Archipelago/Main.py

232 lines
10 KiB
Python

from BaseClasses import World, CollectionState, Item
from Regions import create_regions
from EntranceShuffle import link_entrances
from Rom import patch_rom, LocalRom, JsonRom
from Rules import set_rules
from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive
from Items import ItemFactory
from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, fill_restrictive, flood_items
from collections import OrderedDict
from ItemList import generate_itempool
import random
import time
import logging
import json
__version__ = '0.5.0-dev'
logic_hash = [217, 163, 29, 168, 46, 16, 56, 85, 183, 60, 44, 118, 98, 125, 64, 42, 161, 36, 131, 95, 247, 37, 127, 164, 47, 14, 19, 40, 96, 174, 67, 200,
240, 119, 189, 4, 243, 155, 162, 32, 159, 186, 84, 180, 233, 99, 86, 242, 105, 26, 216, 196, 249, 214, 45, 70, 72, 224, 78, 87, 93, 182, 38, 248,
173, 109, 30, 205, 73, 7, 193, 113, 241, 251, 52, 62, 171, 43, 41, 222, 138, 49, 145, 170, 103, 48, 21, 235, 74, 110, 176, 201, 253, 114, 68, 117,
89, 207, 82, 54, 211, 61, 53, 88, 158, 226, 218, 177, 50, 213, 25, 9, 104, 140, 203, 169, 166, 116, 152, 2, 33, 149, 20, 220, 165, 108, 254, 179,
107, 6, 22, 128, 69, 250, 231, 94, 92, 97, 252, 160, 172, 148, 237, 81, 77, 199, 35, 215, 184, 187, 136, 28, 129, 71, 210, 178, 102, 195, 198, 121,
80, 135, 111, 151, 17, 223, 228, 238, 51, 147, 133, 79, 55, 12, 122, 1, 100, 120, 225, 202, 144, 63, 185, 208, 181, 204, 134, 142, 188, 146, 126, 27,
153, 91, 191, 13, 157, 5, 59, 234, 83, 141, 23, 15, 18, 236, 137, 31, 143, 209, 229, 34, 132, 57, 75, 0, 230, 190, 90, 115, 76, 123, 197, 39,
3, 206, 255, 112, 244, 167, 212, 154, 65, 124, 219, 221, 106, 139, 175, 10, 101, 239, 150, 227, 11, 246, 24, 156, 8, 130, 245, 66, 194, 58, 232, 192]
def main(args, seed=None):
start = time.clock()
# initialize the world
world = World(args.shuffle, args.logic, args.mode, args.difficulty, args.timer, args.progressive, args.goal, args.algorithm, not args.nodungeonitems, args.beatableonly, args.shuffleganon, args.quickswap, args.fastmenu, args.keysanity)
logger = logging.getLogger('')
if seed is None:
random.seed(None)
world.seed = random.randint(0, 999999999)
else:
world.seed = int(seed)
random.seed(world.seed)
logger.info('ALttP Entrance Randomizer Version %s - Seed: %s\n\n' % (__version__, world.seed))
create_regions(world)
create_dungeons(world)
logger.info('Shuffling the World about.')
link_entrances(world)
logger.info('Calculating Access Rules.')
set_rules(world)
logger.info('Generating Item Pool.')
generate_itempool(world)
logger.info('Placing Dungeon Items.')
shuffled_locations = None
if args.algorithm == 'vt26' or args.keysanity:
shuffled_locations = world.get_unfilled_locations()
random.shuffle(shuffled_locations)
fill_dungeons_restrictive(world, shuffled_locations)
else:
fill_dungeons(world)
logger.info('Fill the world.')
if args.algorithm == 'flood':
flood_items(world) # different algo, biased towards early game progress items
elif args.algorithm == 'vt21':
distribute_items_cutoff(world, 1)
elif args.algorithm == 'vt22':
distribute_items_cutoff(world, 0.66)
elif args.algorithm == 'freshness':
distribute_items_staleness(world)
elif args.algorithm == 'vt25':
distribute_items_restrictive(world, 0)
elif args.algorithm == 'vt26':
distribute_items_restrictive(world, random.randint(0, 15), shuffled_locations)
elif args.algorithm == 'balanced':
distribute_items_restrictive(world, random.randint(0, 15))
logger.info('Calculating playthrough.')
create_playthrough(world)
logger.info('Patching ROM.')
if args.sprite is not None:
sprite = bytearray(open(args.sprite, 'rb').read())
else:
sprite = None
outfilebase = 'ER_%s_%s-%s-%s%s_%s-%s%s%s%s%s%s_%s' % (world.logic, world.difficulty, world.mode, world.goal, "" if world.timer in ['none', 'display'] else "-" + world.timer, world.shuffle, world.algorithm, "-keysanity" if world.keysanity else "", "-progressives_" + world.progressive if world.progressive in ['off', 'random'] else "", "-fastmenu" if world.fastmenu else "", "-quickswap" if world.quickswap else "", "-shuffleganon" if world.shuffle_ganon else "", world.seed)
if not args.suppress_rom:
if args.jsonout:
rom = JsonRom()
else:
rom = LocalRom(args.rom)
patch_rom(world, rom, bytearray(logic_hash), args.heartbeep, sprite)
if args.jsonout:
print(json.dumps({'patch': rom.patches, 'spoiler': world.spoiler.to_json()}))
else:
rom.write_to_file(args.jsonout or '%s.sfc' % outfilebase)
if args.create_spoiler and not args.jsonout:
world.spoiler.to_file('%s_Spoiler.txt' % outfilebase)
logger.info('Done. Enjoy.')
logger.debug('Total Time: %s' % (time.clock() - start))
return world
def copy_world(world):
# ToDo: Not good yet
ret = World(world.shuffle, world.logic, world.mode, world.difficulty, world.timer, world.progressive, world.goal, world.algorithm, world.place_dungeon_items, world.check_beatable_only, world.shuffle_ganon, world.quickswap, world.fastmenu, world.keysanity)
ret.required_medallions = list(world.required_medallions)
ret.swamp_patch_required = world.swamp_patch_required
ret.ganon_at_pyramid = world.ganon_at_pyramid
ret.treasure_hunt_count = world.treasure_hunt_count
ret.treasure_hunt_icon = world.treasure_hunt_icon
ret.sewer_light_cone = world.sewer_light_cone
ret.light_world_light_cone = world.light_world_light_cone
ret.dark_world_light_cone = world.dark_world_light_cone
ret.seed = world.seed
ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge
create_regions(ret)
create_dungeons(ret)
# connect copied world
for region in world.regions:
for entrance in region.entrances:
ret.get_entrance(entrance.name).connect(ret.get_region(region.name))
# fill locations
for location in world.get_locations():
if location.item is not None:
item = Item(location.item.name, location.item.advancement, location.item.priority, location.item.type)
ret.get_location(location.name).item = item
item.location = ret.get_location(location.name)
if location.event:
ret.get_location(location.name).event = True
# copy remaining itempool. No item in itempool should have an assigned location
for item in world.itempool:
ret.itempool.append(Item(item.name, item.advancement, item.priority, item.type))
# copy progress items in state
ret.state.prog_items = list(world.state.prog_items)
set_rules(ret)
return ret
def create_playthrough(world):
# create a copy as we will modify it
old_world = world
world = copy_world(world)
# in treasure hunt and pedestal goals, ganon is invincible
if world.goal in ['pedestal', 'triforcehunt']:
world.get_location('Ganon').item = None
# if we only check for beatable, we can do this sanity check first before writing down spheres
if world.check_beatable_only and not world.can_beat_game():
raise RuntimeError('Cannot beat game. Something went terribly wrong here!')
# get locations containing progress items
prog_locations = [location for location in world.get_locations() if location.item is not None and (location.item.advancement or (location.item.key and world.keysanity))]
collection_spheres = []
state = CollectionState(world)
sphere_candidates = list(prog_locations)
logging.getLogger('').debug('Building up collection spheres.')
while sphere_candidates:
if not world.keysanity:
state.sweep_for_events(key_only=True)
sphere = []
# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
for location in sphere_candidates:
if state.can_reach(location):
sphere.append(location)
for location in sphere:
sphere_candidates.remove(location)
state.collect(location.item, True)
collection_spheres.append(sphere)
logging.getLogger('').debug('Calculated sphere %i, containing %i of %i progress items.' % (len(collection_spheres), len(sphere), len(prog_locations)))
if not sphere:
logging.getLogger('').debug('The following items could not be reached: %s' % ['%s at %s' % (location.item.name, location.name) for location in sphere_candidates])
if not world.check_beatable_only:
raise RuntimeError('Not all progression items reachable. Something went terribly wrong here.')
else:
break
# in the second phase, we cull each sphere such that the game is still beatable, reducing each range of influence to the bare minimum required inside it
for sphere in reversed(collection_spheres):
to_delete = []
for location in sphere:
# we remove the item at location and check if game is still beatable
logging.getLogger('').debug('Checking if %s is required to beat the game.' % location.item.name)
old_item = location.item
location.item = None
state.remove(old_item)
world._item_cache = {} # need to invalidate
if world.can_beat_game():
to_delete.append(location)
else:
# still required, got to keep it around
location.item = old_item
# cull entries in spheres for spoiler walkthrough at end
for location in to_delete:
sphere.remove(location)
# we are now down to just the required progress items in collection_spheres in a minimum number of spheres. As a cleanup, we right trim empty spheres (can happen if we have multiple triforces)
collection_spheres = [sphere for sphere in collection_spheres if sphere]
# store the required locations for statistical analysis
old_world.required_locations = [location.name for sphere in collection_spheres for location in sphere]
# we can finally output our playthrough
old_world.spoiler.playthrough = OrderedDict([(str(i + 1), {str(location): str(location.item) for location in sphere}) for i, sphere in enumerate(collection_spheres)])