Archipelago/worlds/sm/variaRandomizer/utils/doorsmanager.py

398 lines
17 KiB
Python

import random
import copy
from ..logic.smbool import SMBool
from ..rom.rom_patches import RomPatches
import logging
from ..utils import log
LOG = log.get('DoorsManager')
colorsList = ['red', 'green', 'yellow', 'wave', 'spazer', 'plasma', 'ice']
# 1/15 chance to have the door set to grey
colorsListGrey = colorsList * 2 + ['grey']
class Facing:
Left = 0
Right = 1
Top = 2
Bottom = 3
# door facing left - right - top - bottom
plmRed = [0xc88a, 0xc890, 0xc896, 0xc89c]
plmGreen = [0xc872, 0xc878, 0xc87e, 0xc884]
plmYellow = [0xc85a, 0xc860, 0xc866, 0xc86c]
plmGrey = [0xc842, 0xc848, 0xc84e, 0xc854]
plmWave = [0xf763, 0xf769, 0xf70f, 0xf715]
plmSpazer = [0xf733, 0xf739, 0xf73f, 0xf745]
plmPlasma = [0xf74b, 0xf751, 0xf757, 0xf75d]
plmIce = [0xf71b, 0xf721, 0xf727, 0xf72d]
colors2plm = {
'red': plmRed,
'green': plmGreen,
'yellow': plmYellow,
'grey': plmGrey,
'wave': plmWave,
'spazer': plmSpazer,
'plasma': plmPlasma,
'ice': plmIce
}
class Door(object):
__slots__ = ('name', 'address', 'vanillaColor', 'color', 'forced', 'facing', 'hidden', 'id', 'canGrey', 'forbiddenColors')
def __init__(self, name, address, vanillaColor, facing, id=None, canGrey=False, forbiddenColors=None):
self.name = name
self.address = address
self.vanillaColor = vanillaColor
self.setColor(vanillaColor)
self.forced = False
self.facing = facing
self.hidden = False
self.canGrey = canGrey
self.id = id
# list of forbidden colors
self.forbiddenColors = forbiddenColors
def forceBlue(self):
# custom start location, area, patches can force doors to blue
self.setColor('blue')
self.forced = True
def setColor(self, color):
self.color = color
def getColor(self):
if self.hidden:
return 'grey'
else:
return self.color
def isRandom(self):
return self.color != self.vanillaColor and not self.isBlue()
def isBlue(self):
return self.color == 'blue'
def canRandomize(self):
return not self.forced and self.id is None
def filterColorList(self, colorsList):
if self.forbiddenColors is None:
return colorsList
else:
return [color for color in colorsList if color not in self.forbiddenColors]
def randomize(self, allowGreyDoors):
if self.canRandomize():
if self.canGrey and allowGreyDoors:
self.setColor(random.choice(self.filterColorList(colorsListGrey)))
else:
self.setColor(random.choice(self.filterColorList(colorsList)))
def traverse(self, smbm):
if self.hidden or self.color == 'grey':
return SMBool(False)
elif self.color == 'red':
return smbm.canOpenRedDoors()
elif self.color == 'green':
return smbm.canOpenGreenDoors()
elif self.color == 'yellow':
return smbm.canOpenYellowDoors()
elif self.color == 'wave':
return smbm.haveItem('Wave')
elif self.color == 'spazer':
return smbm.haveItem('Spazer')
elif self.color == 'plasma':
return smbm.haveItem('Plasma')
elif self.color == 'ice':
return smbm.haveItem('Ice')
else:
return SMBool(True)
def __repr__(self):
return "Door({}, {})".format(self.name, self.color)
def isRefillSave(self):
return self.address is None
def writeColor(self, rom):
if self.isBlue() or self.isRefillSave():
return
rom.writeWord(colors2plm[self.color][self.facing], self.address)
# also set plm args high byte to never opened, even during escape
if self.color == 'grey':
rom.writeByte(0x90, self.address+5)
def readColor(self, rom):
if self.forced or self.isRefillSave():
return
plm = rom.readWord(self.address)
if plm in plmRed:
self.setColor('red')
elif plm in plmGreen:
self.setColor('green')
elif plm in plmYellow:
self.setColor('yellow')
elif plm in plmGrey:
self.setColor('grey')
elif plm in plmWave:
self.setColor('wave')
elif plm in plmSpazer:
self.setColor('spazer')
elif plm in plmPlasma:
self.setColor('plasma')
elif plm in plmIce:
self.setColor('ice')
else:
raise Exception("Unknown color {} for {}".format(hex(plm), self.name))
# for tracker
def canHide(self):
return self.color != 'blue'
def hide(self):
if self.canHide():
self.hidden = True
def reveal(self):
self.hidden = False
def switch(self):
if self.hidden:
self.reveal()
else:
self.hide()
# to send/receive state to tracker/plando
def serialize(self):
return (self.color, self.facing, self.hidden)
def unserialize(self, data):
self.setColor(data[0])
self.facing = data[1]
self.hidden = data[2]
class DoorsManager():
doorsDict = {}
doors = {
# crateria
'LandingSiteRight': Door('LandingSiteRight', 0x78018, 'green', Facing.Left, canGrey=True),
'LandingSiteTopRight': Door('LandingSiteTopRight', 0x07801e, 'yellow', Facing.Left),
'KihunterBottom': Door('KihunterBottom', 0x78228, 'yellow', Facing.Top, canGrey=True),
'KihunterRight': Door('KihunterRight', 0x78222, 'yellow', Facing.Left, canGrey=True),
'FlywayRight': Door('FlywayRight', 0x78420, 'red', Facing.Left),
'GreenPiratesShaftBottomRight': Door('GreenPiratesShaftBottomRight', 0x78470, 'red', Facing.Left, canGrey=True),
'RedBrinstarElevatorTop': Door('RedBrinstarElevatorTop', 0x78256, 'yellow', Facing.Bottom),
'ClimbRight': Door('ClimbRight', 0x78304, 'yellow', Facing.Left),
# blue brinstar
'ConstructionZoneRight': Door('ConstructionZoneRight', 0x78784, 'red', Facing.Left),
# green brinstar
'GreenHillZoneTopRight': Door('GreenHillZoneTopRight', 0x78670, 'yellow', Facing.Left, canGrey=True),
'NoobBridgeRight': Door('NoobBridgeRight', 0x787a6, 'green', Facing.Left, canGrey=True),
'MainShaftRight': Door('MainShaftRight', 0x784be, 'red', Facing.Left),
'MainShaftBottomRight': Door('MainShaftBottomRight', 0x784c4, 'red', Facing.Left, canGrey=True),
'EarlySupersRight': Door('EarlySupersRight', 0x78512, 'red', Facing.Left),
'EtecoonEnergyTankLeft': Door('EtecoonEnergyTankLeft', 0x787c8, 'green', Facing.Right),
# pink brinstar
'BigPinkTopRight': Door('BigPinkTopRight', 0x78626, 'red', Facing.Left),
'BigPinkRight': Door('BigPinkRight', 0x7861a, 'yellow', Facing.Left),
'BigPinkBottomRight': Door('BigPinkBottomRight', 0x78620, 'green', Facing.Left, canGrey=True),
'BigPinkBottomLeft': Door('BigPinkBottomLeft', 0x7862c, 'red', Facing.Right),
# red brinstar
'RedTowerLeft': Door('RedTowerLeft', 0x78866, 'yellow', Facing.Right),
'RedBrinstarFirefleaLeft': Door('RedBrinstarFirefleaLeft', 0x7886e, 'red', Facing.Right),
'RedTowerElevatorTopLeft': Door('RedTowerElevatorTopLeft', 0x788aa, 'green', Facing.Right),
'RedTowerElevatorLeft': Door('RedTowerElevatorLeft', 0x788b0, 'yellow', Facing.Right),
'RedTowerElevatorBottomLeft': Door('RedTowerElevatorBottomLeft', 0x788b6, 'green', Facing.Right),
'BelowSpazerTopRight': Door('BelowSpazerTopRight', 0x78966, 'green', Facing.Left),
# Wrecked ship
'WestOceanRight': Door('WestOceanRight', 0x781e2, 'green', Facing.Left, canGrey=True),
'LeCoudeBottom': Door('LeCoudeBottom', 0x7823e, 'yellow', Facing.Top, canGrey=True),
'WreckedShipMainShaftBottom': Door('WreckedShipMainShaftBottom', 0x7c277, 'green', Facing.Top),
'ElectricDeathRoomTopLeft': Door('ElectricDeathRoomTopLeft', 0x7c32f, 'red', Facing.Right),
# Upper Norfair
'BusinessCenterTopLeft': Door('BusinessCenterTopLeft', 0x78b00, 'green', Facing.Right),
'BusinessCenterBottomLeft': Door('BusinessCenterBottomLeft', 0x78b0c, 'red', Facing.Right),
'CathedralEntranceRight': Door('CathedralEntranceRight', 0x78af2, 'red', Facing.Left, canGrey=True),
'CathedralRight': Door('CathedralRight', 0x78aea, 'green', Facing.Left),
'BubbleMountainTopRight': Door('BubbleMountainTopRight', 0x78c60, 'green', Facing.Left),
'BubbleMountainTopLeft': Door('BubbleMountainTopLeft', 0x78c5a, 'green', Facing.Right),
'SpeedBoosterHallRight': Door('SpeedBoosterHallRight', 0x78c7a, 'red', Facing.Left),
'SingleChamberRight': Door('SingleChamberRight', 0x78ca8, 'red', Facing.Left),
'DoubleChamberRight': Door('DoubleChamberRight', 0x78cc2, 'red', Facing.Left),
'KronicBoostBottomLeft': Door('KronicBoostBottomLeft', 0x78d4e, 'yellow', Facing.Right, canGrey=True),
'CrocomireSpeedwayBottom': Door('CrocomireSpeedwayBottom', 0x78b96, 'green', Facing.Top, canGrey=True),
# Crocomire
'PostCrocomireUpperLeft': Door('PostCrocomireUpperLeft', 0x78bf4, 'red', Facing.Right),
'PostCrocomireShaftRight': Door('PostCrocomireShaftRight', 0x78c0c, 'red', Facing.Left),
# Lower Norfair
'RedKihunterShaftBottom': Door('RedKihunterShaftBottom', 0x7902e, 'yellow', Facing.Top),
'WastelandLeft': Door('WastelandLeft', 0x790ba, 'green', Facing.Right, forbiddenColors=['yellow']),
# Maridia
'MainStreetBottomRight': Door('MainStreetBottomRight', 0x7c431, 'red', Facing.Left),
'FishTankRight': Door('FishTankRight', 0x7c475, 'red', Facing.Left),
'CrabShaftRight': Door('CrabShaftRight', 0x7c4fb, 'green', Facing.Left),
'ColosseumBottomRight': Door('ColosseumBottomRight', 0x7c6fb, 'green', Facing.Left),
'PlasmaSparkBottom': Door('PlasmaSparkBottom', 0x7c577, 'green', Facing.Top),
'OasisTop': Door('OasisTop', 0x7c5d3, 'green', Facing.Bottom),
# refill/save
'GreenBrinstarSaveStation': Door('GreenBrinstarSaveStation', None, 'red', Facing.Right, id=0x1f),
'MaridiaBottomSaveStation': Door('MaridiaBottomSaveStation', None, 'red', Facing.Left, id=0x8c),
'MaridiaAqueductSaveStation': Door('MaridiaAqueductSaveStation', None, 'red', Facing.Right, id=0x96),
'ForgottenHighwaySaveStation': Door('ForgottenHighwaySaveStation', None, 'red', Facing.Left, id=0x92),
'DraygonSaveRefillStation': Door('DraygonSaveRefillStation', None, 'red', Facing.Left, id=0x98),
'KraidRefillStation': Door('KraidRefillStation', None, 'green', Facing.Left, id=0x44),
'RedBrinstarEnergyRefill': Door('RedBrinstarEnergyRefill', None, 'green', Facing.Right, id=0x38),
'GreenBrinstarMissileRefill': Door('GreenBrinstarMissileRefill', None, 'red', Facing.Right, id=0x23)
}
# call from logic
def traverse(self, smbm, doorName):
return DoorsManager.doorsDict[smbm.player][doorName].traverse(smbm)
@staticmethod
def setDoorsColor(player=0):
DoorsManager.doorsDict[player] = copy.deepcopy(DoorsManager.doors)
currentDoors = DoorsManager.doorsDict[player]
# depending on loaded patches, force some doors to blue, excluding them from randomization
if RomPatches.has(player, RomPatches.BlueBrinstarBlueDoor):
currentDoors['ConstructionZoneRight'].forceBlue()
if RomPatches.has(player, RomPatches.BrinReserveBlueDoors):
currentDoors['MainShaftRight'].forceBlue()
currentDoors['EarlySupersRight'].forceBlue()
if RomPatches.has(player, RomPatches.EtecoonSupersBlueDoor):
currentDoors['EtecoonEnergyTankLeft'].forceBlue()
#if RomPatches.has(player, RomPatches.SpongeBathBlueDoor):
# currentDoors[''].forceBlue()
if RomPatches.has(player, RomPatches.HiJumpAreaBlueDoor):
currentDoors['BusinessCenterBottomLeft'].forceBlue()
if RomPatches.has(player, RomPatches.SpeedAreaBlueDoors):
currentDoors['BubbleMountainTopRight'].forceBlue()
currentDoors['SpeedBoosterHallRight'].forceBlue()
if RomPatches.has(player, RomPatches.MamaTurtleBlueDoor):
currentDoors['FishTankRight'].forceBlue()
if RomPatches.has(player, RomPatches.HellwayBlueDoor):
currentDoors['RedTowerElevatorLeft'].forceBlue()
if RomPatches.has(player, RomPatches.RedTowerBlueDoors):
currentDoors['RedBrinstarElevatorTop'].forceBlue()
if RomPatches.has(player, RomPatches.AreaRandoBlueDoors):
currentDoors['GreenHillZoneTopRight'].forceBlue()
currentDoors['NoobBridgeRight'].forceBlue()
currentDoors['LeCoudeBottom'].forceBlue()
currentDoors['KronicBoostBottomLeft'].forceBlue()
else:
# no area rando, prevent some doors to be in the grey doors pool
currentDoors['GreenPiratesShaftBottomRight'].canGrey = False
currentDoors['CrocomireSpeedwayBottom'].canGrey = False
currentDoors['KronicBoostBottomLeft'].canGrey = False
if RomPatches.has(player, RomPatches.AreaRandoMoreBlueDoors):
currentDoors['KihunterBottom'].forceBlue()
currentDoors['GreenPiratesShaftBottomRight'].forceBlue()
if RomPatches.has(player, RomPatches.CrocBlueDoors):
currentDoors['CrocomireSpeedwayBottom'].forceBlue()
if RomPatches.has(player, RomPatches.CrabShaftBlueDoor):
currentDoors['CrabShaftRight'].forceBlue()
@staticmethod
def randomize(allowGreyDoors, player):
for door in DoorsManager.doorsDict[player].values():
door.randomize(allowGreyDoors)
# set both ends of toilet to the same color to avoid soft locking in area rando
toiletTop = DoorsManager.doorsDict[player]['PlasmaSparkBottom']
toiletBottom = DoorsManager.doorsDict[player]['OasisTop']
if toiletTop.color != toiletBottom.color:
toiletBottom.setColor(toiletTop.color)
DoorsManager.debugDoorsColor()
# call from rom loader
@staticmethod
def loadDoorsColor(rom):
# force to blue some doors depending on patches
DoorsManager.setDoorsColor()
# for each door store it's color
for door in DoorsManager.doors.values():
door.readColor(rom)
DoorsManager.debugDoorsColor()
# tell that we have randomized doors
isRandom = DoorsManager.isRandom()
if isRandom:
DoorsManager.setRefillSaveToBlue()
return isRandom
@staticmethod
def isRandom(player):
return any(door.isRandom() for door in DoorsManager.doorsDict[player].values())
@staticmethod
def setRefillSaveToBlue(player):
for door in DoorsManager.doorsDict[player].values():
if door.id is not None:
door.forceBlue()
@staticmethod
def debugDoorsColor():
if LOG.getEffectiveLevel() == logging.DEBUG:
for door in DoorsManager.doors.values():
LOG.debug("{:>32}: {:>6}".format(door.name, door.color))
# call from rom patcher
@staticmethod
def writeDoorsColor(rom, doors, player):
for door in DoorsManager.doorsDict[player].values():
door.writeColor(rom)
# also set save/refill doors to blue
if door.id is not None:
doors.append(door.id)
# call from web
@staticmethod
def getAddressesToRead():
return [door.address for door in DoorsManager.doors.values() if door.address is not None] + [door.address+1 for door in DoorsManager.doors.values() if door.address is not None]
# for isolver state
@staticmethod
def serialize():
return {door.name: door.serialize() for door in DoorsManager.doors.values()}
@staticmethod
def unserialize(state):
for name, data in state.items():
DoorsManager.doors[name].unserialize(data)
@staticmethod
def allDoorsRevealed():
for door in DoorsManager.doors.values():
if door.hidden:
return False
return True
# when using the tracker, first set all colored doors to grey until the user clicks on it
@staticmethod
def initTracker():
for door in DoorsManager.doors.values():
door.hide()
# when the user clicks on a door in the tracker
@staticmethod
def switchVisibility(name):
DoorsManager.doors[name].switch()
# when the user clicks on a door in the race tracker or the plando
@staticmethod
def setColor(name, color):
# in race mode the doors are hidden
DoorsManager.doors[name].reveal()
DoorsManager.doors[name].setColor(color)
# in autotracker we need the current doors state
@staticmethod
def getDoorsState():
hiddenDoors = set([door.name for door in DoorsManager.doors.values() if door.hidden])
revealedDoor = set([door.name for door in DoorsManager.doors.values() if (not door.hidden) and door.canHide()])
return (hiddenDoors, revealedDoor)