Archipelago/worlds/sm64ex/Rules.py

375 lines
21 KiB
Python

from typing import Callable, Union, Dict, Set
from BaseClasses import MultiWorld
from ..generic.Rules import add_rule, set_rule
from .Locations import location_table
from .Regions import connect_regions, SM64Levels, sm64_level_to_paintings, sm64_paintings_to_level,\
sm64_level_to_secrets, sm64_secrets_to_level, sm64_entrances_to_level, sm64_level_to_entrances
from .Items import action_item_table
def shuffle_dict_keys(world, dictionary: dict) -> dict:
keys = list(dictionary.keys())
values = list(dictionary.values())
world.random.shuffle(keys)
return dict(zip(keys, values))
def fix_reg(entrance_map: Dict[SM64Levels, str], entrance: SM64Levels, invalid_regions: Set[str],
swapdict: Dict[SM64Levels, str], world):
if entrance_map[entrance] in invalid_regions: # Unlucky :C
replacement_regions = [(rand_entrance, rand_region) for rand_entrance, rand_region in swapdict.items()
if rand_region not in invalid_regions]
rand_entrance, rand_region = world.random.choice(replacement_regions)
old_dest = entrance_map[entrance]
entrance_map[entrance], entrance_map[rand_entrance] = rand_region, old_dest
swapdict[entrance], swapdict[rand_entrance] = rand_region, old_dest
swapdict.pop(entrance)
def set_rules(world, player: int, area_connections: dict, star_costs: dict, move_rando_bitvec: int):
randomized_level_to_paintings = sm64_level_to_paintings.copy()
randomized_level_to_secrets = sm64_level_to_secrets.copy()
valid_move_randomizer_start_courses = [
"Bob-omb Battlefield", "Jolly Roger Bay", "Cool, Cool Mountain",
"Big Boo's Haunt", "Lethal Lava Land", "Shifting Sand Land",
"Dire, Dire Docks", "Snowman's Land"
] # Excluding WF, HMC, WDW, TTM, THI, TTC, and RR
if world.AreaRandomizer[player].value >= 1: # Some randomization is happening, randomize Courses
randomized_level_to_paintings = shuffle_dict_keys(world,sm64_level_to_paintings)
# If not shuffling later, ensure a valid start course on move randomizer
if world.AreaRandomizer[player].value < 3 and move_rando_bitvec > 0:
swapdict = randomized_level_to_paintings.copy()
invalid_start_courses = {course for course in randomized_level_to_paintings.values() if course not in valid_move_randomizer_start_courses}
fix_reg(randomized_level_to_paintings, SM64Levels.BOB_OMB_BATTLEFIELD, invalid_start_courses, swapdict, world)
fix_reg(randomized_level_to_paintings, SM64Levels.WHOMPS_FORTRESS, invalid_start_courses, swapdict, world)
if world.AreaRandomizer[player].value == 2: # Randomize Secrets as well
randomized_level_to_secrets = shuffle_dict_keys(world,sm64_level_to_secrets)
randomized_entrances = {**randomized_level_to_paintings, **randomized_level_to_secrets}
if world.AreaRandomizer[player].value == 3: # Randomize Courses and Secrets in one pool
randomized_entrances = shuffle_dict_keys(world, randomized_entrances)
# Guarantee first entrance is a course
swapdict = randomized_entrances.copy()
if move_rando_bitvec == 0:
fix_reg(randomized_entrances, SM64Levels.BOB_OMB_BATTLEFIELD, sm64_secrets_to_level.keys(), swapdict, world)
else:
invalid_start_courses = {course for course in randomized_entrances.values() if course not in valid_move_randomizer_start_courses}
fix_reg(randomized_entrances, SM64Levels.BOB_OMB_BATTLEFIELD, invalid_start_courses, swapdict, world)
fix_reg(randomized_entrances, SM64Levels.WHOMPS_FORTRESS, invalid_start_courses, swapdict, world)
# Guarantee BITFS is not mapped to DDD
fix_reg(randomized_entrances, SM64Levels.BOWSER_IN_THE_FIRE_SEA, {"Dire, Dire Docks"}, swapdict, world)
# Guarantee COTMC is not mapped to HMC, cuz thats impossible. If BitFS -> HMC, also no COTMC -> DDD.
if randomized_entrances[SM64Levels.BOWSER_IN_THE_FIRE_SEA] == "Hazy Maze Cave":
fix_reg(randomized_entrances, SM64Levels.CAVERN_OF_THE_METAL_CAP, {"Hazy Maze Cave", "Dire, Dire Docks"}, swapdict, world)
else:
fix_reg(randomized_entrances, SM64Levels.CAVERN_OF_THE_METAL_CAP, {"Hazy Maze Cave"}, swapdict, world)
# Destination Format: LVL | AREA with LVL = LEVEL_x, AREA = Area as used in sm64 code
# Cast to int to not rely on availability of SM64Levels enum. Will cause crash in MultiServer otherwise
area_connections.update({int(entrance_lvl): int(sm64_entrances_to_level[destination]) for (entrance_lvl,destination) in randomized_entrances.items()})
randomized_entrances_s = {sm64_level_to_entrances[entrance_lvl]: destination for (entrance_lvl,destination) in randomized_entrances.items()}
rf = RuleFactory(world, player, move_rando_bitvec)
connect_regions(world, player, "Menu", randomized_entrances_s["Bob-omb Battlefield"])
connect_regions(world, player, "Menu", randomized_entrances_s["Whomp's Fortress"], lambda state: state.has("Power Star", player, 1))
connect_regions(world, player, "Menu", randomized_entrances_s["Jolly Roger Bay"], lambda state: state.has("Power Star", player, 3))
connect_regions(world, player, "Menu", randomized_entrances_s["Cool, Cool Mountain"], lambda state: state.has("Power Star", player, 3))
connect_regions(world, player, "Menu", randomized_entrances_s["Big Boo's Haunt"], lambda state: state.has("Power Star", player, 12))
connect_regions(world, player, "Menu", randomized_entrances_s["The Princess's Secret Slide"], lambda state: state.has("Power Star", player, 1))
connect_regions(world, player, randomized_entrances_s["Jolly Roger Bay"], randomized_entrances_s["The Secret Aquarium"],
rf.build_rule("SF/BF | TJ & LG | MOVELESS & TJ"))
connect_regions(world, player, "Menu", randomized_entrances_s["Tower of the Wing Cap"], lambda state: state.has("Power Star", player, 10))
connect_regions(world, player, "Menu", randomized_entrances_s["Bowser in the Dark World"],
lambda state: state.has("Power Star", player, star_costs["FirstBowserDoorCost"]))
connect_regions(world, player, "Menu", "Basement", lambda state: state.has("Basement Key", player) or state.has("Progressive Key", player, 1))
connect_regions(world, player, "Basement", randomized_entrances_s["Hazy Maze Cave"])
connect_regions(world, player, "Basement", randomized_entrances_s["Lethal Lava Land"])
connect_regions(world, player, "Basement", randomized_entrances_s["Shifting Sand Land"])
connect_regions(world, player, "Basement", randomized_entrances_s["Dire, Dire Docks"],
lambda state: state.has("Power Star", player, star_costs["BasementDoorCost"]))
connect_regions(world, player, "Hazy Maze Cave", randomized_entrances_s["Cavern of the Metal Cap"])
connect_regions(world, player, "Basement", randomized_entrances_s["Vanish Cap under the Moat"],
rf.build_rule("GP"))
connect_regions(world, player, "Basement", randomized_entrances_s["Bowser in the Fire Sea"],
lambda state: state.has("Power Star", player, star_costs["BasementDoorCost"]) and
state.can_reach("DDD: Board Bowser's Sub", 'Location', player))
connect_regions(world, player, "Menu", "Second Floor", lambda state: state.has("Second Floor Key", player) or state.has("Progressive Key", player, 2))
connect_regions(world, player, "Second Floor", randomized_entrances_s["Snowman's Land"])
connect_regions(world, player, "Second Floor", randomized_entrances_s["Wet-Dry World"])
connect_regions(world, player, "Second Floor", randomized_entrances_s["Tall, Tall Mountain"])
connect_regions(world, player, "Second Floor", randomized_entrances_s["Tiny-Huge Island (Tiny)"])
connect_regions(world, player, "Second Floor", randomized_entrances_s["Tiny-Huge Island (Huge)"])
connect_regions(world, player, "Tiny-Huge Island (Tiny)", "Tiny-Huge Island")
connect_regions(world, player, "Tiny-Huge Island (Huge)", "Tiny-Huge Island")
connect_regions(world, player, "Second Floor", "Third Floor", lambda state: state.has("Power Star", player, star_costs["SecondFloorDoorCost"]))
connect_regions(world, player, "Third Floor", randomized_entrances_s["Tick Tock Clock"])
connect_regions(world, player, "Third Floor", randomized_entrances_s["Rainbow Ride"])
connect_regions(world, player, "Third Floor", randomized_entrances_s["Wing Mario over the Rainbow"])
connect_regions(world, player, "Third Floor", "Bowser in the Sky", lambda state: state.has("Power Star", player, star_costs["StarsToFinish"]))
# Course Rules
# Bob-omb Battlefield
rf.assign_rule("BoB: Island", "CANN | CANNLESS & WC & TJ | CAPLESS & CANNLESS & LJ")
rf.assign_rule("BoB: Mario Wings to the Sky", "CANN & WC | CAPLESS & CANN")
rf.assign_rule("BoB: Behind Chain Chomp's Gate", "GP | MOVELESS")
# Whomp's Fortress
rf.assign_rule("WF: Tower", "{{WF: Chip Off Whomp's Block}}")
rf.assign_rule("WF: Chip Off Whomp's Block", "GP")
rf.assign_rule("WF: Shoot into the Wild Blue", "WK & TJ/SF | CANN")
rf.assign_rule("WF: Fall onto the Caged Island", "CL & {WF: Tower} | MOVELESS & TJ | MOVELESS & LJ | MOVELESS & CANN")
rf.assign_rule("WF: Blast Away the Wall", "CANN | CANNLESS & LG")
# Jolly Roger Bay
rf.assign_rule("JRB: Upper", "TJ/BF/SF/WK | MOVELESS & LG")
rf.assign_rule("JRB: Red Coins on the Ship Afloat", "CL/CANN/TJ/BF/WK")
rf.assign_rule("JRB: Blast to the Stone Pillar", "CANN+CL | CANNLESS & MOVELESS | CANN & MOVELESS")
rf.assign_rule("JRB: Through the Jet Stream", "MC | CAPLESS")
# Cool, Cool Mountain
rf.assign_rule("CCM: Wall Kicks Will Work", "TJ/WK & CANN | CANNLESS & TJ/WK | MOVELESS")
# Big Boo's Haunt
rf.assign_rule("BBH: Third Floor", "WK+LG | MOVELESS & WK")
rf.assign_rule("BBH: Roof", "LJ | MOVELESS")
rf.assign_rule("BBH: Secret of the Haunted Books", "KK | MOVELESS")
rf.assign_rule("BBH: Seek the 8 Red Coins", "BF/WK/TJ/SF")
rf.assign_rule("BBH: Eye to Eye in the Secret Room", "VC")
# Haze Maze Cave
rf.assign_rule("HMC: Red Coin Area", "CL & WK/LG/BF/SF/TJ | MOVELESS & WK")
rf.assign_rule("HMC: Pit Islands", "TJ+CL | MOVELESS & WK & TJ/LJ | MOVELESS & WK+SF+LG")
rf.assign_rule("HMC: Metal-Head Mario Can Move!", "LJ+MC | CAPLESS & LJ+TJ | CAPLESS & MOVELESS & LJ/TJ/WK")
rf.assign_rule("HMC: Navigating the Toxic Maze", "WK/SF/BF/TJ")
rf.assign_rule("HMC: Watch for Rolling Rocks", "WK")
# Lethal Lava Land
rf.assign_rule("LLL: Upper Volcano", "CL")
# Shifting Sand Land
rf.assign_rule("SSL: Upper Pyramid", "CL & TJ/BF/SF/LG | MOVELESS")
rf.assign_rule("SSL: Free Flying for 8 Red Coins", "TJ/SF/BF & TJ+WC | TJ/SF/BF & CAPLESS | MOVELESS")
# Dire, Dire Docks
rf.assign_rule("DDD: Moving Poles", "CL & {{Bowser in the Fire Sea Key}} | TJ+DV+LG+WK & MOVELESS")
rf.assign_rule("DDD: Through the Jet Stream", "MC | CAPLESS")
rf.assign_rule("DDD: Collect the Caps...", "VC+MC | CAPLESS & VC")
# Snowman's Land
rf.assign_rule("SL: Snowman's Big Head", "BF/SF/CANN/TJ")
rf.assign_rule("SL: In the Deep Freeze", "WK/SF/LG/BF/CANN/TJ")
rf.assign_rule("SL: Into the Igloo", "VC & TJ/SF/BF/WK/LG | MOVELESS & VC")
# Wet-Dry World
rf.assign_rule("WDW: Top", "WK/TJ/SF/BF | MOVELESS")
rf.assign_rule("WDW: Downtown", "NAR & LG & TJ/SF/BF | CANN | MOVELESS & TJ+DV")
rf.assign_rule("WDW: Go to Town for Red Coins", "WK | MOVELESS & TJ")
rf.assign_rule("WDW: Quick Race Through Downtown!", "VC & WK/BF | VC & TJ+LG | MOVELESS & VC & TJ")
rf.assign_rule("WDW: Bob-omb Buddy", "TJ | SF+LG | NAR & BF/SF")
# Tall, Tall Mountain
rf.assign_rule("TTM: Top", "MOVELESS & TJ | LJ/DV & LG/KK | MOVELESS & WK & SF/LG | MOVELESS & KK/DV")
rf.assign_rule("TTM: Blast to the Lonely Mushroom", "CANN | CANNLESS & LJ | MOVELESS & CANNLESS")
# Tiny-Huge Island
rf.assign_rule("THI: Pipes", "NAR | LJ/TJ/DV/LG | MOVELESS & BF/SF/KK")
rf.assign_rule("THI: Large Top", "NAR | LJ/TJ/DV | MOVELESS")
rf.assign_rule("THI: Wiggler's Red Coins", "WK")
rf.assign_rule("THI: Make Wiggler Squirm", "GP | MOVELESS & DV")
# Tick Tock Clock
rf.assign_rule("TTC: Lower", "LG/TJ/SF/BF/WK")
rf.assign_rule("TTC: Upper", "CL | SF+WK")
rf.assign_rule("TTC: Top", "CL | SF+WK")
rf.assign_rule("TTC: Stomp on the Thwomp", "LG & TJ/SF/BF")
rf.assign_rule("TTC: Stop Time for Red Coins", "NAR | {TTC: Lower}")
# Rainbow Ride
rf.assign_rule("RR: Maze", "WK | LJ & SF/BF/TJ | MOVELESS & LG/TJ")
rf.assign_rule("RR: Bob-omb Buddy", "WK | MOVELESS & LG")
rf.assign_rule("RR: Swingin' in the Breeze", "LG/TJ/BF/SF")
rf.assign_rule("RR: Tricky Triangles!", "LG/TJ/BF/SF")
rf.assign_rule("RR: Cruiser", "WK/SF/BF/LG/TJ")
rf.assign_rule("RR: House", "TJ/SF/BF/LG")
rf.assign_rule("RR: Somewhere Over the Rainbow", "CANN")
# Cavern of the Metal Cap
rf.assign_rule("Cavern of the Metal Cap Red Coins", "MC | CAPLESS")
# Vanish Cap Under the Moat
rf.assign_rule("Vanish Cap Under the Moat Switch", "WK/TJ/BF/SF/LG | MOVELESS")
rf.assign_rule("Vanish Cap Under the Moat Red Coins", "TJ/BF/SF/LG/WK & VC | CAPLESS & WK")
# Bowser in the Fire Sea
rf.assign_rule("BitFS: Upper", "CL")
rf.assign_rule("Bowser in the Fire Sea Red Coins", "LG/WK")
rf.assign_rule("Bowser in the Fire Sea 1Up Block Near Poles", "LG/WK")
# Wing Mario Over the Rainbow
rf.assign_rule("Wing Mario Over the Rainbow Red Coins", "TJ+WC")
rf.assign_rule("Wing Mario Over the Rainbow 1Up Block", "TJ+WC")
# Bowser in the Sky
rf.assign_rule("BitS: Top", "CL+TJ | CL+SF+LG | MOVELESS & TJ+WK+LG")
# 100 Coin Stars
if world.EnableCoinStars[player]:
rf.assign_rule("BoB: 100 Coins", "CANN & WC | CANNLESS & WC & TJ")
rf.assign_rule("WF: 100 Coins", "GP | MOVELESS")
rf.assign_rule("JRB: 100 Coins", "GP & {JRB: Upper}")
rf.assign_rule("HMC: 100 Coins", "GP")
rf.assign_rule("SSL: 100 Coins", "{SSL: Upper Pyramid} | GP")
rf.assign_rule("DDD: 100 Coins", "GP")
rf.assign_rule("SL: 100 Coins", "VC | MOVELESS")
rf.assign_rule("WDW: 100 Coins", "GP | {WDW: Downtown}")
rf.assign_rule("TTC: 100 Coins", "GP")
rf.assign_rule("THI: 100 Coins", "GP")
rf.assign_rule("RR: 100 Coins", "GP & WK")
# Castle Stars
add_rule(world.get_location("Toad (Basement)", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, 12))
add_rule(world.get_location("Toad (Second Floor)", player), lambda state: state.can_reach("Second Floor", 'Region', player) and state.has("Power Star", player, 25))
add_rule(world.get_location("Toad (Third Floor)", player), lambda state: state.can_reach("Third Floor", 'Region', player) and state.has("Power Star", player, 35))
if star_costs["MIPS1Cost"] > star_costs["MIPS2Cost"]:
(star_costs["MIPS2Cost"], star_costs["MIPS1Cost"]) = (star_costs["MIPS1Cost"], star_costs["MIPS2Cost"])
rf.assign_rule("MIPS 1", "DV | MOVELESS")
rf.assign_rule("MIPS 2", "DV | MOVELESS")
add_rule(world.get_location("MIPS 1", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, star_costs["MIPS1Cost"]))
add_rule(world.get_location("MIPS 2", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, star_costs["MIPS2Cost"]))
world.completion_condition[player] = lambda state: state.can_reach("BitS: Top", 'Region', player)
if world.CompletionType[player] == "last_bowser_stage":
world.completion_condition[player] = lambda state: state.can_reach("Bowser in the Sky", 'Region', player)
elif world.CompletionType[player] == "all_bowser_stages":
world.completion_condition[player] = lambda state: state.can_reach("Bowser in the Dark World", 'Region', player) and \
state.can_reach("Bowser in the Fire Sea", 'Region', player) and \
state.can_reach("Bowser in the Sky", 'Region', player)
class RuleFactory:
world: MultiWorld
player: int
move_rando_bitvec: bool
area_randomizer: bool
capless: bool
cannonless: bool
moveless: bool
token_table = {
"TJ": "Triple Jump",
"LJ": "Long Jump",
"BF": "Backflip",
"SF": "Side Flip",
"WK": "Wall Kick",
"DV": "Dive",
"GP": "Ground Pound",
"KK": "Kick",
"CL": "Climb",
"LG": "Ledge Grab",
"WC": "Wing Cap",
"MC": "Metal Cap",
"VC": "Vanish Cap"
}
class SM64LogicException(Exception):
pass
def __init__(self, world, player, move_rando_bitvec):
self.world = world
self.player = player
self.move_rando_bitvec = move_rando_bitvec
self.area_randomizer = world.AreaRandomizer[player].value > 0
self.capless = not world.StrictCapRequirements[player]
self.cannonless = not world.StrictCannonRequirements[player]
self.moveless = not world.StrictMoveRequirements[player] or not move_rando_bitvec > 0
def assign_rule(self, target_name: str, rule_expr: str):
target = self.world.get_location(target_name, self.player) if target_name in location_table else self.world.get_entrance(target_name, self.player)
cannon_name = "Cannon Unlock " + target_name.split(':')[0]
try:
rule = self.build_rule(rule_expr, cannon_name)
except RuleFactory.SM64LogicException as exception:
raise RuleFactory.SM64LogicException(
f"Error generating rule for {target_name} using rule expression {rule_expr}: {exception}")
if rule:
set_rule(target, rule)
def build_rule(self, rule_expr: str, cannon_name: str = '') -> Callable:
expressions = rule_expr.split(" | ")
rules = []
for expression in expressions:
or_clause = self.combine_and_clauses(expression, cannon_name)
if or_clause is True:
return None
if or_clause is not False:
rules.append(or_clause)
if rules:
if len(rules) == 1:
return rules[0]
else:
return lambda state: any(rule(state) for rule in rules)
else:
return None
def combine_and_clauses(self, rule_expr: str, cannon_name: str) -> Union[Callable, bool]:
expressions = rule_expr.split(" & ")
rules = []
for expression in expressions:
and_clause = self.make_lambda(expression, cannon_name)
if and_clause is False:
return False
if and_clause is not True:
rules.append(and_clause)
if rules:
if len(rules) == 1:
return rules[0]
return lambda state: all(rule(state) for rule in rules)
else:
return True
def make_lambda(self, expression: str, cannon_name: str) -> Union[Callable, bool]:
if '+' in expression:
tokens = expression.split('+')
items = set()
for token in tokens:
item = self.parse_token(token, cannon_name)
if item is True:
continue
if item is False:
return False
items.add(item)
if items:
return lambda state: state.has_all(items, self.player)
else:
return True
if '/' in expression:
tokens = expression.split('/')
items = set()
for token in tokens:
item = self.parse_token(token, cannon_name)
if item is True:
return True
if item is False:
continue
items.add(item)
if items:
return lambda state: state.has_any(items, self.player)
else:
return False
if '{{' in expression:
return lambda state: state.can_reach(expression[2:-2], "Location", self.player)
if '{' in expression:
return lambda state: state.can_reach(expression[1:-1], "Region", self.player)
item = self.parse_token(expression, cannon_name)
if item in (True, False):
return item
return lambda state: state.has(item, self.player)
def parse_token(self, token: str, cannon_name: str) -> Union[str, bool]:
if token == "CANN":
return cannon_name
if token == "CAPLESS":
return self.capless
if token == "CANNLESS":
return self.cannonless
if token == "MOVELESS":
return self.moveless
if token == "NAR":
return not self.area_randomizer
item = self.token_table.get(token, None)
if not item:
raise Exception(f"Invalid token: '{item}'")
if item in action_item_table:
if self.move_rando_bitvec & (1 << (action_item_table[item] - action_item_table['Double Jump'])) == 0:
# This action item is not randomized.
return True
return item