610 lines
22 KiB
Python
610 lines
22 KiB
Python
from typing import Dict, List, Set, Optional
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import os
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import sys
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sys.path.append(os.path.join("worlds", "lingo"))
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sys.path.append(".")
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sys.path.append("..")
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from datatypes import Door, DoorType, EntranceType, Painting, Panel, PanelDoor, Progression, Room, RoomAndDoor,\
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RoomAndPanel, RoomAndPanelDoor, RoomEntrance
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import hashlib
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import pickle
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import sys
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import Utils
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ALL_ROOMS: List[Room] = []
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DOORS_BY_ROOM: Dict[str, Dict[str, Door]] = {}
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PANELS_BY_ROOM: Dict[str, Dict[str, Panel]] = {}
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PANEL_DOORS_BY_ROOM: Dict[str, Dict[str, PanelDoor]] = {}
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PAINTINGS: Dict[str, Painting] = {}
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PROGRESSIVE_ITEMS: Set[str] = set()
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PROGRESSIVE_DOORS_BY_ROOM: Dict[str, Dict[str, Progression]] = {}
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PROGRESSIVE_PANELS_BY_ROOM: Dict[str, Dict[str, Progression]] = {}
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PAINTING_ENTRANCES: int = 0
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PAINTING_EXIT_ROOMS: Set[str] = set()
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PAINTING_EXITS: int = 0
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REQUIRED_PAINTING_ROOMS: List[str] = []
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REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS: List[str] = []
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SUNWARP_ENTRANCES: List[str] = ["", "", "", "", "", ""]
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SUNWARP_EXITS: List[str] = ["", "", "", "", "", ""]
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SPECIAL_ITEM_IDS: Dict[str, int] = {}
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PANEL_LOCATION_IDS: Dict[str, Dict[str, int]] = {}
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DOOR_LOCATION_IDS: Dict[str, Dict[str, int]] = {}
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DOOR_ITEM_IDS: Dict[str, Dict[str, int]] = {}
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DOOR_GROUP_ITEM_IDS: Dict[str, int] = {}
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PANEL_DOOR_ITEM_IDS: Dict[str, Dict[str, int]] = {}
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PANEL_GROUP_ITEM_IDS: Dict[str, int] = {}
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PROGRESSIVE_ITEM_IDS: Dict[str, int] = {}
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# This doesn't need to be stored in the datafile.
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PANEL_DOOR_BY_PANEL_BY_ROOM: Dict[str, Dict[str, str]] = {}
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def hash_file(path):
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md5 = hashlib.md5()
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with open(path, 'rb') as f:
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content = f.read()
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content = content.replace(b'\r\n', b'\n')
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md5.update(content)
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return md5.hexdigest()
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def load_static_data(ll1_path, ids_path):
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global PAINTING_EXITS, SPECIAL_ITEM_IDS, PANEL_LOCATION_IDS, DOOR_LOCATION_IDS, DOOR_ITEM_IDS, \
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DOOR_GROUP_ITEM_IDS, PROGRESSIVE_ITEM_IDS, PANEL_DOOR_ITEM_IDS, PANEL_GROUP_ITEM_IDS
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# Load in all item and location IDs. These are broken up into groups based on the type of item/location.
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with open(ids_path, "r") as file:
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config = Utils.parse_yaml(file)
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if "special_items" in config:
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for item_name, item_id in config["special_items"].items():
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SPECIAL_ITEM_IDS[item_name] = item_id
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if "panels" in config:
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for room_name in config["panels"].keys():
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PANEL_LOCATION_IDS[room_name] = {}
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for panel_name, location_id in config["panels"][room_name].items():
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PANEL_LOCATION_IDS[room_name][panel_name] = location_id
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if "doors" in config:
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for room_name in config["doors"].keys():
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DOOR_LOCATION_IDS[room_name] = {}
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DOOR_ITEM_IDS[room_name] = {}
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for door_name, door_data in config["doors"][room_name].items():
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if "location" in door_data:
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DOOR_LOCATION_IDS[room_name][door_name] = door_data["location"]
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if "item" in door_data:
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DOOR_ITEM_IDS[room_name][door_name] = door_data["item"]
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if "door_groups" in config:
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for item_name, item_id in config["door_groups"].items():
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DOOR_GROUP_ITEM_IDS[item_name] = item_id
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if "panel_doors" in config:
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for room_name, panel_doors in config["panel_doors"].items():
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PANEL_DOOR_ITEM_IDS[room_name] = {}
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for panel_door, item_id in panel_doors.items():
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PANEL_DOOR_ITEM_IDS[room_name][panel_door] = item_id
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if "panel_groups" in config:
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for item_name, item_id in config["panel_groups"].items():
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PANEL_GROUP_ITEM_IDS[item_name] = item_id
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if "progression" in config:
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for item_name, item_id in config["progression"].items():
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PROGRESSIVE_ITEM_IDS[item_name] = item_id
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# Process the main world file.
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with open(ll1_path, "r") as file:
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config = Utils.parse_yaml(file)
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for room_name, room_data in config.items():
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process_room(room_name, room_data)
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PAINTING_EXITS = len(PAINTING_EXIT_ROOMS)
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def process_single_entrance(source_room: str, room_name: str, door_obj) -> RoomEntrance:
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global PAINTING_ENTRANCES, PAINTING_EXIT_ROOMS
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entrance_type = EntranceType.NORMAL
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if "painting" in door_obj and door_obj["painting"]:
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entrance_type = EntranceType.PAINTING
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elif "sunwarp" in door_obj and door_obj["sunwarp"]:
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entrance_type = EntranceType.SUNWARP
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elif "warp" in door_obj and door_obj["warp"]:
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entrance_type = EntranceType.WARP
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elif source_room == "Crossroads" and room_name == "Roof":
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entrance_type = EntranceType.CROSSROADS_ROOF_ACCESS
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if "painting" in door_obj and door_obj["painting"]:
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PAINTING_EXIT_ROOMS.add(room_name)
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PAINTING_ENTRANCES += 1
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if "door" in door_obj:
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return RoomEntrance(source_room, RoomAndDoor(
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door_obj["room"] if "room" in door_obj else None,
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door_obj["door"]
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), entrance_type)
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else:
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return RoomEntrance(source_room, None, entrance_type)
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def process_entrance(source_room, doors, room_obj):
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# If the value of an entrance is just True, that means that the entrance is always accessible.
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if doors is True:
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room_obj.entrances.append(RoomEntrance(source_room, None, EntranceType.NORMAL))
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elif isinstance(doors, dict):
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# If the value of an entrance is a dictionary, that means the entrance requires a door to be accessible, is a
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# painting-based entrance, or both.
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room_obj.entrances.append(process_single_entrance(source_room, room_obj.name, doors))
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else:
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# If the value of an entrance is a list, then there are multiple possible doors that can give access to the
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# entrance. If there are multiple connections with the same door (or lack of door) that differ only by entrance
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# type, coalesce them into one entrance.
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entrances: Dict[Optional[RoomAndDoor], EntranceType] = {}
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for door in doors:
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entrance = process_single_entrance(source_room, room_obj.name, door)
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entrances[entrance.door] = entrances.get(entrance.door, EntranceType(0)) | entrance.type
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for door, entrance_type in entrances.items():
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room_obj.entrances.append(RoomEntrance(source_room, door, entrance_type))
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def process_panel_door(room_name, panel_door_name, panel_door_data):
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global PANEL_DOORS_BY_ROOM, PANEL_DOOR_BY_PANEL_BY_ROOM
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panels: List[RoomAndPanel] = list()
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for panel in panel_door_data["panels"]:
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if isinstance(panel, dict):
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panels.append(RoomAndPanel(panel["room"], panel["panel"]))
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else:
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panels.append(RoomAndPanel(room_name, panel))
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for panel in panels:
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PANEL_DOOR_BY_PANEL_BY_ROOM.setdefault(panel.room, {})[panel.panel] = RoomAndPanelDoor(room_name,
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panel_door_name)
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if "item_name" in panel_door_data:
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item_name = panel_door_data["item_name"]
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else:
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panel_per_room = dict()
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for panel in panels:
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panel_room_name = room_name if panel.room is None else panel.room
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panel_per_room.setdefault(panel_room_name, []).append(panel.panel)
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room_strs = list()
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for door_room_str, door_panels_str in panel_per_room.items():
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room_strs.append(door_room_str + " - " + ", ".join(door_panels_str))
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if len(panels) == 1:
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item_name = f"{room_strs[0]} (Panel)"
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else:
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item_name = " and ".join(room_strs) + " (Panels)"
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if "panel_group" in panel_door_data:
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panel_group = panel_door_data["panel_group"]
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else:
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panel_group = None
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panel_door_obj = PanelDoor(item_name, panel_group)
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PANEL_DOORS_BY_ROOM[room_name][panel_door_name] = panel_door_obj
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def process_panel(room_name, panel_name, panel_data):
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global PANELS_BY_ROOM
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# required_room can either be a single room or a list of rooms.
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if "required_room" in panel_data:
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if isinstance(panel_data["required_room"], list):
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required_rooms = panel_data["required_room"]
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else:
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required_rooms = [panel_data["required_room"]]
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else:
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required_rooms = []
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# required_door can either be a single door or a list of doors. For convenience, the room key for each door does not
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# need to be specified if the door is in this room.
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required_doors = list()
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if "required_door" in panel_data:
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if isinstance(panel_data["required_door"], dict):
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door = panel_data["required_door"]
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required_doors.append(RoomAndDoor(
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door["room"] if "room" in door else None,
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door["door"]
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))
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else:
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for door in panel_data["required_door"]:
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required_doors.append(RoomAndDoor(
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door["room"] if "room" in door else None,
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door["door"]
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))
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# required_panel can either be a single panel or a list of panels. For convenience, the room key for each panel does
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# not need to be specified if the panel is in this room.
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required_panels = list()
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if "required_panel" in panel_data:
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if isinstance(panel_data["required_panel"], dict):
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other_panel = panel_data["required_panel"]
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required_panels.append(RoomAndPanel(
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other_panel["room"] if "room" in other_panel else None,
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other_panel["panel"]
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))
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else:
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for other_panel in panel_data["required_panel"]:
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required_panels.append(RoomAndPanel(
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other_panel["room"] if "room" in other_panel else None,
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other_panel["panel"]
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))
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# colors can either be a single color or a list of colors.
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if "colors" in panel_data:
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if isinstance(panel_data["colors"], list):
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colors = panel_data["colors"]
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else:
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colors = [panel_data["colors"]]
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else:
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colors = []
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if "check" in panel_data:
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check = panel_data["check"]
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else:
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check = False
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if "event" in panel_data:
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event = panel_data["event"]
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else:
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event = False
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if "achievement" in panel_data:
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achievement = True
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else:
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achievement = False
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if "exclude_reduce" in panel_data:
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exclude_reduce = panel_data["exclude_reduce"]
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else:
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exclude_reduce = False
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if "non_counting" in panel_data:
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non_counting = panel_data["non_counting"]
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else:
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non_counting = False
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if room_name in PANEL_DOOR_BY_PANEL_BY_ROOM and panel_name in PANEL_DOOR_BY_PANEL_BY_ROOM[room_name]:
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panel_door = PANEL_DOOR_BY_PANEL_BY_ROOM[room_name][panel_name]
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else:
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panel_door = None
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if "location_name" in panel_data:
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location_name = panel_data["location_name"]
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else:
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location_name = None
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panel_obj = Panel(required_rooms, required_doors, required_panels, colors, check, event, exclude_reduce,
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achievement, non_counting, panel_door, location_name)
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PANELS_BY_ROOM[room_name][panel_name] = panel_obj
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def process_door(room_name, door_name, door_data):
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global DOORS_BY_ROOM
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# The item name associated with a door can be explicitly specified in the configuration. If it is not, it is
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# generated from the room and door name.
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if "item_name" in door_data:
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item_name = door_data["item_name"]
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else:
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item_name = f"{room_name} - {door_name}"
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if "skip_location" in door_data:
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skip_location = door_data["skip_location"]
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else:
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skip_location = False
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if "skip_item" in door_data:
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skip_item = door_data["skip_item"]
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else:
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skip_item = False
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if "event" in door_data:
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event = door_data["event"]
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else:
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event = False
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if "include_reduce" in door_data:
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include_reduce = door_data["include_reduce"]
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else:
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include_reduce = False
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if "door_group" in door_data:
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door_group = door_data["door_group"]
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else:
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door_group = None
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if "item_group" in door_data:
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item_group = door_data["item_group"]
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else:
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item_group = None
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# panels is a list of panels. Each panel can either be a simple string (the name of a panel in the current room) or
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# a dictionary specifying a panel in a different room.
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if "panels" in door_data:
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panels = list()
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for panel in door_data["panels"]:
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if isinstance(panel, dict):
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panels.append(RoomAndPanel(panel["room"], panel["panel"]))
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else:
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panels.append(RoomAndPanel(None, panel))
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else:
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skip_location = True
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panels = []
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# The location name associated with a door can be explicitly specified in the configuration. If it is not, then the
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# name is generated using a combination of all of the panels that would ordinarily open the door. This can get quite
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# messy if there are a lot of panels, especially if panels from multiple rooms are involved, so in these cases it
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# would be better to specify a name.
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if "location_name" in door_data:
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location_name = door_data["location_name"]
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elif skip_location is False:
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panel_per_room = dict()
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for panel in panels:
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panel_room_name = room_name if panel.room is None else panel.room
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panel_per_room.setdefault(panel_room_name, []).append(panel.panel)
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room_strs = list()
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for door_room_str, door_panels_str in panel_per_room.items():
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room_strs.append(door_room_str + " - " + ", ".join(door_panels_str))
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location_name = " and ".join(room_strs)
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else:
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location_name = None
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# The id field can be a single item, or a list of door IDs, in the event that the item for this logical door should
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# open more than one actual in-game door.
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has_doors = "id" in door_data
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# The painting_id field can be a single item, or a list of painting IDs, in the event that the item for this logical
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# door should move more than one actual in-game painting.
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if "painting_id" in door_data:
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if isinstance(door_data["painting_id"], list):
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painting_ids = door_data["painting_id"]
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else:
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painting_ids = [door_data["painting_id"]]
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else:
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painting_ids = []
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door_type = DoorType.NORMAL
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if room_name == "Sunwarps":
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door_type = DoorType.SUNWARP
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elif room_name == "Pilgrim Antechamber" and door_name == "Sun Painting":
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door_type = DoorType.SUN_PAINTING
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door_obj = Door(door_name, item_name, location_name, panels, skip_location, skip_item, has_doors,
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painting_ids, event, door_group, include_reduce, door_type, item_group)
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DOORS_BY_ROOM[room_name][door_name] = door_obj
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def process_painting(room_name, painting_data):
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global PAINTINGS, REQUIRED_PAINTING_ROOMS, REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS
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# Read in information about this painting and store it in an object.
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painting_id = painting_data["id"]
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if "disable" in painting_data:
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disable_painting = painting_data["disable"]
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else:
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disable_painting = False
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if "required" in painting_data:
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required_painting = painting_data["required"]
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if required_painting:
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REQUIRED_PAINTING_ROOMS.append(room_name)
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else:
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required_painting = False
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if "required_when_no_doors" in painting_data:
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rwnd = painting_data["required_when_no_doors"]
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if rwnd:
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REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS.append(room_name)
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else:
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rwnd = False
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if "exit_only" in painting_data:
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exit_only = painting_data["exit_only"]
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else:
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exit_only = False
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if "enter_only" in painting_data:
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enter_only = painting_data["enter_only"]
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else:
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enter_only = False
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if "req_blocked" in painting_data:
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req_blocked = painting_data["req_blocked"]
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else:
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req_blocked = False
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if "req_blocked_when_no_doors" in painting_data:
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req_blocked_when_no_doors = painting_data["req_blocked_when_no_doors"]
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else:
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req_blocked_when_no_doors = False
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required_door = None
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if "required_door" in painting_data:
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door = painting_data["required_door"]
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required_door = RoomAndDoor(
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door["room"] if "room" in door else room_name,
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door["door"]
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)
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painting_obj = Painting(painting_id, room_name, enter_only, exit_only,
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required_painting, rwnd, required_door, disable_painting, req_blocked,
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req_blocked_when_no_doors)
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PAINTINGS[painting_id] = painting_obj
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def process_sunwarp(room_name, sunwarp_data):
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global SUNWARP_ENTRANCES, SUNWARP_EXITS
|
|
|
|
if sunwarp_data["direction"] == "enter":
|
|
SUNWARP_ENTRANCES[sunwarp_data["dots"] - 1] = room_name
|
|
else:
|
|
SUNWARP_EXITS[sunwarp_data["dots"] - 1] = room_name
|
|
|
|
|
|
def process_progressive_door(room_name, progression_name, progression_doors):
|
|
global PROGRESSIVE_ITEMS, PROGRESSIVE_DOORS_BY_ROOM
|
|
|
|
# Progressive items are configured as a list of doors.
|
|
PROGRESSIVE_ITEMS.add(progression_name)
|
|
|
|
progression_index = 1
|
|
for door in progression_doors:
|
|
if isinstance(door, Dict):
|
|
door_room = door["room"]
|
|
door_door = door["door"]
|
|
else:
|
|
door_room = room_name
|
|
door_door = door
|
|
|
|
room_progressions = PROGRESSIVE_DOORS_BY_ROOM.setdefault(door_room, {})
|
|
room_progressions[door_door] = Progression(progression_name, progression_index)
|
|
progression_index += 1
|
|
|
|
|
|
def process_progressive_panel(room_name, progression_name, progression_panel_doors):
|
|
global PROGRESSIVE_ITEMS, PROGRESSIVE_PANELS_BY_ROOM
|
|
|
|
# Progressive items are configured as a list of panel doors.
|
|
PROGRESSIVE_ITEMS.add(progression_name)
|
|
|
|
progression_index = 1
|
|
for panel_door in progression_panel_doors:
|
|
if isinstance(panel_door, Dict):
|
|
panel_door_room = panel_door["room"]
|
|
panel_door_door = panel_door["panel_door"]
|
|
else:
|
|
panel_door_room = room_name
|
|
panel_door_door = panel_door
|
|
|
|
room_progressions = PROGRESSIVE_PANELS_BY_ROOM.setdefault(panel_door_room, {})
|
|
room_progressions[panel_door_door] = Progression(progression_name, progression_index)
|
|
progression_index += 1
|
|
|
|
|
|
def process_room(room_name, room_data):
|
|
global ALL_ROOMS
|
|
|
|
room_obj = Room(room_name, [])
|
|
|
|
if "entrances" in room_data:
|
|
for source_room, doors in room_data["entrances"].items():
|
|
process_entrance(source_room, doors, room_obj)
|
|
|
|
if "panel_doors" in room_data:
|
|
PANEL_DOORS_BY_ROOM[room_name] = dict()
|
|
|
|
for panel_door_name, panel_door_data in room_data["panel_doors"].items():
|
|
process_panel_door(room_name, panel_door_name, panel_door_data)
|
|
|
|
if "panels" in room_data:
|
|
PANELS_BY_ROOM[room_name] = dict()
|
|
|
|
for panel_name, panel_data in room_data["panels"].items():
|
|
process_panel(room_name, panel_name, panel_data)
|
|
|
|
if "doors" in room_data:
|
|
DOORS_BY_ROOM[room_name] = dict()
|
|
|
|
for door_name, door_data in room_data["doors"].items():
|
|
process_door(room_name, door_name, door_data)
|
|
|
|
if "paintings" in room_data:
|
|
for painting_data in room_data["paintings"]:
|
|
process_painting(room_name, painting_data)
|
|
|
|
if "sunwarps" in room_data:
|
|
for sunwarp_data in room_data["sunwarps"]:
|
|
process_sunwarp(room_name, sunwarp_data)
|
|
|
|
if "progression" in room_data:
|
|
for progression_name, pdata in room_data["progression"].items():
|
|
if "doors" in pdata:
|
|
process_progressive_door(room_name, progression_name, pdata["doors"])
|
|
if "panel_doors" in pdata:
|
|
process_progressive_panel(room_name, progression_name, pdata["panel_doors"])
|
|
|
|
ALL_ROOMS.append(room_obj)
|
|
|
|
|
|
if __name__ == '__main__':
|
|
if len(sys.argv) == 1:
|
|
ll1_path = os.path.join("worlds", "lingo", "data", "LL1.yaml")
|
|
ids_path = os.path.join("worlds", "lingo", "data", "ids.yaml")
|
|
output_path = os.path.join("worlds", "lingo", "data", "generated.dat")
|
|
elif len(sys.argv) != 4:
|
|
print("")
|
|
print("Usage: python worlds/lingo/utils/pickle_static_data.py [args]")
|
|
print("Arguments:")
|
|
print(" - Path to LL1.yaml")
|
|
print(" - Path to ids.yaml")
|
|
print(" - Path to output file")
|
|
|
|
exit()
|
|
else:
|
|
ll1_path = sys.argv[1]
|
|
ids_path = sys.argv[2]
|
|
output_path = sys.argv[3]
|
|
|
|
load_static_data(ll1_path, ids_path)
|
|
|
|
hashes = {
|
|
"LL1.yaml": hash_file(ll1_path),
|
|
"ids.yaml": hash_file(ids_path),
|
|
}
|
|
|
|
pickdata = {
|
|
"HASHES": hashes,
|
|
"PAINTINGS": PAINTINGS,
|
|
"ALL_ROOMS": ALL_ROOMS,
|
|
"DOORS_BY_ROOM": DOORS_BY_ROOM,
|
|
"PANELS_BY_ROOM": PANELS_BY_ROOM,
|
|
"PANEL_DOORS_BY_ROOM": PANEL_DOORS_BY_ROOM,
|
|
"PROGRESSIVE_ITEMS": PROGRESSIVE_ITEMS,
|
|
"PROGRESSIVE_DOORS_BY_ROOM": PROGRESSIVE_DOORS_BY_ROOM,
|
|
"PROGRESSIVE_PANELS_BY_ROOM": PROGRESSIVE_PANELS_BY_ROOM,
|
|
"PAINTING_ENTRANCES": PAINTING_ENTRANCES,
|
|
"PAINTING_EXIT_ROOMS": PAINTING_EXIT_ROOMS,
|
|
"PAINTING_EXITS": PAINTING_EXITS,
|
|
"REQUIRED_PAINTING_ROOMS": REQUIRED_PAINTING_ROOMS,
|
|
"REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS": REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS,
|
|
"SUNWARP_ENTRANCES": SUNWARP_ENTRANCES,
|
|
"SUNWARP_EXITS": SUNWARP_EXITS,
|
|
"SPECIAL_ITEM_IDS": SPECIAL_ITEM_IDS,
|
|
"PANEL_LOCATION_IDS": PANEL_LOCATION_IDS,
|
|
"DOOR_LOCATION_IDS": DOOR_LOCATION_IDS,
|
|
"DOOR_ITEM_IDS": DOOR_ITEM_IDS,
|
|
"DOOR_GROUP_ITEM_IDS": DOOR_GROUP_ITEM_IDS,
|
|
"PANEL_DOOR_ITEM_IDS": PANEL_DOOR_ITEM_IDS,
|
|
"PANEL_GROUP_ITEM_IDS": PANEL_GROUP_ITEM_IDS,
|
|
"PROGRESSIVE_ITEM_IDS": PROGRESSIVE_ITEM_IDS,
|
|
}
|
|
|
|
with open(output_path, "wb") as file:
|
|
pickle.dump(pickdata, file)
|