanilla[player] or \ world.logic[player] in {'owglitches', 'hybridglitches', "nologic"}: pass elif 'triforcehunt' in world.goal[player] and ('local' in world.goal[player] or world.players == 1): trash_counts[player] = world.random.randint(world.crystals_needed_for_gt[player] * 2, world.crystals_needed_for_gt[player] * 4) else: trash_counts[player] = world.random.randint(0, world.crystals_needed_for_gt[player] * 2) # Make sure the escape small key is placed first in standard with key shuffle to prevent running out of spots # TODO: this might be worthwhile to introduce as generic option for various games and then optimize it if standard_keyshuffle_players: viable = {} for location in world.get_locations(): if location.player in standard_keyshuffle_players \ and location.item is None \ and location.can_reach(world.state): viable.setdefault(location.player, []).append(location) for player in standard_keyshuffle_players: loc = world.random.choice(viable[player]) key = world.create_item("Small Key (Hyrule Castle)", player) loc.place_locked_item(key) fill_locations.remove(loc) world.random.shuffle(fill_locations) # TODO: investigate not creating the key in the first place progitempool[:] = [item for item in progitempool if item.player not in standard_keyshuffle_players or item.name != "Small Key (Hyrule Castle)"] if trash_counts: locations_mapping = {player: [] for player in trash_counts} for location in fill_locations: if 'Ganons Tower' in location.name and location.player in locations_mapping: locations_mapping[location.player].append(location) for player, trash_count in trash_counts.items(): gtower_locations = locations_mapping[player] world.random.shuffle(gtower_locations) while gtower_locations and filleritempool and trash_count > 0: spot_to_fill = gtower_locations.pop() item_to_place = filleritempool.pop() if spot_to_fill.item_rule(item_to_place): world.push_item(spot_to_fill, item_to_place, False) fill_locations.remove(spot_to_fill) # very slow, unfortunately trash_count -= 1 def get_filler_item_name(self) -> str: if self.world.goal[self.player] == "icerodhunt": item = "Nothing" else: item = self.world.random.choice(extras_list) return GetBeemizerItem(self.world, self.player, item) def get_pre_fill_items(self): res = [] if self.dungeon_local_item_names: for (name, player), dungeon in self.world.dungeons.items(): if player == self.player: for item in dungeon.all_items: if item.name in self.dungeon_local_item_names: res.append(item) return res def get_same_seed(world, seed_def: tuple) -> str: seeds: typing.Dict[tuple, str] = getattr(world, "__named_seeds", {}) if seed_def in seeds: return seeds[seed_def] seeds[seed_def] = str(world.random.randint(0, 2 ** 64)) world.__named_seeds = seeds return seeds[seed_def] class ALttPLogic(LogicMixin): def _lttp_has_key(self, item, player, count: int = 1): if self.world.logic[player] == 'nologic': return True if self.world.smallkey_shuffle[player] == smallkey_shuffle.option_universal: return self.can_buy_unlimited('Small Key (Universal)', player) return self.prog_items[item, player] >= count