Archipelago/Main.py

711 lines
33 KiB
Python

from itertools import zip_longest
import logging
import os
import random
import time
import zlib
import concurrent.futures
import pickle
from typing import Dict, Tuple
from BaseClasses import MultiWorld, CollectionState, Region, Item
from worlds.alttp.Items import 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.generic.Rules import locality_rules, exclusion_rules
from worlds import AutoWorld
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 get_same_seed(world: MultiWorld, seed_def: tuple) -> str:
seeds: Dict[tuple, str] = getattr(world, "__named_seeds", {})
if seed_def in seeds:
return seeds[seed_def]
seeds[seed_def] = str(world.random.randint(0, 2 ** 64))
world.__named_seeds = seeds
return seeds[seed_def]
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)
logger = logging.getLogger('')
world.seed = get_seed(seed)
if args.race:
world.secure()
else:
world.random.seed(world.seed)
world.seed_name = str(args.outputname if args.outputname else world.seed)
world.shuffle = args.shuffle.copy()
world.logic = args.logic.copy()
world.mode = args.mode.copy()
world.swordless = args.swordless.copy()
world.difficulty = args.difficulty.copy()
world.item_functionality = args.item_functionality.copy()
world.timer = args.timer.copy()
world.progressive = args.progressive.copy()
world.goal = args.goal.copy()
world.local_items = args.local_items.copy()
if hasattr(args, "algorithm"): # current GUI options
world.algorithm = args.algorithm
world.shuffleganon = args.shuffleganon
world.custom = args.custom
world.customitemarray = args.customitemarray
world.accessibility = args.accessibility.copy()
world.retro = args.retro.copy()
world.hints = args.hints.copy()
world.mapshuffle = args.mapshuffle.copy()
world.compassshuffle = args.compassshuffle.copy()
world.keyshuffle = args.keyshuffle.copy()
world.bigkeyshuffle = args.bigkeyshuffle.copy()
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.progression_balancing = args.progression_balancing.copy()
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 = getattr(args, "er_seeds", {})
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.set_options(args)
world.glitch_triforce = args.glitch_triforce # This is enabled/disabled globally, no per player option.
world.slot_seeds = {player: random.Random(world.random.getrandbits(64)) for player in
range(1, world.players + 1)}
AutoWorld.call_all(world, "generate_early")
# system for sharing ER layouts
for player in world.alttp_player_ids:
world.er_seeds[player] = str(world.random.randint(0, 2 ** 64))
if "-" in world.shuffle[player]:
shuffle, seed = world.shuffle[player].split("-", 1)
world.shuffle[player] = shuffle
if shuffle == "vanilla":
world.er_seeds[player] = "vanilla"
elif seed.startswith("group-") or args.race:
world.er_seeds[player] = get_same_seed(world, (
shuffle, seed, world.retro[player], world.mode[player], world.logic[player]))
else: # not a race or group seed, use set seed as is.
world.er_seeds[player] = seed
elif world.shuffle[player] == "vanilla":
world.er_seeds[player] = "vanilla"
logger.info('Archipelago Version %s - Seed: %s\n', __version__, world.seed)
logger.info("Found World Types:")
longest_name = max(len(text) for text in AutoWorld.AutoWorldRegister.world_types)
for name, cls in AutoWorld.AutoWorldRegister.world_types.items():
logger.info(f" {name:{longest_name}}: {len(cls.item_names):3} Items | {len(cls.location_names):3} Locations")
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.alttp_player_ids:
world.difficulty_requirements[player] = difficulties[world.difficulty[player]]
for player in world.player_ids:
for item_name in args.startinventory[player]:
world.push_precollected(world.create_item(item_name, player))
for player in world.player_ids:
if player in world.alttp_player_ids:
# enforce pre-defined local items.
if world.goal[player] in ["localtriforcehunt", "localganontriforcehunt"]:
world.local_items[player].add('Triforce Piece')
# 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']
# items can't be both local and non-local, prefer local
world.non_local_items[player] -= world.local_items[player]
AutoWorld.call_all(world, "create_regions")
for player in world.alttp_player_ids:
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',
'dungeonscrossed'} or not world.shuffle_ganon)
else:
world.open_pyramid[player] = {'on': True, 'off': False, 'yes': True, 'no': False}.get(
world.open_pyramid[player], 'auto')
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)
AutoWorld.call_all(world, "set_rules")
for player in world.alttp_player_ids:
set_rules(world, player)
for player in world.player_ids:
exclusion_rules(world, player, args.excluded_locations[player])
AutoWorld.call_all(world, "generate_basic")
logger.info("Running Item Plando")
for item in world.itempool:
item.world = world
distribute_planned(world)
logger.info('Placing Dungeon Prizes.')
fill_prizes(world)
logger.info('Placing Dungeon Items.')
if world.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 world.algorithm == 'flood':
flood_items(world) # different algo, biased towards early game progress items
elif world.algorithm == 'vt25':
distribute_items_restrictive(world, False)
elif world.algorithm == 'vt26':
distribute_items_restrictive(world, True)
elif world.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_' + world.seed_name
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] or args.race,
triforcehud=args.triforcehud[player])
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'_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, player=player, player_name=world.player_names[player][team])
return player, team, bytes(rom.name)
pool = concurrent.futures.ThreadPoolExecutor()
check_accessibility_task = pool.submit(world.fulfills_accessibility)
rom_futures = []
output_file_futures = []
for team in range(world.teams):
for player in world.alttp_player_ids:
rom_futures.append(pool.submit(_gen_rom, team, player))
for player in world.player_ids:
output_file_futures.append(pool.submit(AutoWorld.call_single, world, "generate_output", 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 != "A Link to the Past":
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 = world.create_item(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)))
FillDisabledShopSlots(world)
def write_multidata(roms, outputs):
import base64
import NetUtils
for future in roms:
rom_name = future.result()
rom_names.append(rom_name)
slot_data = {}
client_versions = {}
minimum_versions = {"server": (0, 1, 1), "clients": client_versions}
games = {}
for slot in world.player_ids:
client_versions[slot] = world.worlds[slot].get_required_client_version()
games[slot] = world.game[slot]
connect_names = {base64.b64encode(rom_name).decode(): (team, slot) for
slot, team, rom_name in rom_names}
precollected_items = {player: [] for player in range(1, world.players + 1)}
for item in world.precollected_items:
precollected_items[item.player].append(item.code)
precollected_hints = {player: set() for player in range(1, world.players + 1)}
# for now special case Factorio tech_tree_information
sending_visible_players = set()
for player in world.factorio_player_ids:
if world.tech_tree_information[player].value == 2:
sending_visible_players.add(player)
for i, team in enumerate(parsed_names):
for player, name in enumerate(team, 1):
if player not in world.alttp_player_ids:
connect_names[name] = (i, player)
if world.hk_player_ids:
for slot in world.hk_player_ids:
slot_data[slot] = AutoWorld.call_single(world, "fill_slot_data", slot)
for slot in world.minecraft_player_ids:
slot_data[slot] = AutoWorld.call_single(world, "fill_slot_data", slot)
locations_data: Dict[int, Dict[int, Tuple[int, int]]] = {player: {} for player in world.player_ids}
for location in world.get_filled_locations():
if type(location.address) == int:
locations_data[location.player][location.address] = (location.item.code, location.item.player)
if location.player in sending_visible_players and location.item.player != location.player:
hint = NetUtils.Hint(location.item.player, location.player, location.address,
location.item.code, False)
precollected_hints[location.player].add(hint)
precollected_hints[location.item.player].add(hint)
elif location.item.name in args.start_hints[location.item.player]:
hint = NetUtils.Hint(location.item.player, location.player, location.address,
location.item.code, False,
er_hint_data.get(location.player, {}).get(location.address, ""))
precollected_hints[location.player].add(hint)
precollected_hints[location.item.player].add(hint)
multidata = zlib.compress(pickle.dumps({
"slot_data": slot_data,
"games": games,
"names": parsed_names,
"connect_names": connect_names,
"remote_items": {player for player in world.player_ids if
world.worlds[player].remote_items},
"locations": locations_data,
"checks_in_area": checks_in_area,
"server_options": get_options()["server_options"],
"er_hint_data": er_hint_data,
"precollected_items": precollected_items,
"precollected_hints": precollected_hints,
"version": tuple(version_tuple),
"tags": ["AP"],
"minimum_versions": minimum_versions,
"seed_name": world.seed_name
}), 9)
with open(output_path('%s.archipelago' % outfilebase), 'wb') as f:
f.write(bytes([1])) # version of format
f.write(multidata)
for future in outputs:
future.result() # collect errors if they occured
multidata_task = pool.submit(write_multidata, rom_futures, output_file_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 multidata_task:
multidata_task.result() # retrieve exception if one exists
pool.shutdown() # wait for all queued tasks to complete
if not args.skip_playthrough:
logger.info('Calculating playthrough.')
create_playthrough(world)
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 create_playthrough(world):
"""Destructive to the world while it is run, damage gets repaired afterwards."""
# 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 = set(prog_locations)
logging.debug('Building up collection spheres.')
while sphere_candidates:
state.sweep_for_events(key_only=True)
# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
sphere = {location for location in sphere_candidates if state.can_reach(location)}
for location in sphere:
state.collect(location.item, True, location)
sphere_candidates -= sphere
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:
world.spoiler.unreachables = sphere_candidates
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
restore_later = {}
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.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)
restore_later[location] = old_item
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
removed_precollected = []
for item in (i for i in world.precollected_items if i.advancement):
logging.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)
else:
removed_precollected.append(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:
state.collect(location.item, True, location)
required_locations -= sphere
collection_spheres.append(sphere)
logging.debug('Calculated final sphere %i, containing %i of %i progress items.', len(collection_spheres),
len(sphere), len(required_locations))
if not sphere:
raise RuntimeError(f'Not all required items reachable. Unreachable locations: {required_locations}')
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)
world.spoiler.paths = {}
topology_worlds = (player for player in world.player_ids if world.worlds[player].topology_present)
for player in topology_worlds:
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(world.spoiler.paths).values():
if any(exit == 'Pyramid Fairy' for (_, exit) in path):
if world.mode[player] != 'inverted':
world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = get_path(state,
world.get_region(
'Big Bomb Shop',
player))
else:
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
world.spoiler.playthrough = {"0": sorted([str(item) for item in world.precollected_items if item.advancement])}
for i, sphere in enumerate(collection_spheres):
world.spoiler.playthrough[str(i + 1)] = {str(location): str(location.item) for location in sorted(sphere)}
# repair the world again
for location, item in restore_later.items():
location.item = item
for item in removed_precollected:
world.push_precollected(item)