477 lines
21 KiB
Python
477 lines
21 KiB
Python
import itertools
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import os
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import os.path
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import threading
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import typing
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import settings
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from worlds.AutoWorld import WebWorld, World
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from worlds.generic.Rules import add_item_rule, set_rule
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from BaseClasses import Entrance, Item, ItemClassification, Location, LocationProgressType, Region, Tutorial
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from Utils import output_path
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import pyevermizer # from package
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# from . import pyevermizer # as part of the source tree
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from . import Logic # load logic mixin
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from .Options import soe_options, Difficulty, EnergyCore, RequiredFragments, AvailableFragments
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from .Patch import SoEDeltaPatch, get_base_rom_path
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"""
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In evermizer:
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Items are uniquely defined by a pair of (type, id).
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For most items this is their vanilla location (i.e. CHECK_GOURD, number).
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Items have `provides`, which give the actual progression
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instead of providing multiple events per item, we iterate through them in Logic.py
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e.g. Found any weapon
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Locations have `requires` and `provides`.
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Requirements have to be converted to (access) rules for AP
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e.g. Chest locked behind having a weapon
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Provides could be events, but instead we iterate through the entire logic in Logic.py
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e.g. NPC available after fighting a Boss
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Rules are special locations that don't have a physical location
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instead of implementing virtual locations and virtual items, we simply use them in Logic.py
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e.g. 2DEs+Wheel+Gauge = Rocket
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Rules and Locations live on the same logic tree returned by pyevermizer.get_logic()
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TODO: for balancing we may want to generate Regions (with Entrances) for some
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common rules, place the locations in those Regions and shorten the rules.
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Item grouping currently supports
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* Any <ingredient name> - "Any Water" matches all Water drops
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* Any <healing item name> - "Any Petal" matches all Petal drops
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* Any Moniez - Matches the talon/jewel/gold coin/credit drops from chests (not market, fountain or Mungola)
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* Ingredients - Matches all ingredient drops
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* Alchemy - Matches all alchemy formulas
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* Weapons - Matches all weapons but Bazooka, Bone Crusher, Neutron Blade
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* Traps - Matches all traps
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"""
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_id_base = 64000
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_id_offset: typing.Dict[int, int] = {
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pyevermizer.CHECK_ALCHEMY: _id_base + 0, # alchemy 64000..64049
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pyevermizer.CHECK_BOSS: _id_base + 50, # bosses 64050..6499
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pyevermizer.CHECK_GOURD: _id_base + 100, # gourds 64100..64399
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pyevermizer.CHECK_NPC: _id_base + 400, # npc 64400..64499
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# TODO: sniff 64500..64799
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pyevermizer.CHECK_EXTRA: _id_base + 800, # extra items 64800..64899
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pyevermizer.CHECK_TRAP: _id_base + 900, # trap 64900..64999
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}
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# cache native evermizer items and locations
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_items = pyevermizer.get_items()
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_traps = pyevermizer.get_traps()
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_extras = pyevermizer.get_extra_items() # items that are not placed by default
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_locations = pyevermizer.get_locations()
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# fix up texts for AP
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for _loc in _locations:
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if _loc.type == pyevermizer.CHECK_GOURD:
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_loc.name = f'{_loc.name} #{_loc.index}'
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# item helpers
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_ingredients = (
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'Wax', 'Water', 'Vinegar', 'Root', 'Oil', 'Mushroom', 'Mud Pepper', 'Meteorite', 'Limestone', 'Iron',
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'Gunpowder', 'Grease', 'Feather', 'Ethanol', 'Dry Ice', 'Crystal', 'Clay', 'Brimstone', 'Bone', 'Atlas Amulet',
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'Ash', 'Acorn'
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)
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_other_items = (
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'Call bead', 'Petal', 'Biscuit', 'Pixie Dust', 'Nectar', 'Honey', 'Moniez'
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)
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def _match_item_name(item, substr: str) -> bool:
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sub = item.name.split(' ', 1)[1] if item.name[0].isdigit() else item.name
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return sub == substr or sub == substr+'s'
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def _get_location_mapping() -> typing.Tuple[typing.Dict[str, int], typing.Dict[int, pyevermizer.Location]]:
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name_to_id = {}
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id_to_raw = {}
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for loc in _locations:
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ap_id = _id_offset[loc.type] + loc.index
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id_to_raw[ap_id] = loc
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name_to_id[loc.name] = ap_id
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name_to_id['Done'] = None
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return name_to_id, id_to_raw
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def _get_item_mapping() -> typing.Tuple[typing.Dict[str, int], typing.Dict[int, pyevermizer.Item]]:
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name_to_id = {}
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id_to_raw = {}
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for item in itertools.chain(_items, _extras, _traps):
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if item.name in name_to_id:
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continue
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ap_id = _id_offset[item.type] + item.index
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id_to_raw[ap_id] = item
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name_to_id[item.name] = ap_id
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name_to_id['Victory'] = None
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return name_to_id, id_to_raw
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def _get_item_grouping() -> typing.Dict[str, typing.Set[str]]:
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groups = {}
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ingredients_group = set()
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for ingredient in _ingredients:
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group = set(item.name for item in _items if _match_item_name(item, ingredient))
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groups[f'Any {ingredient}'] = group
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ingredients_group |= group
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groups['Ingredients'] = ingredients_group
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for other in _other_items:
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groups[f'Any {other}'] = set(item.name for item in _items if _match_item_name(item, other))
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groups['Alchemy'] = set(item.name for item in _items if item.type == pyevermizer.CHECK_ALCHEMY)
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groups['Weapons'] = {'Spider Claw', 'Horn Spear', 'Gladiator Sword', 'Bronze Axe', 'Bronze Spear', 'Crusader Sword',
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'Lance (Weapon)', 'Knight Basher', 'Atom Smasher', 'Laser Lance'}
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groups['Traps'] = {trap.name for trap in _traps}
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return groups
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class SoEWebWorld(WebWorld):
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theme = 'jungle'
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tutorials = [Tutorial(
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"Multiworld Setup Guide",
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"A guide to playing Secret of Evermore randomizer. This guide covers single-player, multiworld and related"
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" software.",
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"English",
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"multiworld_en.md",
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"multiworld/en",
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["Black Sliver"]
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)]
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class SoESettings(settings.Group):
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class RomFile(settings.SNESRomPath):
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"""File name of the SoE US ROM"""
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description = "Secret of Evermore (USA) ROM"
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copy_to = "Secret of Evermore (USA).sfc"
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md5s = [SoEDeltaPatch.hash]
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rom_file: RomFile = RomFile(RomFile.copy_to)
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class SoEWorld(World):
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"""
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Secret of Evermore is a SNES action RPG. You learn alchemy spells, fight bosses and gather rocket parts to visit a
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space station where the final boss must be defeated.
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"""
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game: str = "Secret of Evermore"
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option_definitions = soe_options
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settings: typing.ClassVar[SoESettings]
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topology_present = False
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data_version = 4
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web = SoEWebWorld()
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required_client_version = (0, 3, 5)
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item_name_to_id, item_id_to_raw = _get_item_mapping()
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location_name_to_id, location_id_to_raw = _get_location_mapping()
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item_name_groups = _get_item_grouping()
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trap_types = [name[12:] for name in option_definitions if name.startswith('trap_chance_')]
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evermizer_seed: int
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connect_name: str
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energy_core: int
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sequence_breaks: int
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out_of_bounds: int
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available_fragments: int
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required_fragments: int
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_halls_ne_chest_names: typing.List[str] = [loc.name for loc in _locations if 'Halls NE' in loc.name]
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def __init__(self, *args, **kwargs):
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self.connect_name_available_event = threading.Event()
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super(SoEWorld, self).__init__(*args, **kwargs)
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def generate_early(self) -> None:
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# store option values that change logic
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self.energy_core = self.multiworld.energy_core[self.player].value
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self.sequence_breaks = self.multiworld.sequence_breaks[self.player].value
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self.out_of_bounds = self.multiworld.out_of_bounds[self.player].value
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self.required_fragments = self.multiworld.required_fragments[self.player].value
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if self.required_fragments > self.multiworld.available_fragments[self.player].value:
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self.multiworld.available_fragments[self.player].value = self.required_fragments
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self.available_fragments = self.multiworld.available_fragments[self.player].value
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def create_event(self, event: str) -> Item:
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return SoEItem(event, ItemClassification.progression, None, self.player)
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def create_item(self, item: typing.Union[pyevermizer.Item, str]) -> Item:
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if isinstance(item, str):
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item = self.item_id_to_raw[self.item_name_to_id[item]]
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if item.type == pyevermizer.CHECK_TRAP:
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classification = ItemClassification.trap
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elif item.progression:
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classification = ItemClassification.progression
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elif item.useful:
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classification = ItemClassification.useful
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else:
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classification = ItemClassification.filler
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return SoEItem(item.name, classification, self.item_name_to_id[item.name], self.player)
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@classmethod
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def stage_assert_generate(cls, multiworld):
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rom_file = get_base_rom_path()
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if not os.path.exists(rom_file):
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raise FileNotFoundError(rom_file)
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def create_regions(self):
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# exclude 'hidden' on easy
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max_difficulty = 1 if self.multiworld.difficulty[self.player] == Difficulty.option_easy else 256
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# TODO: generate *some* regions from locations' requirements?
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r = Region('Menu', self.player, self.multiworld)
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r.exits = [Entrance(self.player, 'New Game', r)]
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self.multiworld.regions += [r]
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def get_sphere_index(evermizer_loc):
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"""Returns 0, 1 or 2 for locations in spheres 1, 2, 3+"""
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if len(evermizer_loc.requires) == 1 and evermizer_loc.requires[0][1] != pyevermizer.P_WEAPON:
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return 2
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return min(2, len(evermizer_loc.requires))
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# group locations into spheres (1, 2, 3+ at index 0, 1, 2)
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spheres: typing.Dict[int, typing.Dict[int, typing.List[SoELocation]]] = {}
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for loc in _locations:
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spheres.setdefault(get_sphere_index(loc), {}).setdefault(loc.type, []).append(
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SoELocation(self.player, loc.name, self.location_name_to_id[loc.name], r,
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loc.difficulty > max_difficulty))
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# location balancing data
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trash_fills: typing.Dict[int, typing.Dict[int, typing.Tuple[int, int, int, int]]] = {
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0: {pyevermizer.CHECK_GOURD: (20, 40, 40, 40)}, # remove up to 40 gourds from sphere 1
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1: {pyevermizer.CHECK_GOURD: (70, 90, 90, 90)}, # remove up to 90 gourds from sphere 2
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}
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# mark some as excluded based on numbers above
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for trash_sphere, fills in trash_fills.items():
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for typ, counts in fills.items():
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count = counts[self.multiworld.difficulty[self.player].value]
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for location in self.multiworld.random.sample(spheres[trash_sphere][typ], count):
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assert location.name != "Energy Core #285", "Error in sphere generation"
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location.progress_type = LocationProgressType.EXCLUDED
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def sphere1_blocked_items_rule(item):
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if isinstance(item, SoEItem):
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# disable certain items in sphere 1
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if item.name in {"Gauge", "Wheel"}:
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return False
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# and some more for non-easy, non-mystery
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if self.multiworld.difficulty[item.player] not in (Difficulty.option_easy, Difficulty.option_mystery):
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if item.name in {"Laser Lance", "Atom Smasher", "Diamond Eye"}:
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return False
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return True
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for locations in spheres[0].values():
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for location in locations:
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add_item_rule(location, sphere1_blocked_items_rule)
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# make some logically late(r) bosses priority locations to increase complexity
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if self.multiworld.difficulty[self.player] == Difficulty.option_mystery:
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late_count = self.multiworld.random.randint(0, 2)
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else:
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late_count = self.multiworld.difficulty[self.player].value
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late_bosses = ("Tiny", "Aquagoth", "Megataur", "Rimsala",
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"Mungola", "Lightning Storm", "Magmar", "Volcano Viper")
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late_locations = self.multiworld.random.sample(late_bosses, late_count)
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# add locations to the world
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r = Region('Ingame', self.player, self.multiworld)
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for sphere in spheres.values():
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for locations in sphere.values():
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for location in locations:
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r.locations.append(location)
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if location.name in late_locations:
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location.progress_type = LocationProgressType.PRIORITY
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r.locations.append(SoELocation(self.player, 'Done', None, r))
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self.multiworld.regions += [r]
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self.multiworld.get_entrance('New Game', self.player).connect(self.multiworld.get_region('Ingame', self.player))
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def create_items(self):
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# add regular items to the pool
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exclusions: typing.List[str] = []
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if self.energy_core != EnergyCore.option_shuffle:
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exclusions.append("Energy Core") # will be placed in generate_basic or replaced by a fragment below
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items = list(map(lambda item: self.create_item(item), (item for item in _items if item.name not in exclusions)))
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# remove one pair of wings that will be placed in generate_basic
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items.remove(self.create_item("Wings"))
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def is_ingredient(item):
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for ingredient in _ingredients:
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if _match_item_name(item, ingredient):
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return True
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return False
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# add energy core fragments to the pool
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ingredients = [n for n, item in enumerate(items) if is_ingredient(item)]
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if self.energy_core == EnergyCore.option_fragments:
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items.append(self.create_item("Energy Core Fragment")) # replaces the vanilla energy core
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for _ in range(self.available_fragments - 1):
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if len(ingredients) < 1:
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break # out of ingredients to replace
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r = self.multiworld.random.choice(ingredients)
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ingredients.remove(r)
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items[r] = self.create_item("Energy Core Fragment")
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# add traps to the pool
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trap_count = self.multiworld.trap_count[self.player].value
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trap_chances = {}
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trap_names = {}
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if trap_count > 0:
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for trap_type in self.trap_types:
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trap_option = getattr(self.multiworld, f'trap_chance_{trap_type}')[self.player]
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trap_chances[trap_type] = trap_option.value
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trap_names[trap_type] = trap_option.item_name
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trap_chances_total = sum(trap_chances.values())
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if trap_chances_total == 0:
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for trap_type in trap_chances:
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trap_chances[trap_type] = 1
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trap_chances_total = len(trap_chances)
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def create_trap() -> Item:
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v = self.multiworld.random.randrange(trap_chances_total)
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for t, c in trap_chances.items():
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if v < c:
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return self.create_item(trap_names[t])
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v -= c
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assert False, "Bug in create_trap"
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for _ in range(trap_count):
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if len(ingredients) < 1:
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break # out of ingredients to replace
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r = self.multiworld.random.choice(ingredients)
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ingredients.remove(r)
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items[r] = create_trap()
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self.multiworld.itempool += items
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def set_rules(self):
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self.multiworld.completion_condition[self.player] = lambda state: state.has('Victory', self.player)
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# set Done from goal option once we have multiple goals
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set_rule(self.multiworld.get_location('Done', self.player),
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lambda state: state.soe_has(pyevermizer.P_FINAL_BOSS, self.multiworld, self.player))
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set_rule(self.multiworld.get_entrance('New Game', self.player), lambda state: True)
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for loc in _locations:
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location = self.multiworld.get_location(loc.name, self.player)
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set_rule(location, self.make_rule(loc.requires))
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def make_rule(self, requires: typing.List[typing.Tuple[int, int]]) -> typing.Callable[[typing.Any], bool]:
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def rule(state) -> bool:
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for count, progress in requires:
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if not state.soe_has(progress, self.multiworld, self.player, count):
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return False
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return True
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return rule
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def make_item_type_limit_rule(self, item_type: int):
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return lambda item: item.player != self.player or self.item_id_to_raw[item.code].type == item_type
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def generate_basic(self):
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# place Victory event
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self.multiworld.get_location('Done', self.player).place_locked_item(self.create_event('Victory'))
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# place wings in halls NE to avoid softlock
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wings_location = self.multiworld.random.choice(self._halls_ne_chest_names)
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wings_item = self.create_item('Wings')
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self.multiworld.get_location(wings_location, self.player).place_locked_item(wings_item)
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# place energy core at vanilla location for vanilla mode
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if self.energy_core == EnergyCore.option_vanilla:
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energy_core = self.create_item('Energy Core')
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self.multiworld.get_location('Energy Core #285', self.player).place_locked_item(energy_core)
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# generate stuff for later
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self.evermizer_seed = self.multiworld.random.randint(0, 2 ** 16 - 1) # TODO: make this an option for "full" plando?
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def generate_output(self, output_directory: str):
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player_name = self.multiworld.get_player_name(self.player)
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self.connect_name = player_name[:32]
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while len(self.connect_name.encode('utf-8')) > 32:
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self.connect_name = self.connect_name[:-1]
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self.connect_name_available_event.set()
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placement_file = ""
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out_file = ""
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try:
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money = self.multiworld.money_modifier[self.player].value
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exp = self.multiworld.exp_modifier[self.player].value
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switches: typing.List[str] = []
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if self.multiworld.death_link[self.player].value:
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switches.append("--death-link")
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if self.energy_core == EnergyCore.option_fragments:
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switches.extend(('--available-fragments', str(self.available_fragments),
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'--required-fragments', str(self.required_fragments)))
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rom_file = get_base_rom_path()
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out_base = output_path(output_directory, self.multiworld.get_out_file_name_base(self.player))
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out_file = out_base + '.sfc'
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placement_file = out_base + '.txt'
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patch_file = out_base + '.apsoe'
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flags = 'l' # spoiler log
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for option_name in self.option_definitions:
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option = getattr(self.multiworld, option_name)[self.player]
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if hasattr(option, 'to_flag'):
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flags += option.to_flag()
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with open(placement_file, "wb") as f: # generate placement file
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for location in filter(lambda l: l.player == self.player, self.multiworld.get_locations()):
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item = location.item
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assert item is not None, "Can't handle unfilled location"
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if item.code is None or location.address is None:
|
|
continue # skip events
|
|
loc = self.location_id_to_raw[location.address]
|
|
if item.player != self.player:
|
|
line = f'{loc.type},{loc.index}:{pyevermizer.CHECK_NONE},{item.code},{item.player}\n'
|
|
else:
|
|
soe_item = self.item_id_to_raw[item.code]
|
|
line = f'{loc.type},{loc.index}:{soe_item.type},{soe_item.index}\n'
|
|
f.write(line.encode('utf-8'))
|
|
|
|
if not os.path.exists(rom_file):
|
|
raise FileNotFoundError(rom_file)
|
|
if (pyevermizer.main(rom_file, out_file, placement_file, self.multiworld.seed_name, self.connect_name,
|
|
self.evermizer_seed, flags, money, exp, switches)):
|
|
raise RuntimeError()
|
|
patch = SoEDeltaPatch(patch_file, player=self.player,
|
|
player_name=player_name, patched_path=out_file)
|
|
patch.write()
|
|
except Exception:
|
|
raise
|
|
finally:
|
|
try:
|
|
os.unlink(placement_file)
|
|
os.unlink(out_file)
|
|
os.unlink(out_file[:-4] + '_SPOILER.log')
|
|
except FileNotFoundError:
|
|
pass
|
|
|
|
def modify_multidata(self, multidata: dict):
|
|
# wait for self.connect_name to be available.
|
|
self.connect_name_available_event.wait()
|
|
# we skip in case of error, so that the original error in the output thread is the one that gets raised
|
|
if self.connect_name and self.connect_name != self.multiworld.player_name[self.player]:
|
|
payload = multidata["connect_names"][self.multiworld.player_name[self.player]]
|
|
multidata["connect_names"][self.connect_name] = payload
|
|
|
|
def get_filler_item_name(self) -> str:
|
|
return self.multiworld.random.choice(list(self.item_name_groups["Ingredients"]))
|
|
|
|
|
|
class SoEItem(Item):
|
|
game: str = "Secret of Evermore"
|
|
__slots__ = () # disable __dict__
|
|
|
|
|
|
class SoELocation(Location):
|
|
game: str = "Secret of Evermore"
|
|
__slots__ = () # disables __dict__ once Location has __slots__
|
|
|
|
def __init__(self, player: int, name: str, address: typing.Optional[int], parent: Region, exclude: bool = False):
|
|
super().__init__(player, name, address, parent)
|
|
# unconditional assignments favor a split dict, saving memory
|
|
self.progress_type = LocationProgressType.EXCLUDED if exclude else LocationProgressType.DEFAULT
|
|
self.event = not address
|