566 lines
25 KiB
Python
566 lines
25 KiB
Python
from __future__ import annotations
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import hashlib
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import logging
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import pathlib
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import sys
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import time
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from random import Random
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from dataclasses import make_dataclass
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from typing import (Any, Callable, ClassVar, Dict, FrozenSet, List, Mapping, Optional, Set, TextIO, Tuple,
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TYPE_CHECKING, Type, Union)
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from Options import item_and_loc_options, OptionGroup, PerGameCommonOptions
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from BaseClasses import CollectionState
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if TYPE_CHECKING:
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from BaseClasses import MultiWorld, Item, Location, Tutorial, Region, Entrance
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from . import GamesPackage
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from settings import Group
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perf_logger = logging.getLogger("performance")
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class AutoWorldRegister(type):
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world_types: Dict[str, Type[World]] = {}
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__file__: str
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zip_path: Optional[str]
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settings_key: str
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__settings: Any
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@property
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def settings(cls) -> Any: # actual type is defined in World
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# lazy loading + caching to minimize runtime cost
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if cls.__settings is None:
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from settings import get_settings
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cls.__settings = get_settings()[cls.settings_key]
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return cls.__settings
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def __new__(mcs, name: str, bases: Tuple[type, ...], dct: Dict[str, Any]) -> AutoWorldRegister:
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if "web" in dct:
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assert isinstance(dct["web"], WebWorld), "WebWorld has to be instantiated."
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# filter out any events
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dct["item_name_to_id"] = {name: id for name, id in dct["item_name_to_id"].items() if id}
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dct["location_name_to_id"] = {name: id for name, id in dct["location_name_to_id"].items() if id}
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# build reverse lookups
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dct["item_id_to_name"] = {code: name for name, code in dct["item_name_to_id"].items()}
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dct["location_id_to_name"] = {code: name for name, code in dct["location_name_to_id"].items()}
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# build rest
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dct["item_names"] = frozenset(dct["item_name_to_id"])
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dct["item_name_groups"] = {group_name: frozenset(group_set) for group_name, group_set
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in dct.get("item_name_groups", {}).items()}
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dct["item_name_groups"]["Everything"] = dct["item_names"]
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dct["location_names"] = frozenset(dct["location_name_to_id"])
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dct["location_name_groups"] = {group_name: frozenset(group_set) for group_name, group_set
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in dct.get("location_name_groups", {}).items()}
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dct["location_name_groups"]["Everywhere"] = dct["location_names"]
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dct["all_item_and_group_names"] = frozenset(dct["item_names"] | set(dct.get("item_name_groups", {})))
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# move away from get_required_client_version function
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if "game" in dct:
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assert "get_required_client_version" not in dct, f"{name}: required_client_version is an attribute now"
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# set minimum required_client_version from bases
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if "required_client_version" in dct and bases:
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for base in bases:
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if "required_client_version" in base.__dict__:
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dct["required_client_version"] = max(dct["required_client_version"],
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base.__dict__["required_client_version"])
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# create missing options_dataclass from legacy option_definitions
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# TODO - remove this once all worlds use options dataclasses
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if "options_dataclass" not in dct and "option_definitions" in dct:
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# TODO - switch to deprecate after a version
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if __debug__:
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logging.warning(f"{name} Assigned options through option_definitions which is now deprecated. "
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"Please use options_dataclass instead.")
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dct["options_dataclass"] = make_dataclass(f"{name}Options", dct["option_definitions"].items(),
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bases=(PerGameCommonOptions,))
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# construct class
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new_class = super().__new__(mcs, name, bases, dct)
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if "game" in dct:
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if dct["game"] in AutoWorldRegister.world_types:
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raise RuntimeError(f"""Game {dct["game"]} already registered.""")
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AutoWorldRegister.world_types[dct["game"]] = new_class
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new_class.__file__ = sys.modules[new_class.__module__].__file__
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if ".apworld" in new_class.__file__:
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new_class.zip_path = pathlib.Path(new_class.__file__).parents[1]
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if "settings_key" not in dct:
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mod_name = new_class.__module__
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world_folder_name = mod_name[7:].lower() if mod_name.startswith("worlds.") else mod_name.lower()
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new_class.settings_key = world_folder_name + "_options"
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new_class.__settings = None
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return new_class
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class AutoLogicRegister(type):
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def __new__(mcs, name: str, bases: Tuple[type, ...], dct: Dict[str, Any]) -> AutoLogicRegister:
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new_class = super().__new__(mcs, name, bases, dct)
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function: Callable[..., Any]
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for item_name, function in dct.items():
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if item_name == "copy_mixin":
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CollectionState.additional_copy_functions.append(function)
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elif item_name == "init_mixin":
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CollectionState.additional_init_functions.append(function)
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elif not item_name.startswith("__"):
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if hasattr(CollectionState, item_name):
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raise Exception(f"Name conflict on Logic Mixin {name} trying to overwrite {item_name}")
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setattr(CollectionState, item_name, function)
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return new_class
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class WebWorldRegister(type):
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def __new__(mcs, name: str, bases: Tuple[type, ...], dct: Dict[str, Any]) -> WebWorldRegister:
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# don't allow an option to appear in multiple groups, allow "Item & Location Options" to appear anywhere by the
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# dev, putting it at the end if they don't define options in it
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option_groups: List[OptionGroup] = dct.get("option_groups", [])
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prebuilt_options = ["Game Options", "Item & Location Options"]
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seen_options = []
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item_group_in_list = False
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for group in option_groups:
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assert group.options, "A custom defined Option Group must contain at least one Option."
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# catch incorrectly titled versions of the prebuilt groups so they don't create extra groups
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title_name = group.name.title()
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assert title_name not in prebuilt_options or title_name == group.name, \
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f"Prebuilt group name \"{group.name}\" must be \"{title_name}\""
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if group.name == "Item & Location Options":
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assert not any(option in item_and_loc_options for option in group.options), \
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f"Item and Location Options cannot be specified multiple times"
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group.options.extend(item_and_loc_options)
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item_group_in_list = True
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else:
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for option in group.options:
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assert option not in item_and_loc_options, \
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f"{option} cannot be moved out of the \"Item & Location Options\" Group"
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assert len(group.options) == len(set(group.options)), f"Duplicate options in option group {group.name}"
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for option in group.options:
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assert option not in seen_options, f"{option} found in two option groups"
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seen_options.append(option)
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if not item_group_in_list:
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option_groups.append(OptionGroup("Item & Location Options", item_and_loc_options, True))
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return super().__new__(mcs, name, bases, dct)
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def _timed_call(method: Callable[..., Any], *args: Any,
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multiworld: Optional["MultiWorld"] = None, player: Optional[int] = None) -> Any:
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start = time.perf_counter()
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ret = method(*args)
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taken = time.perf_counter() - start
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if taken > 1.0:
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if player and multiworld:
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perf_logger.info(f"Took {taken:.4f} seconds in {method.__qualname__} for player {player}, "
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f"named {multiworld.player_name[player]}.")
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else:
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perf_logger.info(f"Took {taken:.4f} seconds in {method.__qualname__}.")
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return ret
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def call_single(multiworld: "MultiWorld", method_name: str, player: int, *args: Any) -> Any:
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method = getattr(multiworld.worlds[player], method_name)
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try:
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ret = _timed_call(method, *args, multiworld=multiworld, player=player)
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except Exception as e:
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message = f"Exception in {method} for player {player}, named {multiworld.player_name[player]}."
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if sys.version_info >= (3, 11, 0):
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e.add_note(message) # PEP 678
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else:
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logging.error(message)
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raise e
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else:
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return ret
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def call_all(multiworld: "MultiWorld", method_name: str, *args: Any) -> None:
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world_types: Set[AutoWorldRegister] = set()
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for player in multiworld.player_ids:
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prev_item_count = len(multiworld.itempool)
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world_types.add(multiworld.worlds[player].__class__)
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call_single(multiworld, method_name, player, *args)
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if __debug__:
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new_items = multiworld.itempool[prev_item_count:]
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for i, item in enumerate(new_items):
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for other in new_items[i+1:]:
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assert item is not other, (
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f"Duplicate item reference of \"{item.name}\" in \"{multiworld.worlds[player].game}\" "
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f"of player \"{multiworld.player_name[player]}\". Please make a copy instead.")
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call_stage(multiworld, method_name, *args)
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def call_stage(multiworld: "MultiWorld", method_name: str, *args: Any) -> None:
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world_types = {multiworld.worlds[player].__class__ for player in multiworld.player_ids}
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for world_type in sorted(world_types, key=lambda world: world.__name__):
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stage_callable = getattr(world_type, f"stage_{method_name}", None)
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if stage_callable:
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_timed_call(stage_callable, multiworld, *args)
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class WebWorld(metaclass=WebWorldRegister):
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"""Webhost integration"""
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options_page: Union[bool, str] = True
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"""display a settings page. Can be a link to a specific page or external tool."""
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game_info_languages: List[str] = ['en']
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"""docs folder will be scanned for game info pages using this list in the format '{language}_{game_name}.md'"""
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tutorials: List["Tutorial"]
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"""docs folder will also be scanned for tutorial guides. Each Tutorial class is to be used for one guide."""
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theme = "grass"
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"""Choose a theme for you /game/* pages.
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Available: dirt, grass, grassFlowers, ice, jungle, ocean, partyTime, stone"""
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bug_report_page: Optional[str]
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"""display a link to a bug report page, most likely a link to a GitHub issue page."""
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options_presets: Dict[str, Dict[str, Any]] = {}
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"""A dictionary containing a collection of developer-defined game option presets."""
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option_groups: ClassVar[List[OptionGroup]] = []
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"""Ordered list of option groupings. Any options not set in a group will be placed in a pre-built "Game Options"."""
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rich_text_options_doc = False
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"""Whether the WebHost should render Options' docstrings as rich text.
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If this is True, Options' docstrings are interpreted as reStructuredText_,
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the standard Python markup format. In the WebHost, they're rendered to HTML
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so that lists, emphasis, and other rich text features are displayed
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properly.
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If this is False, the docstrings are instead interpreted as plain text, and
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displayed as-is on the WebHost with whitespace preserved. For backwards
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compatibility, this is the default.
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.. _reStructuredText: https://docutils.sourceforge.io/rst.html
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"""
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location_descriptions: Dict[str, str] = {}
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"""An optional map from location names (or location group names) to brief descriptions for users."""
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item_descriptions: Dict[str, str] = {}
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"""An optional map from item names (or item group names) to brief descriptions for users."""
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class World(metaclass=AutoWorldRegister):
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"""A World object encompasses a game's Items, Locations, Rules and additional data or functionality required.
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A Game should have its own subclass of World in which it defines the required data structures."""
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options_dataclass: ClassVar[Type[PerGameCommonOptions]] = PerGameCommonOptions
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"""link your Options mapping"""
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options: PerGameCommonOptions
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"""resulting options for the player of this world"""
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game: ClassVar[str]
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"""name the game"""
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topology_present: bool = False
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"""indicate if this world has any meaningful layout/pathing"""
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all_item_and_group_names: ClassVar[FrozenSet[str]] = frozenset()
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"""gets automatically populated with all item and item group names"""
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item_name_to_id: ClassVar[Dict[str, int]] = {}
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"""map item names to their IDs"""
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location_name_to_id: ClassVar[Dict[str, int]] = {}
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"""map location names to their IDs"""
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item_name_groups: ClassVar[Dict[str, Set[str]]] = {}
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"""maps item group names to sets of items. Example: {"Weapons": {"Sword", "Bow"}}"""
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location_name_groups: ClassVar[Dict[str, Set[str]]] = {}
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"""maps location group names to sets of locations. Example: {"Sewer": {"Sewer Key Drop 1", "Sewer Key Drop 2"}}"""
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required_client_version: Tuple[int, int, int] = (0, 1, 6)
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"""
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override this if changes to a world break forward-compatibility of the client
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The base version of (0, 1, 6) is provided for backwards compatibility and does *not* need to be updated in the
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future. Protocol level compatibility check moved to MultiServer.min_client_version.
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"""
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required_server_version: Tuple[int, int, int] = (0, 2, 4)
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"""update this if the resulting multidata breaks forward-compatibility of the server"""
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hint_blacklist: ClassVar[FrozenSet[str]] = frozenset()
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"""any names that should not be hintable"""
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hidden: ClassVar[bool] = False
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"""Hide World Type from various views. Does not remove functionality."""
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web: ClassVar[WebWorld] = WebWorld()
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"""see WebWorld for options"""
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multiworld: "MultiWorld"
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"""autoset on creation. The MultiWorld object for the currently generating multiworld."""
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player: int
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"""autoset on creation. The player number for this World"""
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item_id_to_name: ClassVar[Dict[int, str]]
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"""automatically generated reverse lookup of item id to name"""
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location_id_to_name: ClassVar[Dict[int, str]]
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"""automatically generated reverse lookup of location id to name"""
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item_names: ClassVar[Set[str]]
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"""set of all potential item names"""
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location_names: ClassVar[Set[str]]
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"""set of all potential location names"""
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random: Random
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"""This world's random object. Should be used for any randomization needed in world for this player slot."""
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settings_key: ClassVar[str]
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"""name of the section in host.yaml for world-specific settings, will default to {folder}_options"""
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settings: ClassVar[Optional["Group"]]
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"""loaded settings from host.yaml"""
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zip_path: ClassVar[Optional[pathlib.Path]] = None
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"""If loaded from a .apworld, this is the Path to it."""
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__file__: ClassVar[str]
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"""path it was loaded from"""
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def __init__(self, multiworld: "MultiWorld", player: int):
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assert multiworld is not None
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self.multiworld = multiworld
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self.player = player
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self.random = Random(multiworld.random.getrandbits(64))
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multiworld.per_slot_randoms[player] = self.random
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def __getattr__(self, item: str) -> Any:
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if item == "settings":
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return self.__class__.settings
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raise AttributeError
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# overridable methods that get called by Main.py, sorted by execution order
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# can also be implemented as a classmethod and called "stage_<original_name>",
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# in that case the MultiWorld object is passed as an argument, and it gets called once for the entire multiworld.
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# An example of this can be found in alttp as stage_pre_fill
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@classmethod
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def stage_assert_generate(cls, multiworld: "MultiWorld") -> None:
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"""
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Checks that a game is capable of generating, such as checking for some base file like a ROM.
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This gets called once per present world type. Not run for unittests since they don't produce output.
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"""
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pass
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def generate_early(self) -> None:
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"""
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Run before any general steps of the MultiWorld other than options. Useful for getting and adjusting option
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results and determining layouts for entrance rando etc. start inventory gets pushed after this step.
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"""
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pass
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def create_regions(self) -> None:
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"""Method for creating and connecting regions for the World."""
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pass
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def create_items(self) -> None:
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"""
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Method for creating and submitting items to the itempool. Items and Regions must *not* be created and submitted
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to the MultiWorld after this step. If items need to be placed during pre_fill use `get_prefill_items`.
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"""
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pass
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def set_rules(self) -> None:
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"""Method for setting the rules on the World's regions and locations."""
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pass
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def generate_basic(self) -> None:
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"""
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Useful for randomizing things that don't affect logic but are better to be determined before the output stage.
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i.e. checking what the player has marked as priority or randomizing enemies
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"""
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pass
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def pre_fill(self) -> None:
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"""Optional method that is supposed to be used for special fill stages. This is run *after* plando."""
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pass
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def fill_hook(self,
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progitempool: List["Item"],
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usefulitempool: List["Item"],
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filleritempool: List["Item"],
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fill_locations: List["Location"]) -> None:
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"""Special method that gets called as part of distribute_items_restrictive (main fill)."""
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pass
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def post_fill(self) -> None:
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"""
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Optional Method that is called after regular fill. Can be used to do adjustments before output generation.
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This happens before progression balancing, so the items may not be in their final locations yet.
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"""
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def generate_output(self, output_directory: str) -> None:
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"""
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This method gets called from a threadpool, do not use multiworld.random here.
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If you need any last-second randomization, use self.random instead.
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"""
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pass
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def fill_slot_data(self) -> Mapping[str, Any]: # json of WebHostLib.models.Slot
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"""
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What is returned from this function will be in the `slot_data` field
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in the `Connected` network package.
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It should be a `dict` with `str` keys, and should be serializable with json.
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This is a way the generator can give custom data to the client.
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The client will receive this as JSON in the `Connected` response.
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The generation does not wait for `generate_output` to complete before calling this.
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`threading.Event` can be used if you need to wait for something from `generate_output`.
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"""
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# The reason for the `Mapping` type annotation, rather than `dict`
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# is so that type checkers won't worry about the mutability of `dict`,
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# so you can have more specific typing in your world implementation.
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return {}
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def extend_hint_information(self, hint_data: Dict[int, Dict[int, str]]):
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"""
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Fill in additional entrance information text into locations, which is displayed when hinted.
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structure is {player_id: {location_id: text}} You will need to insert your own player_id.
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"""
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pass
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def modify_multidata(self, multidata: Dict[str, Any]) -> None: # TODO: TypedDict for multidata?
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"""For deeper modification of server multidata."""
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pass
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# Spoiler writing is optional, these may not get called.
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def write_spoiler_header(self, spoiler_handle: TextIO) -> None:
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"""
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Write to the spoiler header. If individual it's right at the end of that player's options,
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if as stage it's right under the common header before per-player options.
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"""
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pass
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def write_spoiler(self, spoiler_handle: TextIO) -> None:
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"""
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Write to the spoiler "middle", this is after the per-player options and before locations,
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meant for useful or interesting info.
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"""
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pass
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def write_spoiler_end(self, spoiler_handle: TextIO) -> None:
|
|
"""Write to the end of the spoiler"""
|
|
pass
|
|
|
|
# end of ordered Main.py calls
|
|
|
|
def create_item(self, name: str) -> "Item":
|
|
"""
|
|
Create an item for this world type and player.
|
|
Warning: this may be called with self.world = None, for example by MultiServer
|
|
"""
|
|
raise NotImplementedError
|
|
|
|
def get_filler_item_name(self) -> str:
|
|
"""Called when the item pool needs to be filled with additional items to match location count."""
|
|
logging.warning(f"World {self} is generating a filler item without custom filler pool.")
|
|
return self.multiworld.random.choice(tuple(self.item_name_to_id.keys()))
|
|
|
|
@classmethod
|
|
def create_group(cls, multiworld: "MultiWorld", new_player_id: int, players: Set[int]) -> World:
|
|
"""
|
|
Creates a group, which is an instance of World that is responsible for multiple others.
|
|
An example case is ItemLinks creating these.
|
|
"""
|
|
# TODO remove loop when worlds use options dataclass
|
|
for option_key, option in cls.options_dataclass.type_hints.items():
|
|
getattr(multiworld, option_key)[new_player_id] = option.from_any(option.default)
|
|
group = cls(multiworld, new_player_id)
|
|
group.options = cls.options_dataclass(**{option_key: option.from_any(option.default)
|
|
for option_key, option in cls.options_dataclass.type_hints.items()})
|
|
|
|
return group
|
|
|
|
# decent place to implement progressive items, in most cases can stay as-is
|
|
def collect_item(self, state: "CollectionState", item: "Item", remove: bool = False) -> Optional[str]:
|
|
"""
|
|
Collect an item name into state. For speed reasons items that aren't logically useful get skipped.
|
|
Collect None to skip item.
|
|
:param state: CollectionState to collect into
|
|
:param item: Item to decide on if it should be collected into state
|
|
:param remove: indicate if this is meant to remove from state instead of adding.
|
|
"""
|
|
if item.advancement:
|
|
return item.name
|
|
return None
|
|
|
|
def get_pre_fill_items(self) -> List["Item"]:
|
|
"""
|
|
Used to return items that need to be collected when creating a fresh all_state, but don't exist in the
|
|
multiworld itempool.
|
|
"""
|
|
return []
|
|
|
|
# these two methods can be extended for pseudo-items on state
|
|
def collect(self, state: "CollectionState", item: "Item") -> bool:
|
|
"""Called when an item is collected in to state. Useful for things such as progressive items or currency."""
|
|
name = self.collect_item(state, item)
|
|
if name:
|
|
state.prog_items[self.player][name] += 1
|
|
return True
|
|
return False
|
|
|
|
def remove(self, state: "CollectionState", item: "Item") -> bool:
|
|
"""Called when an item is removed from to state. Useful for things such as progressive items or currency."""
|
|
name = self.collect_item(state, item, True)
|
|
if name:
|
|
state.prog_items[self.player][name] -= 1
|
|
if state.prog_items[self.player][name] < 1:
|
|
del (state.prog_items[self.player][name])
|
|
return True
|
|
return False
|
|
|
|
# following methods should not need to be overridden.
|
|
def create_filler(self) -> "Item":
|
|
return self.create_item(self.get_filler_item_name())
|
|
|
|
# convenience methods
|
|
def get_location(self, location_name: str) -> "Location":
|
|
return self.multiworld.get_location(location_name, self.player)
|
|
|
|
def get_entrance(self, entrance_name: str) -> "Entrance":
|
|
return self.multiworld.get_entrance(entrance_name, self.player)
|
|
|
|
def get_region(self, region_name: str) -> "Region":
|
|
return self.multiworld.get_region(region_name, self.player)
|
|
|
|
@property
|
|
def player_name(self) -> str:
|
|
return self.multiworld.get_player_name(self.player)
|
|
|
|
@classmethod
|
|
def get_data_package_data(cls) -> "GamesPackage":
|
|
sorted_item_name_groups = {
|
|
name: sorted(cls.item_name_groups[name]) for name in sorted(cls.item_name_groups)
|
|
}
|
|
sorted_location_name_groups = {
|
|
name: sorted(cls.location_name_groups[name]) for name in sorted(cls.location_name_groups)
|
|
}
|
|
res: "GamesPackage" = {
|
|
# sorted alphabetically
|
|
"item_name_groups": sorted_item_name_groups,
|
|
"item_name_to_id": cls.item_name_to_id,
|
|
"location_name_groups": sorted_location_name_groups,
|
|
"location_name_to_id": cls.location_name_to_id,
|
|
}
|
|
res["checksum"] = data_package_checksum(res)
|
|
return res
|
|
|
|
|
|
# any methods attached to this can be used as part of CollectionState,
|
|
# please use a prefix as all of them get clobbered together
|
|
class LogicMixin(metaclass=AutoLogicRegister):
|
|
pass
|
|
|
|
|
|
def data_package_checksum(data: "GamesPackage") -> str:
|
|
"""Calculates the data package checksum for a game from a dict"""
|
|
assert "checksum" not in data, "Checksum already in data"
|
|
assert sorted(data) == list(data), "Data not ordered"
|
|
from NetUtils import encode
|
|
return hashlib.sha1(encode(data).encode()).hexdigest()
|