425 lines
21 KiB
Python
425 lines
21 KiB
Python
import random
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import logging
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import os
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import threading
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import typing
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from BaseClasses import Item, CollectionState
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from .SubClasses import ALttPItem
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from ..AutoWorld import World, LogicMixin
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from .Options import alttp_options, smallkey_shuffle
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from .Items import as_dict_item_table, item_name_groups, item_table
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from .Regions import lookup_name_to_id, create_regions, mark_light_world_regions
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from .Rules import set_rules
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from .ItemPool import generate_itempool, difficulties
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from .Shops import create_shops, ShopSlotFill
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from .Dungeons import create_dungeons
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from .Rom import LocalRom, patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, get_hash_string, \
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get_base_rom_path
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import Patch
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from .InvertedRegions import create_inverted_regions, mark_dark_world_regions
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from .EntranceShuffle import link_entrances, link_inverted_entrances, plando_connect
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lttp_logger = logging.getLogger("A Link to the Past")
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class ALTTPWorld(World):
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"""
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The Legend of Zelda: A Link to the Past is an action/adventure game. Take on the role of
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Link, a boy who is destined to save the land of Hyrule. Delve through three palaces and nine
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dungeons on your quest to rescue the descendents of the seven wise men and defeat the evil
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Ganon!
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"""
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game: str = "A Link to the Past"
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options = alttp_options
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topology_present = True
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item_name_groups = item_name_groups
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hint_blacklist = {"Triforce"}
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item_name_to_id = {name: data.item_code for name, data in item_table.items() if type(data.item_code) == int}
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location_name_to_id = lookup_name_to_id
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data_version = 8
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remote_items: bool = False
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remote_start_inventory: bool = False
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set_rules = set_rules
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create_items = generate_itempool
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def __init__(self, *args, **kwargs):
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self.dungeon_local_item_names = set()
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self.dungeon_specific_item_names = set()
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self.rom_name_available_event = threading.Event()
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self.has_progressive_bows = False
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super(ALTTPWorld, self).__init__(*args, **kwargs)
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def generate_early(self):
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player = self.player
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world = self.world
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# system for sharing ER layouts
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self.er_seed = str(world.random.randint(0, 2 ** 64))
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if "-" in world.shuffle[player]:
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shuffle, seed = world.shuffle[player].split("-", 1)
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world.shuffle[player] = shuffle
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if shuffle == "vanilla":
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self.er_seed = "vanilla"
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elif seed.startswith("group-") or world.is_race:
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self.er_seed = get_same_seed(world, (
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shuffle, seed, world.retro[player], world.mode[player], world.logic[player]))
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else: # not a race or group seed, use set seed as is.
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self.er_seed = seed
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elif world.shuffle[player] == "vanilla":
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self.er_seed = "vanilla"
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for dungeon_item in ["smallkey_shuffle", "bigkey_shuffle", "compass_shuffle", "map_shuffle"]:
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option = getattr(world, dungeon_item)[player]
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if option == "own_world":
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world.local_items[player].value |= self.item_name_groups[option.item_name_group]
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elif option == "different_world":
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world.non_local_items[player].value |= self.item_name_groups[option.item_name_group]
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elif option.in_dungeon:
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self.dungeon_local_item_names |= self.item_name_groups[option.item_name_group]
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if option == "original_dungeon":
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self.dungeon_specific_item_names |= self.item_name_groups[option.item_name_group]
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world.difficulty_requirements[player] = difficulties[world.difficulty[player]]
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def create_regions(self):
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player = self.player
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world = self.world
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if world.open_pyramid[player] == 'goal':
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world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt',
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'localganontriforcehunt', 'ganonpedestal'}
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elif world.open_pyramid[player] == 'auto':
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world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt',
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'localganontriforcehunt', 'ganonpedestal'} and \
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(world.shuffle[player] in {'vanilla', 'dungeonssimple', 'dungeonsfull',
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'dungeonscrossed'} or not world.shuffle_ganon)
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else:
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world.open_pyramid[player] = {'on': True, 'off': False, 'yes': True, 'no': False}.get(
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world.open_pyramid[player], 'auto')
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world.triforce_pieces_available[player] = max(world.triforce_pieces_available[player],
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world.triforce_pieces_required[player])
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if world.mode[player] != 'inverted':
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create_regions(world, player)
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else:
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create_inverted_regions(world, player)
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create_shops(world, player)
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create_dungeons(world, player)
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if world.logic[player] not in ["noglitches", "minorglitches"] and world.shuffle[player] in \
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{"vanilla", "dungeonssimple", "dungeonsfull", "simple", "restricted", "full"}:
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world.fix_fake_world[player] = False
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# seeded entrance shuffle
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old_random = world.random
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world.random = random.Random(self.er_seed)
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if world.mode[player] != 'inverted':
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link_entrances(world, player)
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mark_light_world_regions(world, player)
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else:
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link_inverted_entrances(world, player)
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mark_dark_world_regions(world, player)
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world.random = old_random
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plando_connect(world, player)
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def collect_item(self, state: CollectionState, item: Item, remove=False):
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item_name = item.name
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if item_name.startswith('Progressive '):
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if remove:
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if 'Sword' in item_name:
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if state.has('Golden Sword', item.player):
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return 'Golden Sword'
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elif state.has('Tempered Sword', item.player):
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return 'Tempered Sword'
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elif state.has('Master Sword', item.player):
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return 'Master Sword'
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elif state.has('Fighter Sword', item.player):
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return 'Fighter Sword'
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else:
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return None
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elif 'Glove' in item.name:
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if state.has('Titans Mitts', item.player):
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return 'Titans Mitts'
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elif state.has('Power Glove', item.player):
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return 'Power Glove'
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else:
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return None
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elif 'Shield' in item_name:
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if state.has('Mirror Shield', item.player):
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return 'Mirror Shield'
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elif state.has('Red Shield', item.player):
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return 'Red Shield'
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elif state.has('Blue Shield', item.player):
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return 'Blue Shield'
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else:
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return None
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elif 'Bow' in item_name:
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if state.has('Silver Bow', item.player):
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return 'Silver Bow'
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elif state.has('Bow', item.player):
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return 'Bow'
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else:
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return None
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else:
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if 'Sword' in item_name:
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if state.has('Golden Sword', item.player):
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pass
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elif state.has('Tempered Sword', item.player) and self.world.difficulty_requirements[
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item.player].progressive_sword_limit >= 4:
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return 'Golden Sword'
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elif state.has('Master Sword', item.player) and self.world.difficulty_requirements[
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item.player].progressive_sword_limit >= 3:
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return 'Tempered Sword'
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elif state.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2:
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return 'Master Sword'
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elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1:
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return 'Fighter Sword'
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elif 'Glove' in item_name:
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if state.has('Titans Mitts', item.player):
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return
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elif state.has('Power Glove', item.player):
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return 'Titans Mitts'
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else:
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return 'Power Glove'
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elif 'Shield' in item_name:
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if state.has('Mirror Shield', item.player):
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return
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elif state.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3:
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return 'Mirror Shield'
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elif state.has('Blue Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2:
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return 'Red Shield'
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elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1:
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return 'Blue Shield'
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elif 'Bow' in item_name:
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if state.has('Silver Bow', item.player):
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return
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elif state.has('Bow', item.player) and (self.world.difficulty_requirements[item.player].progressive_bow_limit >= 2
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or self.world.logic[item.player] == 'noglitches'
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or self.world.swordless[item.player]): # modes where silver bow is always required for ganon
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return 'Silver Bow'
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elif self.world.difficulty_requirements[item.player].progressive_bow_limit >= 1:
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return 'Bow'
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elif item.advancement:
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return item_name
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def pre_fill(self):
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from Fill import fill_restrictive, FillError
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attempts = 5
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world = self.world
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player = self.player
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all_state = world.get_all_state(use_cache=True)
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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']]
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crystal_locations = [world.get_location('Turtle Rock - Prize', player),
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world.get_location('Eastern Palace - Prize', player),
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world.get_location('Desert Palace - Prize', player),
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world.get_location('Tower of Hera - Prize', player),
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world.get_location('Palace of Darkness - Prize', player),
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world.get_location('Thieves\' Town - Prize', player),
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world.get_location('Skull Woods - Prize', player),
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world.get_location('Swamp Palace - Prize', player),
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world.get_location('Ice Palace - Prize', player),
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world.get_location('Misery Mire - Prize', player)]
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placed_prizes = {loc.item.name for loc in crystal_locations if loc.item}
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unplaced_prizes = [crystal for crystal in crystals if crystal.name not in placed_prizes]
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empty_crystal_locations = [loc for loc in crystal_locations if not loc.item]
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for attempt in range(attempts):
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try:
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prizepool = unplaced_prizes.copy()
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prize_locs = empty_crystal_locations.copy()
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world.random.shuffle(prize_locs)
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fill_restrictive(world, all_state, prize_locs, prizepool, True, lock=True)
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except FillError as e:
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lttp_logger.exception("Failed to place dungeon prizes (%s). Will retry %s more times", e,
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attempts - attempt)
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for location in empty_crystal_locations:
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location.item = None
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continue
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break
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else:
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raise FillError('Unable to place dungeon prizes')
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@classmethod
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def stage_pre_fill(cls, world):
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from .Dungeons import fill_dungeons_restrictive
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fill_dungeons_restrictive(cls, world)
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@classmethod
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def stage_post_fill(cls, world):
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ShopSlotFill(world)
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def generate_output(self, output_directory: str):
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world = self.world
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player = self.player
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try:
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use_enemizer = (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player]
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or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default'
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or world.pot_shuffle[player] or world.bush_shuffle[player]
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or world.killable_thieves[player])
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rom = LocalRom(get_base_rom_path())
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patch_rom(world, rom, player, use_enemizer)
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if use_enemizer:
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patch_enemizer(world, player, rom, world.enemizer, output_directory)
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if world.is_race:
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patch_race_rom(rom, world, player)
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world.spoiler.hashes[player] = get_hash_string(rom.hash)
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palettes_options = {
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'dungeon': world.uw_palettes[player],
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'overworld': world.ow_palettes[player],
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'hud': world.hud_palettes[player],
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'sword': world.sword_palettes[player],
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'shield': world.shield_palettes[player],
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'link': world.link_palettes[player]
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}
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palettes_options = {key: option.current_key for key, option in palettes_options.items()}
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apply_rom_settings(rom, world.heartbeep[player].current_key,
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world.heartcolor[player].current_key,
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world.quickswap[player],
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world.menuspeed[player].current_key,
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world.music[player],
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world.sprite[player],
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palettes_options, world, player, True,
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reduceflashing=world.reduceflashing[player] or world.is_race,
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triforcehud=world.triforcehud[player].current_key,
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deathlink=world.death_link[player])
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outfilepname = f'_P{player}'
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outfilepname += f"_{world.player_name[player].replace(' ', '_')}" \
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if world.player_name[player] != 'Player%d' % player else ''
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rompath = os.path.join(output_directory, f'AP_{world.seed_name}{outfilepname}.sfc')
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rom.write_to_file(rompath)
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Patch.create_patch_file(rompath, player=player, player_name=world.player_name[player])
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os.unlink(rompath)
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self.rom_name = rom.name
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except:
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raise
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finally:
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self.rom_name_available_event.set() # make sure threading continues and errors are collected
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def modify_multidata(self, multidata: dict):
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import base64
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# wait for self.rom_name to be available.
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self.rom_name_available_event.wait()
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rom_name = getattr(self, "rom_name", None)
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# we skip in case of error, so that the original error in the output thread is the one that gets raised
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if rom_name:
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new_name = base64.b64encode(bytes(self.rom_name)).decode()
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multidata["connect_names"][new_name] = multidata["connect_names"][self.world.player_name[self.player]]
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def get_required_client_version(self) -> tuple:
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return max((0, 2, 4), super(ALTTPWorld, self).get_required_client_version())
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def create_item(self, name: str) -> Item:
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return ALttPItem(name, self.player, **as_dict_item_table[name])
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@classmethod
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def stage_fill_hook(cls, world, progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool,
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restitempool, fill_locations):
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trash_counts = {}
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standard_keyshuffle_players = set()
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for player in world.get_game_players("A Link to the Past"):
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if world.mode[player] == 'standard' and world.smallkey_shuffle[player] \
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and world.smallkey_shuffle[player] != smallkey_shuffle.option_universal and \
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world.smallkey_shuffle[player] != smallkey_shuffle.option_own_dungeons:
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standard_keyshuffle_players.add(player)
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if not world.ganonstower_vanilla[player] or \
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world.logic[player] in {'owglitches', 'hybridglitches', "nologic"}:
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pass
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elif 'triforcehunt' in world.goal[player] and ('local' in world.goal[player] or world.players == 1):
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trash_counts[player] = world.random.randint(world.crystals_needed_for_gt[player] * 2,
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world.crystals_needed_for_gt[player] * 4)
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else:
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trash_counts[player] = world.random.randint(0, world.crystals_needed_for_gt[player] * 2)
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# Make sure the escape small key is placed first in standard with key shuffle to prevent running out of spots
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# TODO: this might be worthwhile to introduce as generic option for various games and then optimize it
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if standard_keyshuffle_players:
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viable = {}
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for location in world.get_locations():
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if location.player in standard_keyshuffle_players \
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and location.item is None \
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and location.can_reach(world.state):
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viable.setdefault(location.player, []).append(location)
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for player in standard_keyshuffle_players:
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loc = world.random.choice(viable[player])
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key = world.create_item("Small Key (Hyrule Castle)", player)
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loc.place_locked_item(key)
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fill_locations.remove(loc)
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world.random.shuffle(fill_locations)
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# TODO: investigate not creating the key in the first place
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if __debug__:
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# keeping this here while I'm not sure we caught all instances of multiple HC small keys in the pool
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count = len(progitempool)
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progitempool[:] = [item for item in progitempool if
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item.player not in standard_keyshuffle_players or
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item.name != "Small Key (Hyrule Castle)"]
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assert len(progitempool) + len(standard_keyshuffle_players) == count
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else:
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progitempool[:] = [item for item in progitempool if
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item.player not in standard_keyshuffle_players or
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item.name != "Small Key (Hyrule Castle)"]
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if trash_counts:
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locations_mapping = {player: [] for player in trash_counts}
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for location in fill_locations:
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if 'Ganons Tower' in location.name and location.player in locations_mapping:
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locations_mapping[location.player].append(location)
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for player, trash_count in trash_counts.items():
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gtower_locations = locations_mapping[player]
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world.random.shuffle(gtower_locations)
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localrest = localrestitempool[player]
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if localrest:
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gt_item_pool = restitempool + localrest
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world.random.shuffle(gt_item_pool)
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else:
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gt_item_pool = restitempool.copy()
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while gtower_locations and gt_item_pool and trash_count > 0:
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spot_to_fill = gtower_locations.pop()
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item_to_place = gt_item_pool.pop()
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if item_to_place in localrest:
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localrest.remove(item_to_place)
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else:
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restitempool.remove(item_to_place)
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world.push_item(spot_to_fill, item_to_place, False)
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fill_locations.remove(spot_to_fill) # very slow, unfortunately
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trash_count -= 1
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def get_filler_item_name(self) -> str:
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return "Rupees (5)" # temporary
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def get_same_seed(world, seed_def: tuple) -> str:
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seeds: typing.Dict[tuple, str] = getattr(world, "__named_seeds", {})
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if seed_def in seeds:
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return seeds[seed_def]
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seeds[seed_def] = str(world.random.randint(0, 2 ** 64))
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world.__named_seeds = seeds
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return seeds[seed_def]
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class ALttPLogic(LogicMixin):
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def _lttp_has_key(self, item, player, count: int = 1):
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if self.world.logic[player] == 'nologic':
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return True
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if self.world.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
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return self.can_buy_unlimited('Small Key (Universal)', player)
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return self.prog_items[item, player] >= count
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