import copy from itertools import zip_longest import logging import os import random import time import zlib import concurrent.futures import pickle from BaseClasses import MultiWorld, CollectionState, Region from worlds.alttp import ALttPLocation, ALttPItem from worlds.alttp.Items import ItemFactory, item_table, item_name_groups from worlds.alttp.Regions import create_regions, mark_light_world_regions, \ lookup_vanilla_location_to_entrance from worlds.alttp.InvertedRegions import create_inverted_regions, mark_dark_world_regions from worlds.alttp.EntranceShuffle import link_entrances, link_inverted_entrances, plando_connect from worlds.alttp.Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, get_hash_string from worlds.alttp.Rules import set_rules from worlds.alttp.Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive from Fill import distribute_items_restrictive, flood_items, balance_multiworld_progression, distribute_planned from worlds.alttp.Shops import create_shops, ShopSlotFill, SHOP_ID_START, total_shop_slots, FillDisabledShopSlots from worlds.alttp.ItemPool import generate_itempool, difficulties, fill_prizes from Utils import output_path, parse_player_names, get_options, __version__, _version_tuple from worlds.hk import gen_hollow, gen_regions, set_rules as set_hk_rules from worlds.generic.Rules import locality_rules import Patch seeddigits = 20 def get_seed(seed=None): if seed is None: random.seed(None) return random.randint(0, pow(10, seeddigits) - 1) return seed def main(args, seed=None): if args.outputpath: os.makedirs(args.outputpath, exist_ok=True) output_path.cached_path = args.outputpath start = time.perf_counter() # initialize the world world = MultiWorld(args.multi, args.shuffle, args.logic, args.mode, args.swords, args.difficulty, args.item_functionality, args.timer, args.progressive.copy(), args.goal, args.algorithm, args.accessibility, args.shuffleganon, args.retro, args.custom, args.customitemarray, args.hints) logger = logging.getLogger('') world.seed = get_seed(seed) if args.race: world.secure() else: world.random.seed(world.seed) world.remote_items = args.remote_items.copy() world.mapshuffle = args.mapshuffle.copy() world.compassshuffle = args.compassshuffle.copy() world.keyshuffle = args.keyshuffle.copy() world.bigkeyshuffle = args.bigkeyshuffle.copy() world.crystals_needed_for_ganon = { player: world.random.randint(0, 7) if args.crystals_ganon[player] == 'random' else int( args.crystals_ganon[player]) for player in range(1, world.players + 1)} world.crystals_needed_for_gt = { player: world.random.randint(0, 7) if args.crystals_gt[player] == 'random' else int(args.crystals_gt[player]) for player in range(1, world.players + 1)} world.open_pyramid = args.open_pyramid.copy() world.boss_shuffle = args.shufflebosses.copy() world.enemy_shuffle = args.enemy_shuffle.copy() world.enemy_health = args.enemy_health.copy() world.enemy_damage = args.enemy_damage.copy() world.killable_thieves = args.killable_thieves.copy() world.bush_shuffle = args.bush_shuffle.copy() world.tile_shuffle = args.tile_shuffle.copy() world.beemizer = args.beemizer.copy() world.timer = args.timer.copy() world.countdown_start_time = args.countdown_start_time.copy() world.red_clock_time = args.red_clock_time.copy() world.blue_clock_time = args.blue_clock_time.copy() world.green_clock_time = args.green_clock_time.copy() world.shufflepots = args.shufflepots.copy() world.progressive = args.progressive.copy() world.dungeon_counters = args.dungeon_counters.copy() world.glitch_boots = args.glitch_boots.copy() world.triforce_pieces_available = args.triforce_pieces_available.copy() world.triforce_pieces_required = args.triforce_pieces_required.copy() world.shop_shuffle = args.shop_shuffle.copy() world.shop_shuffle_slots = args.shop_shuffle_slots.copy() world.progression_balancing = {player: not balance for player, balance in args.skip_progression_balancing.items()} world.shuffle_prizes = args.shuffle_prizes.copy() world.sprite_pool = args.sprite_pool.copy() world.dark_room_logic = args.dark_room_logic.copy() world.plando_items = args.plando_items.copy() world.plando_texts = args.plando_texts.copy() world.plando_connections = args.plando_connections.copy() world.er_seeds = args.er_seeds.copy() world.restrict_dungeon_item_on_boss = args.restrict_dungeon_item_on_boss.copy() world.required_medallions = args.required_medallions.copy() world.game = args.game.copy() world.rom_seeds = {player: random.Random(world.random.randint(0, 999999999)) for player in range(1, world.players + 1)} for player in range(1, world.players+1): world.er_seeds[player] = str(world.random.randint(0, 2 ** 64)) if "-" in world.shuffle[player]: shuffle, seed = world.shuffle[player].split("-") world.shuffle[player] = shuffle world.er_seeds[player] = seed logger.info('Archipelago Version %s - Seed: %s\n', __version__, world.seed) parsed_names = parse_player_names(args.names, world.players, args.teams) world.teams = len(parsed_names) for i, team in enumerate(parsed_names, 1): if world.players > 1: logger.info('%s%s', 'Team%d: ' % i if world.teams > 1 else 'Players: ', ', '.join(team)) for player, name in enumerate(team, 1): world.player_names[player].append(name) logger.info('') for player in world.player_ids: for tok in filter(None, args.startinventory[player].split(',')): item = ItemFactory(tok.strip(), player) if item: world.push_precollected(item) # item in item_table gets checked in mystery, but not CLI - so we double-check here world.local_items[player] = {item.strip() for item in args.local_items[player].split(',') if item.strip() in item_table} world.non_local_items[player] = {item.strip() for item in args.non_local_items[player].split(',') if item.strip() in item_table} # enforce pre-defined local items. if world.goal[player] in ["localtriforcehunt", "localganontriforcehunt"]: world.local_items[player].add('Triforce Piece') # items can't be both local and non-local, prefer local world.non_local_items[player] -= world.local_items[player] # dungeon items can't be in non-local if the appropriate dungeon item shuffle setting is not set. if not world.mapshuffle[player]: world.non_local_items[player] -= item_name_groups['Maps'] if not world.compassshuffle[player]: world.non_local_items[player] -= item_name_groups['Compasses'] if not world.keyshuffle[player]: world.non_local_items[player] -= item_name_groups['Small Keys'] if not world.bigkeyshuffle[player]: world.non_local_items[player] -= item_name_groups['Big Keys'] # Not possible to place pendants/crystals out side of boss prizes yet. world.non_local_items[player] -= item_name_groups['Pendants'] world.non_local_items[player] -= item_name_groups['Crystals'] for player in world.alttp_player_ids: world.difficulty_requirements[player] = difficulties[world.difficulty[player]] if world.open_pyramid[player] == 'goal': world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt', 'localganontriforcehunt', 'ganonpedestal'} elif world.open_pyramid[player] == 'auto': world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt', 'localganontriforcehunt', 'ganonpedestal'} and \ (world.shuffle[player] in {'vanilla', 'dungeonssimple', 'dungeonsfull'} or not world.shuffle_ganon) else: world.open_pyramid[player] = {'on': True, 'off': False, 'yes': True, 'no': False}.get(world.open_pyramid[player], world.open_pyramid[player]) world.triforce_pieces_available[player] = max(world.triforce_pieces_available[player], world.triforce_pieces_required[player]) if world.mode[player] != 'inverted': create_regions(world, player) else: create_inverted_regions(world, player) create_shops(world, player) create_dungeons(world, player) logger.info('Shuffling the World about.') for player in world.alttp_player_ids: 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(world.er_seeds[player]) 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) logger.info('Generating Item Pool.') for player in world.alttp_player_ids: generate_itempool(world, player) logger.info('Calculating Access Rules.') if world.players > 1: for player in world.player_ids: locality_rules(world, player) for player in world.alttp_player_ids: set_rules(world, player) logger.info("Doing Hollow Knight things") for player in world.hk_player_ids: gen_hollow(world, player) logger.info("Running Item Plando") distribute_planned(world) logger.info('Placing Dungeon Prizes.') fill_prizes(world) logger.info('Placing Dungeon Items.') if args.algorithm in ['balanced', 'vt26'] or any( list(args.mapshuffle.values()) + list(args.compassshuffle.values()) + list(args.keyshuffle.values()) + list(args.bigkeyshuffle.values())): fill_dungeons_restrictive(world) else: fill_dungeons(world) logger.info('Fill the world.') if args.algorithm == 'flood': flood_items(world) # different algo, biased towards early game progress items elif args.algorithm == 'vt25': distribute_items_restrictive(world, False) elif args.algorithm == 'vt26': distribute_items_restrictive(world, True) elif args.algorithm == 'balanced': distribute_items_restrictive(world, True) logger.info("Filling Shop Slots") ShopSlotFill(world) if world.players > 1: balance_multiworld_progression(world) logger.info('Generating output files.') outfilebase = 'AP_%s' % (args.outputname if args.outputname else world.seed) rom_names = [] def _gen_rom(team: int, player: int): use_enemizer = (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player] or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default' or world.shufflepots[player] or world.bush_shuffle[player] or world.killable_thieves[player]) rom = LocalRom(args.rom) patch_rom(world, rom, player, team, use_enemizer) if use_enemizer: patch_enemizer(world, team, player, rom, args.enemizercli) if args.race: patch_race_rom(rom, world, player) world.spoiler.hashes[(player, team)] = get_hash_string(rom.hash) palettes_options={} palettes_options['dungeon']=args.uw_palettes[player] palettes_options['overworld']=args.ow_palettes[player] palettes_options['hud']=args.hud_palettes[player] palettes_options['sword']=args.sword_palettes[player] palettes_options['shield']=args.shield_palettes[player] palettes_options['link']=args.link_palettes[player] apply_rom_settings(rom, args.heartbeep[player], args.heartcolor[player], args.quickswap[player], args.fastmenu[player], args.disablemusic[player], args.sprite[player], palettes_options, world, player, True, reduceflashing=args.reduceflashing[player] if not args.race else True) mcsb_name = '' if all([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]]): mcsb_name = '-keysanity' elif [world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]].count(True) == 1: mcsb_name = '-mapshuffle' if world.mapshuffle[player] else \ '-compassshuffle' if world.compassshuffle[player] else \ '-universal_keys' if world.keyshuffle[player] == "universal" else \ '-keyshuffle' if world.keyshuffle[player] else '-bigkeyshuffle' elif any([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]]): mcsb_name = '-%s%s%s%sshuffle' % ( 'M' if world.mapshuffle[player] else '', 'C' if world.compassshuffle[player] else '', 'U' if world.keyshuffle[player] == "universal" else 'S' if world.keyshuffle[player] else '', 'B' if world.bigkeyshuffle[player] else '') outfilepname = f'_T{team + 1}' if world.teams > 1 else '' outfilepname += f'_P{player}' outfilepname += f"_{world.player_names[player][team].replace(' ', '_')}" \ if world.player_names[player][team] != 'Player%d' % player else '' outfilestuffs = { "logic": world.logic[player], # 0 "difficulty": world.difficulty[player], # 1 "item_functionality": world.item_functionality[player], # 2 "mode": world.mode[player], # 3 "goal": world.goal[player], # 4 "timer": str(world.timer[player]), # 5 "shuffle": world.shuffle[player], # 6 "algorithm": world.algorithm, # 7 "mscb": mcsb_name, # 8 "retro": world.retro[player], # 9 "progressive": world.progressive, # A "hints": 'True' if world.hints[player] else 'False' # B } # 0 1 2 3 4 5 6 7 8 9 A B outfilesuffix = ('_%s_%s-%s-%s-%s%s_%s-%s%s%s%s%s' % ( # 0 1 2 3 4 5 6 7 8 9 A B C # _noglitches_normal-normal-open-ganon-ohko_simple-balanced-keysanity-retro-prog_random-nohints # _noglitches_normal-normal-open-ganon _simple-balanced-keysanity-retro # _noglitches_normal-normal-open-ganon _simple-balanced-keysanity -prog_random # _noglitches_normal-normal-open-ganon _simple-balanced-keysanity -nohints outfilestuffs["logic"], # 0 outfilestuffs["difficulty"], # 1 outfilestuffs["item_functionality"], # 2 outfilestuffs["mode"], # 3 outfilestuffs["goal"], # 4 "" if outfilestuffs["timer"] in ['False', 'none', 'display'] else "-" + outfilestuffs["timer"], # 5 outfilestuffs["shuffle"], # 6 outfilestuffs["algorithm"], # 7 outfilestuffs["mscb"], # 8 "-retro" if outfilestuffs["retro"] == "True" else "", # 9 "-prog_" + outfilestuffs["progressive"] if outfilestuffs["progressive"] in ['off', 'random'] else "", # A "-nohints" if not outfilestuffs["hints"] == "True" else "") # B ) if not args.outputname else '' rompath = output_path(f'{outfilebase}{outfilepname}{outfilesuffix}.sfc') rom.write_to_file(rompath, hide_enemizer=True) if args.create_diff: Patch.create_patch_file(rompath) return player, team, bytes(rom.name) pool = concurrent.futures.ThreadPoolExecutor() multidata_task = None check_accessibility_task = pool.submit(world.fulfills_accessibility) if not args.suppress_rom: rom_futures = [] for team in range(world.teams): for player in world.alttp_player_ids: rom_futures.append(pool.submit(_gen_rom, team, player)) def get_entrance_to_region(region: Region): for entrance in region.entrances: if entrance.parent_region.type in (RegionType.DarkWorld, RegionType.LightWorld): return entrance for entrance in region.entrances: # BFS might be better here, trying DFS for now. return get_entrance_to_region(entrance.parent_region) # collect ER hint info er_hint_data = {player: {} for player in range(1, world.players + 1) if world.shuffle[player] != "vanilla" or world.retro[player]} from worlds.alttp.Regions import RegionType for region in world.regions: if region.player in er_hint_data and region.locations: main_entrance = get_entrance_to_region(region) for location in region.locations: if type(location.address) == int: # skips events and crystals if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name: er_hint_data[region.player][location.address] = main_entrance.name ordered_areas = ('Light World', 'Dark World', 'Hyrule Castle', 'Agahnims Tower', 'Eastern Palace', 'Desert Palace', 'Tower of Hera', 'Palace of Darkness', 'Swamp Palace', 'Skull Woods', 'Thieves Town', 'Ice Palace', 'Misery Mire', 'Turtle Rock', 'Ganons Tower', "Total") checks_in_area = {player: {area: list() for area in ordered_areas} for player in range(1, world.players + 1)} for player in range(1, world.players + 1): checks_in_area[player]["Total"] = 0 for location in [loc for loc in world.get_filled_locations() if type(loc.address) is int]: main_entrance = get_entrance_to_region(location.parent_region) if location.game == "Hollow Knight": checks_in_area[location.player]["Light World"].append(location.address) elif location.parent_region.dungeon: dungeonname = {'Inverted Agahnims Tower': 'Agahnims Tower', 'Inverted Ganons Tower': 'Ganons Tower'}\ .get(location.parent_region.dungeon.name, location.parent_region.dungeon.name) checks_in_area[location.player][dungeonname].append(location.address) elif main_entrance.parent_region.type == RegionType.LightWorld: checks_in_area[location.player]["Light World"].append(location.address) elif main_entrance.parent_region.type == RegionType.DarkWorld: checks_in_area[location.player]["Dark World"].append(location.address) checks_in_area[location.player]["Total"] += 1 oldmancaves = [] takeanyregions = ["Old Man Sword Cave", "Take-Any #1", "Take-Any #2", "Take-Any #3", "Take-Any #4"] for index, take_any in enumerate(takeanyregions): for region in [world.get_region(take_any, player) for player in range(1, world.players + 1) if world.retro[player]]: item = ItemFactory(region.shop.inventory[(0 if take_any == "Old Man Sword Cave" else 1)]['item'], region.player) player = region.player location_id = SHOP_ID_START + total_shop_slots + index main_entrance = get_entrance_to_region(region) if main_entrance.parent_region.type == RegionType.LightWorld: checks_in_area[player]["Light World"].append(location_id) else: checks_in_area[player]["Dark World"].append(location_id) checks_in_area[player]["Total"] += 1 er_hint_data[player][location_id] = main_entrance.name oldmancaves.append(((location_id, player), (item.code, player))) precollected_items = [[] for player in range(world.players)] for item in world.precollected_items: precollected_items[item.player - 1].append(item.code) FillDisabledShopSlots(world) def write_multidata(roms): import base64 for future in roms: rom_name = future.result() rom_names.append(rom_name) minimum_versions = {"server": (0, 0, 1)} connect_names = {base64.b64encode(rom_name).decode(): (team, slot) for slot, team, rom_name in rom_names} for i, team in enumerate(parsed_names): for player, name in enumerate(team, 1): if player in world.hk_player_ids: connect_names[name] = (i, player) multidata = zlib.compress(pickle.dumps({"names": parsed_names, "connect_names": connect_names, "remote_items": {player for player in range(1, world.players + 1) if world.remote_items[player]}, "locations": { (location.address, location.player): (location.item.code, location.item.player) for location in world.get_filled_locations() if type(location.address) is int}, "checks_in_area": checks_in_area, "server_options": get_options()["server_options"], "er_hint_data": er_hint_data, "precollected_items": precollected_items, "version": tuple(_version_tuple), "tags": ["AP"], "minimum_versions": minimum_versions, }), 9) with open(output_path('%s.archipelago' % outfilebase), 'wb') as f: f.write(bytes([1])) # version of format f.write(multidata) multidata_task = pool.submit(write_multidata, rom_futures) if not check_accessibility_task.result(): if not world.can_beat_game(): raise Exception("Game appears as unbeatable. Aborting.") else: logger.warning("Location Accessibility requirements not fulfilled.") if not args.skip_playthrough: logger.info('Calculating playthrough.') create_playthrough(world) if multidata_task: multidata_task.result() # retrieve exception if one exists pool.shutdown() # wait for all queued tasks to complete if args.create_spoiler: # needs spoiler.hashes to be filled, that depend on rom_futures being done world.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase)) logger.info('Done. Enjoy. Total Time: %s', time.perf_counter() - start) return world def copy_world(world): # ToDo: Not good yet ret = MultiWorld(world.players, world.shuffle, world.logic, world.mode, world.swords, world.difficulty, world.item_functionality, world.timer, world.progressive, world.goal, world.algorithm, world.accessibility, world.shuffle_ganon, world.retro, world.custom, world.customitemarray, world.hints) ret.teams = world.teams ret.player_names = copy.deepcopy(world.player_names) ret.remote_items = world.remote_items.copy() ret.required_medallions = world.required_medallions.copy() ret.swamp_patch_required = world.swamp_patch_required.copy() ret.ganon_at_pyramid = world.ganon_at_pyramid.copy() ret.powder_patch_required = world.powder_patch_required.copy() ret.ganonstower_vanilla = world.ganonstower_vanilla.copy() ret.treasure_hunt_count = world.treasure_hunt_count.copy() ret.treasure_hunt_icon = world.treasure_hunt_icon.copy() ret.sewer_light_cone = world.sewer_light_cone.copy() ret.light_world_light_cone = world.light_world_light_cone ret.dark_world_light_cone = world.dark_world_light_cone ret.seed = world.seed ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge.copy() ret.can_access_trock_front = world.can_access_trock_front.copy() ret.can_access_trock_big_chest = world.can_access_trock_big_chest.copy() ret.can_access_trock_middle = world.can_access_trock_middle.copy() ret.can_take_damage = world.can_take_damage ret.difficulty_requirements = world.difficulty_requirements.copy() ret.fix_fake_world = world.fix_fake_world.copy() ret.mapshuffle = world.mapshuffle.copy() ret.compassshuffle = world.compassshuffle.copy() ret.keyshuffle = world.keyshuffle.copy() ret.bigkeyshuffle = world.bigkeyshuffle.copy() ret.crystals_needed_for_ganon = world.crystals_needed_for_ganon.copy() ret.crystals_needed_for_gt = world.crystals_needed_for_gt.copy() ret.open_pyramid = world.open_pyramid.copy() ret.boss_shuffle = world.boss_shuffle.copy() ret.enemy_shuffle = world.enemy_shuffle.copy() ret.enemy_health = world.enemy_health.copy() ret.enemy_damage = world.enemy_damage.copy() ret.beemizer = world.beemizer.copy() ret.timer = world.timer.copy() ret.shufflepots = world.shufflepots.copy() ret.shuffle_prizes = world.shuffle_prizes.copy() ret.shop_shuffle = world.shop_shuffle.copy() ret.shop_shuffle_slots = world.shop_shuffle_slots.copy() ret.dark_room_logic = world.dark_room_logic.copy() ret.restrict_dungeon_item_on_boss = world.restrict_dungeon_item_on_boss.copy() ret.game = world.game.copy() for player in world.alttp_player_ids: if world.mode[player] != 'inverted': create_regions(ret, player) else: create_inverted_regions(ret, player) create_shops(ret, player) create_dungeons(ret, player) for player in world.hk_player_ids: gen_regions(ret, player) copy_dynamic_regions_and_locations(world, ret) # copy bosses for dungeon in world.dungeons: for level, boss in dungeon.bosses.items(): ret.get_dungeon(dungeon.name, dungeon.player).bosses[level] = boss for shop in world.shops: copied_shop = ret.get_region(shop.region.name, shop.region.player).shop copied_shop.inventory = copy.copy(shop.inventory) # connect copied world for region in world.regions: copied_region = ret.get_region(region.name, region.player) copied_region.is_light_world = region.is_light_world copied_region.is_dark_world = region.is_dark_world for exit in copied_region.exits: old_connection = world.get_entrance(exit.name, exit.player).connected_region exit.connect(ret.get_region(old_connection.name, old_connection.player)) # fill locations for location in world.get_locations(): if location.item is not None: item = ALttPItem(location.item.name, location.item.advancement, location.item.type, player = location.item.player) ret.get_location(location.name, location.player).item = item item.location = ret.get_location(location.name, location.player) item.world = ret if location.event: ret.get_location(location.name, location.player).event = True if location.locked: ret.get_location(location.name, location.player).locked = True # copy remaining itempool. No item in itempool should have an assigned location for item in world.itempool: ret.itempool.append(ALttPItem(item.name, item.advancement, item.type, player = item.player)) for item in world.precollected_items: ret.push_precollected(ItemFactory(item.name, item.player)) # copy progress items in state ret.state.prog_items = world.state.prog_items.copy() ret.state.stale = {player: True for player in range(1, world.players + 1)} for player in world.alttp_player_ids: set_rules(ret, player) for player in world.hk_player_ids: set_hk_rules(ret, player) return ret def copy_dynamic_regions_and_locations(world, ret): for region in world.dynamic_regions: new_reg = Region(region.name, region.type, region.hint_text, region.player) ret.regions.append(new_reg) ret.initialize_regions([new_reg]) ret.dynamic_regions.append(new_reg) # Note: ideally exits should be copied here, but the current use case (Take anys) do not require this if region.shop: new_reg.shop = region.shop.__class__(new_reg, region.shop.room_id, region.shop.shopkeeper_config, region.shop.custom, region.shop.locked, region.shop.sram_offset) ret.shops.append(new_reg.shop) for location in world.dynamic_locations: new_reg = ret.get_region(location.parent_region.name, location.parent_region.player) new_loc = ALttPLocation(location.player, location.name, location.address, location.crystal, location.hint_text, new_reg) # todo: this is potentially dangerous. later refactor so we # can apply dynamic region rules on top of copied world like other rules new_loc.access_rule = location.access_rule new_loc.always_allow = location.always_allow new_loc.item_rule = location.item_rule new_reg.locations.append(new_loc) ret.clear_location_cache() def create_playthrough(world): # create a copy as we will modify it old_world = world world = copy_world(world) # get locations containing progress items prog_locations = [location for location in world.get_filled_locations() if location.item.advancement] state_cache = [None] collection_spheres = [] state = CollectionState(world) sphere_candidates = list(prog_locations) logging.debug('Building up collection spheres.') while sphere_candidates: state.sweep_for_events(key_only=True) 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 sphere_candidates: if state.can_reach(location): sphere.add(location) for location in sphere: sphere_candidates.remove(location) state.collect(location.item, True, location) collection_spheres.append(sphere) state_cache.append(state.copy()) logging.debug('Calculated sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(prog_locations)) if not sphere: logging.debug('The following items could not be reached: %s', ['%s (Player %d) at %s (Player %d)' % ( location.item.name, location.item.player, location.name, location.player) for location in sphere_candidates]) if any([world.accessibility[location.item.player] != 'none' for location in sphere_candidates]): raise RuntimeError(f'Not all progression items reachable ({sphere_candidates}). ' f'Something went terribly wrong here.') else: old_world.spoiler.unreachables = sphere_candidates.copy() break # in the second phase, we cull each sphere such that the game is still beatable, reducing each range of influence to the bare minimum required inside it for num, sphere in reversed(tuple(enumerate(collection_spheres))): to_delete = set() for location in sphere: # we remove the item at location and check if game is still beatable logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', location.item.name, location.item.player) old_item = location.item location.item = None if world.can_beat_game(state_cache[num]): to_delete.add(location) else: # still required, got to keep it around location.item = old_item # cull entries in spheres for spoiler walkthrough at end sphere -= to_delete # second phase, sphere 0 for item in (i for i in world.precollected_items if i.advancement): logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player) world.precollected_items.remove(item) world.state.remove(item) if not world.can_beat_game(): world.push_precollected(item) # we are now down to just the required progress items in collection_spheres. Unfortunately # the previous pruning stage could potentially have made certain items dependant on others # in the same or later sphere (because the location had 2 ways to access but the item originally # used to access it was deemed not required.) So we need to do one final sphere collection pass # to build up the correct spheres required_locations = {item for sphere in collection_spheres for item in sphere} state = CollectionState(world) collection_spheres = [] while required_locations: state.sweep_for_events(key_only=True) sphere = set(filter(state.can_reach, required_locations)) for location in sphere: required_locations.remove(location) state.collect(location.item, True, location) collection_spheres.append(sphere) logging.getLogger('').debug('Calculated final sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(required_locations)) if not sphere: raise RuntimeError('Not all required items reachable. Something went terribly wrong here.') def flist_to_iter(node): while node: value, node = node yield value def get_path(state, region): reversed_path_as_flist = state.path.get(region, (region, None)) string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist)))) # Now we combine the flat string list into (region, exit) pairs pathsiter = iter(string_path_flat) pathpairs = zip_longest(pathsiter, pathsiter) return list(pathpairs) old_world.spoiler.paths = dict() for player in range(1, world.players + 1): old_world.spoiler.paths.update({ str(location) : get_path(state, location.parent_region) for sphere in collection_spheres for location in sphere if location.player == player}) if player in world.alttp_player_ids: for path in dict(old_world.spoiler.paths).values(): if any(exit == 'Pyramid Fairy' for (_, exit) in path): if world.mode[player] != 'inverted': old_world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = get_path(state, world.get_region('Big Bomb Shop', player)) else: old_world.spoiler.paths[str(world.get_region('Inverted Big Bomb Shop', player))] = get_path(state, world.get_region('Inverted Big Bomb Shop', player)) # we can finally output our playthrough old_world.spoiler.playthrough = {"0": sorted([str(item) for item in world.precollected_items if item.advancement])} for i, sphere in enumerate(collection_spheres): old_world.spoiler.playthrough[str(i + 1)] = {str(location): str(location.item) for location in sorted(sphere)}