Archipelago/worlds/alttp/Dungeons.py

267 lines
15 KiB
Python

from __future__ import annotations
import typing
from typing import List, Optional
from BaseClasses import CollectionState, Region, MultiWorld
from Fill import fill_restrictive
from .Bosses import BossFactory, Boss
from .Items import ItemFactory
from .Regions import lookup_boss_drops
from .Options import smallkey_shuffle
if typing.TYPE_CHECKING:
from .SubClasses import ALttPLocation, ALttPItem
from . import ALTTPWorld
class Dungeon:
def __init__(self, name: str, regions: List[Region], big_key: ALttPItem, small_keys: List[ALttPItem],
dungeon_items: List[ALttPItem], player: int):
self.name = name
self.regions = regions
self.big_key = big_key
self.small_keys = small_keys
self.dungeon_items = dungeon_items
self.bosses = dict()
self.player = player
self.multiworld = None
@property
def boss(self) -> Optional[Boss]:
return self.bosses.get(None, None)
@boss.setter
def boss(self, value: Optional[Boss]):
self.bosses[None] = value
@property
def keys(self) -> List[ALttPItem]:
return self.small_keys + ([self.big_key] if self.big_key else [])
@property
def all_items(self) -> List[ALttPItem]:
return self.dungeon_items + self.keys
def is_dungeon_item(self, item: ALttPItem) -> bool:
return item.player == self.player and item.name in (dungeon_item.name for dungeon_item in self.all_items)
def __eq__(self, other: Dungeon) -> bool:
if not other:
return False
return self.name == other.name and self.player == other.player
def __repr__(self):
return self.__str__()
def __str__(self):
return self.multiworld.get_name_string_for_object(self) if self.multiworld \
else f'{self.name} (Player {self.player})'
def create_dungeons(world: "ALTTPWorld"):
multiworld = world.multiworld
player = world.player
def make_dungeon(name, default_boss, dungeon_regions, big_key, small_keys, dungeon_items):
dungeon = Dungeon(name, dungeon_regions, big_key,
[] if multiworld.smallkey_shuffle[player] == smallkey_shuffle.option_universal else small_keys,
dungeon_items, player)
for item in dungeon.all_items:
item.dungeon = dungeon
dungeon.boss = BossFactory(default_boss, player) if default_boss else None
regions = []
for region_name in dungeon.regions:
region = multiworld.get_region(region_name, player)
region.dungeon = dungeon
regions.append(region)
dungeon.multiworld = multiworld
dungeon.regions = regions
return dungeon
ES = make_dungeon('Hyrule Castle', None, ['Hyrule Castle', 'Sewers', 'Sewer Drop', 'Sewers (Dark)', 'Sanctuary'],
None, [ItemFactory('Small Key (Hyrule Castle)', player)],
[ItemFactory('Map (Hyrule Castle)', player)])
EP = make_dungeon('Eastern Palace', 'Armos Knights', ['Eastern Palace'],
ItemFactory('Big Key (Eastern Palace)', player), [],
ItemFactory(['Map (Eastern Palace)', 'Compass (Eastern Palace)'], player))
DP = make_dungeon('Desert Palace', 'Lanmolas',
['Desert Palace North', 'Desert Palace Main (Inner)', 'Desert Palace Main (Outer)',
'Desert Palace East'], ItemFactory('Big Key (Desert Palace)', player),
[ItemFactory('Small Key (Desert Palace)', player)],
ItemFactory(['Map (Desert Palace)', 'Compass (Desert Palace)'], player))
ToH = make_dungeon('Tower of Hera', 'Moldorm',
['Tower of Hera (Bottom)', 'Tower of Hera (Basement)', 'Tower of Hera (Top)'],
ItemFactory('Big Key (Tower of Hera)', player),
[ItemFactory('Small Key (Tower of Hera)', player)],
ItemFactory(['Map (Tower of Hera)', 'Compass (Tower of Hera)'], player))
PoD = make_dungeon('Palace of Darkness', 'Helmasaur King',
['Palace of Darkness (Entrance)', 'Palace of Darkness (Center)',
'Palace of Darkness (Big Key Chest)', 'Palace of Darkness (Bonk Section)',
'Palace of Darkness (North)', 'Palace of Darkness (Maze)',
'Palace of Darkness (Harmless Hellway)', 'Palace of Darkness (Final Section)'],
ItemFactory('Big Key (Palace of Darkness)', player),
ItemFactory(['Small Key (Palace of Darkness)'] * 6, player),
ItemFactory(['Map (Palace of Darkness)', 'Compass (Palace of Darkness)'], player))
TT = make_dungeon('Thieves Town', 'Blind', ['Thieves Town (Entrance)', 'Thieves Town (Deep)', 'Blind Fight'],
ItemFactory('Big Key (Thieves Town)', player), [ItemFactory('Small Key (Thieves Town)', player)],
ItemFactory(['Map (Thieves Town)', 'Compass (Thieves Town)'], player))
SW = make_dungeon('Skull Woods', 'Mothula', ['Skull Woods Final Section (Entrance)', 'Skull Woods First Section',
'Skull Woods Second Section', 'Skull Woods Second Section (Drop)',
'Skull Woods Final Section (Mothula)',
'Skull Woods First Section (Right)',
'Skull Woods First Section (Left)', 'Skull Woods First Section (Top)'],
ItemFactory('Big Key (Skull Woods)', player),
ItemFactory(['Small Key (Skull Woods)'] * 3, player),
ItemFactory(['Map (Skull Woods)', 'Compass (Skull Woods)'], player))
SP = make_dungeon('Swamp Palace', 'Arrghus',
['Swamp Palace (Entrance)', 'Swamp Palace (First Room)', 'Swamp Palace (Starting Area)',
'Swamp Palace (Center)', 'Swamp Palace (North)'], ItemFactory('Big Key (Swamp Palace)', player),
[ItemFactory('Small Key (Swamp Palace)', player)],
ItemFactory(['Map (Swamp Palace)', 'Compass (Swamp Palace)'], player))
IP = make_dungeon('Ice Palace', 'Kholdstare',
['Ice Palace (Entrance)', 'Ice Palace (Main)', 'Ice Palace (East)', 'Ice Palace (East Top)',
'Ice Palace (Kholdstare)'], ItemFactory('Big Key (Ice Palace)', player),
ItemFactory(['Small Key (Ice Palace)'] * 2, player),
ItemFactory(['Map (Ice Palace)', 'Compass (Ice Palace)'], player))
MM = make_dungeon('Misery Mire', 'Vitreous',
['Misery Mire (Entrance)', 'Misery Mire (Main)', 'Misery Mire (West)', 'Misery Mire (Final Area)',
'Misery Mire (Vitreous)'], ItemFactory('Big Key (Misery Mire)', player),
ItemFactory(['Small Key (Misery Mire)'] * 3, player),
ItemFactory(['Map (Misery Mire)', 'Compass (Misery Mire)'], player))
TR = make_dungeon('Turtle Rock', 'Trinexx',
['Turtle Rock (Entrance)', 'Turtle Rock (First Section)', 'Turtle Rock (Chain Chomp Room)',
'Turtle Rock (Second Section)', 'Turtle Rock (Big Chest)', 'Turtle Rock (Crystaroller Room)',
'Turtle Rock (Dark Room)', 'Turtle Rock (Eye Bridge)', 'Turtle Rock (Trinexx)'],
ItemFactory('Big Key (Turtle Rock)', player),
ItemFactory(['Small Key (Turtle Rock)'] * 4, player),
ItemFactory(['Map (Turtle Rock)', 'Compass (Turtle Rock)'], player))
if multiworld.mode[player] != 'inverted':
AT = make_dungeon('Agahnims Tower', 'Agahnim', ['Agahnims Tower', 'Agahnim 1'], None,
ItemFactory(['Small Key (Agahnims Tower)'] * 2, player), [])
GT = make_dungeon('Ganons Tower', 'Agahnim2',
['Ganons Tower (Entrance)', 'Ganons Tower (Tile Room)', 'Ganons Tower (Compass Room)',
'Ganons Tower (Hookshot Room)', 'Ganons Tower (Map Room)', 'Ganons Tower (Firesnake Room)',
'Ganons Tower (Teleport Room)', 'Ganons Tower (Bottom)', 'Ganons Tower (Top)',
'Ganons Tower (Before Moldorm)', 'Ganons Tower (Moldorm)', 'Agahnim 2'],
ItemFactory('Big Key (Ganons Tower)', player),
ItemFactory(['Small Key (Ganons Tower)'] * 4, player),
ItemFactory(['Map (Ganons Tower)', 'Compass (Ganons Tower)'], player))
else:
AT = make_dungeon('Inverted Agahnims Tower', 'Agahnim', ['Inverted Agahnims Tower', 'Agahnim 1'], None,
ItemFactory(['Small Key (Agahnims Tower)'] * 2, player), [])
GT = make_dungeon('Inverted Ganons Tower', 'Agahnim2',
['Inverted Ganons Tower (Entrance)', 'Ganons Tower (Tile Room)',
'Ganons Tower (Compass Room)', 'Ganons Tower (Hookshot Room)', 'Ganons Tower (Map Room)',
'Ganons Tower (Firesnake Room)', 'Ganons Tower (Teleport Room)', 'Ganons Tower (Bottom)',
'Ganons Tower (Top)', 'Ganons Tower (Before Moldorm)', 'Ganons Tower (Moldorm)',
'Agahnim 2'], ItemFactory('Big Key (Ganons Tower)', player),
ItemFactory(['Small Key (Ganons Tower)'] * 4, player),
ItemFactory(['Map (Ganons Tower)', 'Compass (Ganons Tower)'], player))
GT.bosses['bottom'] = BossFactory('Armos Knights', player)
GT.bosses['middle'] = BossFactory('Lanmolas', player)
GT.bosses['top'] = BossFactory('Moldorm', player)
for dungeon in [ES, EP, DP, ToH, AT, PoD, TT, SW, SP, IP, MM, TR, GT]:
world.dungeons[dungeon.name] = dungeon
def get_dungeon_item_pool(multiworld: MultiWorld) -> typing.List[ALttPItem]:
return [item
for world in multiworld.get_game_worlds("A Link to the Past")
for item in get_dungeon_item_pool_player(world)]
def get_dungeon_item_pool_player(world) -> typing.List[ALttPItem]:
return [item
for dungeon in world.dungeons.values()
for item in dungeon.all_items]
def get_unfilled_dungeon_locations(multiworld: MultiWorld) -> typing.List[ALttPLocation]:
return [location
for world in multiworld.get_game_worlds("A Link to the Past")
for dungeon in world.dungeons.values()
for region in dungeon.regions
for location in region.locations if not location.item]
def fill_dungeons_restrictive(multiworld: MultiWorld):
"""Places dungeon-native items into their dungeons, places nothing if everything is shuffled outside."""
localized: set = set()
dungeon_specific: set = set()
for subworld in multiworld.get_game_worlds("A Link to the Past"):
player = subworld.player
localized |= {(player, item_name) for item_name in
subworld.dungeon_local_item_names}
dungeon_specific |= {(player, item_name) for item_name in
subworld.dungeon_specific_item_names}
if localized:
in_dungeon_items = [item for item in get_dungeon_item_pool(multiworld) if (item.player, item.name) in localized]
if in_dungeon_items:
restricted_players = {player for player, restricted in multiworld.restrict_dungeon_item_on_boss.items() if
restricted}
locations: typing.List["ALttPLocation"] = [
location for location in get_unfilled_dungeon_locations(multiworld)
# filter boss
if not (location.player in restricted_players and location.name in lookup_boss_drops)]
if dungeon_specific:
for location in locations:
dungeon = location.parent_region.dungeon
orig_rule = location.item_rule
location.item_rule = lambda item, dungeon=dungeon, orig_rule=orig_rule: \
(not (item.player, item.name) in dungeon_specific or item.dungeon is dungeon) and orig_rule(item)
multiworld.random.shuffle(locations)
# Dungeon-locked items have to be placed first, to not run out of spaces for dungeon-locked items
# subsort in the order Big Key, Small Key, Other before placing dungeon items
sort_order = {"BigKey": 3, "SmallKey": 2}
in_dungeon_items.sort(
key=lambda item: sort_order.get(item.type, 1) +
(5 if (item.player, item.name) in dungeon_specific else 0))
# Construct a partial all_state which contains only the items from get_pre_fill_items,
# which aren't in_dungeon
in_dungeon_player_ids = {item.player for item in in_dungeon_items}
all_state_base = CollectionState(multiworld)
for item in multiworld.itempool:
multiworld.worlds[item.player].collect(all_state_base, item)
pre_fill_items = []
for player in in_dungeon_player_ids:
pre_fill_items += multiworld.worlds[player].get_pre_fill_items()
for item in in_dungeon_items:
try:
pre_fill_items.remove(item)
except ValueError:
# pre_fill_items should be a subset of in_dungeon_items, but just in case
pass
for item in pre_fill_items:
multiworld.worlds[item.player].collect(all_state_base, item)
all_state_base.sweep_for_events()
# Remove completion condition so that minimal-accessibility worlds place keys properly
for player in {item.player for item in in_dungeon_items}:
if all_state_base.has("Triforce", player):
all_state_base.remove(multiworld.worlds[player].create_item("Triforce"))
fill_restrictive(multiworld, all_state_base, locations, in_dungeon_items, True, True, allow_excluded=True)
dungeon_music_addresses = {'Eastern Palace - Prize': [0x1559A],
'Desert Palace - Prize': [0x1559B, 0x1559C, 0x1559D, 0x1559E],
'Tower of Hera - Prize': [0x155C5, 0x1107A, 0x10B8C],
'Palace of Darkness - Prize': [0x155B8],
'Swamp Palace - Prize': [0x155B7],
'Thieves\' Town - Prize': [0x155C6],
'Skull Woods - Prize': [0x155BA, 0x155BB, 0x155BC, 0x155BD, 0x15608, 0x15609, 0x1560A,
0x1560B],
'Ice Palace - Prize': [0x155BF],
'Misery Mire - Prize': [0x155B9],
'Turtle Rock - Prize': [0x155C7, 0x155A7, 0x155AA, 0x155AB]}