Archipelago/Main.py

250 lines
11 KiB
Python

from collections import OrderedDict
import json
import logging
import random
import time
from BaseClasses import World, CollectionState, Item
from Regions import create_regions, mark_light_world_regions
from EntranceShuffle import link_entrances
from Rom import patch_rom, Sprite, LocalRom, JsonRom
from Rules import set_rules
from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive
from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, flood_items
from ItemList import generate_itempool, difficulties
from Utils import output_path
__version__ = '0.5.1-dev'
logic_hash = [117, 227, 77, 12, 94, 219, 67, 70, 58, 42, 7, 75, 132, 55, 130, 97, 235, 46, 206, 185, 243, 64, 109, 161, 107, 91, 224, 142, 25, 84, 4, 78,
160, 245, 143, 18, 251, 114, 165, 157, 13, 26, 119, 92, 188, 216, 27, 39, 76, 238, 152, 113, 231, 193, 191, 103, 118, 182, 213, 134, 41, 90, 246, 82,
57, 225, 150, 139, 99, 151, 184, 11, 85, 209, 144, 147, 47, 56, 129, 247, 121, 177, 79, 1, 215, 207, 126, 136, 105, 100, 180, 5, 2, 14, 153, 6,
163, 192, 198, 88, 98, 174, 149, 201, 249, 200, 158, 116, 196, 80, 220, 31, 111, 214, 194, 248, 221, 167, 250, 115, 38, 10, 32, 218, 133, 19, 253, 122,
239, 16, 52, 48, 156, 205, 127, 3, 138, 237, 234, 190, 37, 112, 189, 86, 223, 236, 195, 54, 71, 181, 43, 49, 226, 255, 0, 135, 186, 203, 175, 87,
21, 229, 120, 124, 145, 171, 252, 155, 22, 62, 199, 51, 35, 179, 159, 44, 69, 30, 172, 242, 140, 74, 9, 83, 183, 93, 202, 137, 108, 241, 173, 23,
164, 45, 222, 232, 166, 176, 230, 63, 154, 96, 170, 34, 66, 50, 17, 211, 95, 53, 208, 244, 36, 123, 81, 187, 106, 131, 169, 29, 104, 72, 101, 141,
68, 24, 168, 125, 217, 240, 15, 162, 148, 8, 40, 102, 33, 89, 128, 61, 210, 204, 73, 228, 59, 146, 28, 110, 233, 178, 254, 65, 197, 20, 212, 60]
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.disablemusic, 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)
world.difficulty_requirements = difficulties[world.difficulty]
create_regions(world)
create_dungeons(world)
logger.info('Shuffling the World about.')
link_entrances(world)
mark_light_world_regions(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 in ['balanced', '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:
if isinstance(args.sprite, Sprite):
sprite = args.sprite
else:
sprite = Sprite(args.sprite)
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 output_path('%s.sfc' % outfilebase))
if args.create_spoiler and not args.jsonout:
world.spoiler.to_file(output_path('%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.disable_music, 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
ret.can_take_damage = world.can_take_damage
ret.difficulty_requirements = world.difficulty_requirements
create_regions(ret)
create_dungeons(ret)
# connect copied world
for region in world.regions:
copied_region = ret.get_region(region.name)
copied_region.is_light_world = region.is_light_world
for entrance in region.entrances:
ret.get_entrance(entrance.name).connect(copied_region)
# 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_filled_locations() if location.item.advancement]
state_cache = [None]
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, location)
collection_spheres.append(sphere)
state_cache.append(state.copy())
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 num, sphere in reversed(list(enumerate(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)
if world.can_beat_game(state_cache[num]):
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]
def flist_to_iter(node):
while node:
value, node = node
yield value
old_world.spoiler.paths = {location.name : list(reversed(list(map(str, flist_to_iter(state.path.get(location.parent_region, (location.parent_region, None))))))) 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)])