Archipelago/BaseClasses.py

826 lines
34 KiB
Python

import copy
from enum import Enum, unique
import logging
import json
from collections import OrderedDict
class World(object):
def __init__(self, shuffle, logic, mode, difficulty, timer, progressive, goal, algorithm, place_dungeon_items, check_beatable_only, shuffle_ganon, quickswap, fastmenu, disable_music, keysanity, custom, customitemarray):
self.shuffle = shuffle
self.logic = logic
self.mode = mode
self.difficulty = difficulty
self.timer = timer
self.progressive = progressive
self.goal = goal
self.algorithm = algorithm
self.dungeons = []
self.regions = []
self.itempool = []
self.seed = None
self.state = CollectionState(self)
self.required_medallions = ['Ether', 'Quake']
self._cached_locations = None
self._entrance_cache = {}
self._region_cache = {}
self._entrance_cache = {}
self._location_cache = {}
self.required_locations = []
self.place_dungeon_items = place_dungeon_items # configurable in future
self.shuffle_bonk_prizes = False
self.swamp_patch_required = False
self.ganon_at_pyramid = True
self.sewer_light_cone = mode == 'standard'
self.light_world_light_cone = False
self.dark_world_light_cone = False
self.treasure_hunt_count = 0
self.treasure_hunt_icon = 'Triforce Piece'
self.clock_mode = 'off'
self.rupoor_cost = 10
self.aga_randomness = True
self.lock_aga_door_in_escape = False
self.fix_trock_doors = self.shuffle != 'vanilla'
self.save_and_quite_from_boss = False
self.check_beatable_only = check_beatable_only
self.fix_skullwoods_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
self.fix_palaceofdarkness_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
self.fix_trock_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
self.shuffle_ganon = shuffle_ganon
self.fix_gtower_exit = self.shuffle_ganon
self.can_access_trock_eyebridge = None
self.quickswap = quickswap
self.fastmenu = fastmenu
self.disable_music = disable_music
self.keysanity = keysanity
self.custom = custom
self.customitemarray = customitemarray
self.can_take_damage = True
self.difficulty_requirements = None
self.fix_fake_world = True
self.spoiler = Spoiler(self)
def intialize_regions(self):
for region in self.regions:
region.world = self
def get_region(self, regionname):
if isinstance(regionname, Region):
return regionname
try:
return self._region_cache[regionname]
except KeyError:
for region in self.regions:
if region.name == regionname:
self._region_cache[regionname] = region
return region
raise RuntimeError('No such region %s' % regionname)
def get_entrance(self, entrance):
if isinstance(entrance, Entrance):
return entrance
try:
return self._entrance_cache[entrance]
except KeyError:
for region in self.regions:
for exit in region.exits:
if exit.name == entrance:
self._entrance_cache[entrance] = exit
return exit
raise RuntimeError('No such entrance %s' % entrance)
def get_location(self, location):
if isinstance(location, Location):
return location
try:
return self._location_cache[location]
except KeyError:
for region in self.regions:
for r_location in region.locations:
if r_location.name == location:
self._location_cache[location] = r_location
return r_location
raise RuntimeError('No such location %s' % location)
def get_all_state(self, keys=False):
ret = CollectionState(self)
def soft_collect(item):
if item.name.startswith('Progressive '):
if 'Sword' in item.name:
if ret.has('Golden Sword'):
pass
elif ret.has('Tempered Sword') and self.difficulty_requirements.progressive_sword_limit >= 4:
ret.prog_items.append('Golden Sword')
elif ret.has('Master Sword') and self.difficulty_requirements.progressive_sword_limit >= 3:
ret.prog_items.append('Tempered Sword')
elif ret.has('Fighter Sword') and self.difficulty_requirements.progressive_sword_limit >= 2:
ret.prog_items.append('Master Sword')
elif self.difficulty_requirements.progressive_sword_limit >= 1:
ret.prog_items.append('Fighter Sword')
elif 'Glove' in item.name:
if ret.has('Titans Mitts'):
pass
elif ret.has('Power Glove'):
ret.prog_items.append('Titans Mitts')
else:
ret.prog_items.append('Power Glove')
elif 'Shield' in item.name:
if ret.has('Mirror Shield'):
pass
elif ret.has('Red Shield') and self.difficulty_requirements.progressive_shield_limit >= 3:
ret.prog_items.append('Mirror Shield')
elif ret.has('Blue Shield') and self.difficulty_requirements.progressive_shield_limit >= 2:
ret.prog_items.append('Red Shield')
elif self.difficulty_requirements.progressive_shield_limit >= 1:
ret.prog_items.append('Blue Shield')
elif item.name.startswith('Bottle'):
if ret.bottle_count() < self.difficulty_requirements.progressive_bottle_limit:
ret.prog_items.append(item.name)
elif item.advancement or item.key:
ret.prog_items.append(item.name)
for item in self.itempool:
soft_collect(item)
if keys:
from Items import ItemFactory
for item in ItemFactory(['Small Key (Escape)', 'Big Key (Eastern Palace)', 'Big Key (Desert Palace)', 'Small Key (Desert Palace)', 'Big Key (Tower of Hera)', 'Small Key (Tower of Hera)', 'Small Key (Agahnims Tower)', 'Small Key (Agahnims Tower)',
'Big Key (Palace of Darkness)'] + ['Small Key (Palace of Darkness)'] * 6 + ['Big Key (Thieves Town)', 'Small Key (Thieves Town)', 'Big Key (Skull Woods)'] + ['Small Key (Skull Woods)'] * 3 + ['Big Key (Swamp Palace)',
'Small Key (Swamp Palace)', 'Big Key (Ice Palace)'] + ['Small Key (Ice Palace)'] * 2 + ['Big Key (Misery Mire)', 'Big Key (Turtle Rock)', 'Big Key (Ganons Tower)'] + ['Small Key (Misery Mire)'] * 3 + ['Small Key (Turtle Rock)'] * 4 + ['Small Key (Ganons Tower)'] * 4):
soft_collect(item)
ret.sweep_for_events()
ret.clear_cached_unreachable()
return ret
def get_items(self):
return [loc.item for loc in self.get_filled_locations()] + self.itempool
def find_items(self, item):
return [location for location in self.get_locations() if location.item is not None and location.item.name == item]
def push_item(self, location, item, collect=True):
if not isinstance(location, Location):
location = self.get_location(location)
if location.can_fill(self.state, item, False):
location.item = item
item.location = location
if collect:
self.state.collect(item, location.event, location)
logging.getLogger('').debug('Placed %s at %s', item, location)
else:
raise RuntimeError('Cannot assign item %s to location %s.' % (item, location))
def get_locations(self):
if self._cached_locations is None:
self._cached_locations = []
for region in self.regions:
self._cached_locations.extend(region.locations)
return self._cached_locations
def get_unfilled_locations(self):
return [location for location in self.get_locations() if location.item is None]
def get_filled_locations(self):
return [location for location in self.get_locations() if location.item is not None]
def get_reachable_locations(self, state=None):
if state is None:
state = self.state
return [location for location in self.get_locations() if state.can_reach(location)]
def get_placeable_locations(self, state=None):
if state is None:
state = self.state
return [location for location in self.get_locations() if location.item is None and state.can_reach(location)]
def unlocks_new_location(self, item):
temp_state = self.state.copy()
temp_state.clear_cached_unreachable()
temp_state.collect(item, True)
for location in self.get_unfilled_locations():
if temp_state.can_reach(location) and not self.state.can_reach(location):
return True
return False
def has_beaten_game(self, state):
if state.has('Triforce'):
return True
if self.goal in ['triforcehunt']:
if state.item_count('Triforce Piece') + state.item_count('Power Star') > self.treasure_hunt_count:
return True
return False
def can_beat_game(self, starting_state=None):
if starting_state:
state = starting_state.copy()
else:
state = CollectionState(self)
if self.has_beaten_game(state):
return True
prog_locations = [location for location in self.get_locations() if location.item is not None and (location.item.advancement or location.event) and location not in state.locations_checked]
treasure_pieces_collected = state.item_count('Triforce Piece') + state.item_count('Power Star')
while prog_locations:
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 prog_locations:
if state.can_reach(location):
if location.item.name == 'Triforce':
return True
elif location.item.name in ['Triforce Piece', 'Power Star']:
treasure_pieces_collected += 1
if self.goal in ['triforcehunt'] and treasure_pieces_collected >= self.treasure_hunt_count:
return True
sphere.append(location)
if not sphere:
# ran out of places and did not find triforce yet, quit
return False
for location in sphere:
prog_locations.remove(location)
state.collect(location.item, True, location)
return False
@property
def option_identifier(self):
id_value = 0
id_value_max = 1
def markbool(value):
nonlocal id_value, id_value_max
id_value += id_value_max * bool(value)
id_value_max *= 2
def marksequence(options, value):
nonlocal id_value, id_value_max
id_value += id_value_max * options.index(value)
id_value_max *= len(options)
markbool(self.logic == 'noglitches')
marksequence(['standard', 'open', 'swordless'], self.mode)
markbool(self.place_dungeon_items)
marksequence(['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals'], self.goal)
marksequence(['vanilla', 'simple', 'restricted', 'full', 'full_cross_worlds', 'full_legacy', 'madness', 'insanity', 'dungeonsfull', 'dungeonssimple'], self.shuffle)
marksequence(['easy', 'normal', 'hard', 'expert', 'insane'], self.difficulty)
marksequence(['none', 'display', 'timed', 'timed-ohko', 'timed-countdown', 'ohko'], self.timer)
marksequence(['on', 'off', 'random'], self.progressive)
marksequence(['freshness', 'flood', 'vt21', 'vt22', 'vt25', 'vt26', 'balanced'], self.algorithm)
markbool(self.check_beatable_only)
markbool(self.shuffle_ganon)
markbool(self.keysanity)
assert id_value_max <= 0xFFFFFFFF
return id_value
class CollectionState(object):
def __init__(self, parent):
self.prog_items = []
self.world = parent
self.region_cache = {}
self.location_cache = {}
self.entrance_cache = {}
self.recursion_count = 0
self.events = []
self.path = {}
self.locations_checked = set()
def clear_cached_unreachable(self):
# we only need to invalidate results which were False, places we could reach before we can still reach after adding more items
self.region_cache = {k: v for k, v in self.region_cache.items() if v}
self.location_cache = {k: v for k, v in self.location_cache.items() if v}
self.entrance_cache = {k: v for k, v in self.entrance_cache.items() if v}
def copy(self):
ret = CollectionState(self.world)
ret.prog_items = copy.copy(self.prog_items)
ret.region_cache = copy.copy(self.region_cache)
ret.location_cache = copy.copy(self.location_cache)
ret.entrance_cache = copy.copy(self.entrance_cache)
ret.events = copy.copy(self.events)
ret.path = copy.copy(self.path)
ret.locations_checked = copy.copy(self.locations_checked)
return ret
def can_reach(self, spot, resolution_hint=None):
try:
spot_type = spot.spot_type
if spot_type == 'Location':
correct_cache = self.location_cache
elif spot_type == 'Region':
correct_cache = self.region_cache
elif spot_type == 'Entrance':
correct_cache = self.entrance_cache
else:
raise AttributeError
except AttributeError:
# try to resolve a name
if resolution_hint == 'Location':
spot = self.world.get_location(spot)
correct_cache = self.location_cache
elif resolution_hint == 'Entrance':
spot = self.world.get_entrance(spot)
correct_cache = self.entrance_cache
else:
# default to Region
spot = self.world.get_region(spot)
correct_cache = self.region_cache
if spot.recursion_count > 0:
return False
if spot not in correct_cache:
# for the purpose of evaluating results, recursion is resolved by always denying recursive access (as that ia what we are trying to figure out right now in the first place
spot.recursion_count += 1
self.recursion_count += 1
can_reach = spot.can_reach(self)
spot.recursion_count -= 1
self.recursion_count -= 1
# we only store qualified false results (i.e. ones not inside a hypothetical)
if not can_reach:
if self.recursion_count == 0:
correct_cache[spot] = can_reach
else:
correct_cache[spot] = can_reach
return can_reach
return correct_cache[spot]
def sweep_for_events(self, key_only=False):
# this may need improvement
new_locations = True
checked_locations = 0
while new_locations:
reachable_events = [location for location in self.world.get_filled_locations() if location.event and (not key_only or location.item.key) and self.can_reach(location)]
for event in reachable_events:
if event.name not in self.events:
self.events.append(event.name)
self.collect(event.item, True, event)
new_locations = len(reachable_events) > checked_locations
checked_locations = len(reachable_events)
def has(self, item, count=1):
if count == 1:
return item in self.prog_items
return self.item_count(item) >= count
def item_count(self, item):
return len([pritem for pritem in self.prog_items if pritem == item])
def can_lift_rocks(self):
return self.has('Power Glove') or self.has('Titans Mitts')
def has_bottle(self):
return self.bottle_count() > 0
def bottle_count(self):
return len([pritem for pritem in self.prog_items if pritem.startswith('Bottle')])
def has_hearts(self, count):
# Warning: This oncly considers items that are marked as advancement items
return self.heart_count() >= count
def heart_count(self):
# Warning: This oncly considers items that are marked as advancement items
return (
self.item_count('Boss Heart Container')
+ self.item_count('Sanctuary Heart Container')
+ self.item_count('Piece of Heart') // 4
+ 3 # starting hearts
)
def can_lift_heavy_rocks(self):
return self.has('Titans Mitts')
def can_extend_magic(self, smallmagic=8, fullrefill=False): #This reflects the total magic Link has, not the total extra he has.
basemagic = 8
if self.has('Quarter Magic'):
basemagic = 32
elif self.has('Half Magic'):
basemagic = 16
if self.world.difficulty == 'hard' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.5 * self.bottle_count())
elif self.world.difficulty == 'expert' and not fullrefill:
basemagic = basemagic + int(basemagic * 0.25 * self.bottle_count())
elif self.world.difficulty == 'insane' and not fullrefill:
basemagic = basemagic
else:
basemagic = basemagic + basemagic * self.bottle_count()
return basemagic >= smallmagic # FIXME bottle should really also have a requirement that we can reach some shop that sells green or blue potions
def can_kill_most_things(self, enemies=5):
return (self.has_blunt_weapon()
or self.has('Cane of Somaria')
or (self.has('Cane of Byrna') and (enemies < 6 or self.can_extend_Magic()))
or self.has('Bow')
or self.has('Fire Rod')
)
def has_sword(self):
return self.has('Fighter Sword') or self.has('Master Sword') or self.has('Tempered Sword') or self.has('Golden Sword')
def has_beam_sword(self):
return self.has('Master Sword') or self.has('Tempered Sword') or self.has('Golden Sword')
def has_blunt_weapon(self):
return self.has_sword() or self.has('Hammer')
def has_Mirror(self):
return self.has('Magic Mirror')
def has_Boots(self):
return self.has('Pegasus Boots')
def has_Pearl(self):
return self.has('Moon Pearl')
def has_fire_source(self):
return self.has('Fire Rod') or self.has('Lamp')
def has_misery_mire_medallion(self):
return self.has(self.world.required_medallions[0])
def has_turtle_rock_medallion(self):
return self.has(self.world.required_medallions[1])
def collect(self, item, event=False, location=None):
if location:
self.locations_checked.add(location)
changed = False
if item.name.startswith('Progressive '):
if 'Sword' in item.name:
if self.has('Golden Sword'):
pass
elif self.has('Tempered Sword') and self.world.difficulty_requirements.progressive_sword_limit >= 4:
self.prog_items.append('Golden Sword')
changed = True
elif self.has('Master Sword') and self.world.difficulty_requirements.progressive_sword_limit >= 3:
self.prog_items.append('Tempered Sword')
changed = True
elif self.has('Fighter Sword') and self.world.difficulty_requirements.progressive_sword_limit >= 2:
self.prog_items.append('Master Sword')
changed = True
elif self.world.difficulty_requirements.progressive_sword_limit >= 1:
self.prog_items.append('Fighter Sword')
changed = True
elif 'Glove' in item.name:
if self.has('Titans Mitts'):
pass
elif self.has('Power Glove'):
self.prog_items.append('Titans Mitts')
changed = True
else:
self.prog_items.append('Power Glove')
changed = True
elif 'Shield' in item.name:
if self.has('Mirror Shield'):
pass
elif self.has('Red Shield') and self.world.difficulty_requirements.progressive_shield_limit >= 3:
self.prog_items.append('Mirror Shield')
changed = True
elif self.has('Blue Shield') and self.world.difficulty_requirements.progressive_shield_limit >= 2:
self.prog_items.append('Red Shield')
changed = True
elif self.world.difficulty_requirements.progressive_shield_limit >= 1:
self.prog_items.append('Blue Shield')
changed = True
elif item.name.startswith('Bottle'):
if self.bottle_count() < self.world.difficulty_requirements.progressive_bottle_limit:
self.prog_items.append(item.name)
changed = True
elif event or item.advancement:
self.prog_items.append(item.name)
changed = True
if changed:
self.clear_cached_unreachable()
if not event:
self.sweep_for_events()
self.clear_cached_unreachable()
def remove(self, item):
if item.advancement:
to_remove = item.name
if to_remove.startswith('Progressive '):
if 'Sword' in to_remove:
if self.has('Golden Sword'):
to_remove = 'Golden Sword'
elif self.has('Tempered Sword'):
to_remove = 'Tempered Sword'
elif self.has('Master Sword'):
to_remove = 'Master Sword'
elif self.has('Fighter Sword'):
to_remove = 'Fighter Sword'
else:
to_remove = None
elif 'Glove' in item.name:
if self.has('Titans Mitts'):
to_remove = 'Titans Mitts'
elif self.has('Power Glove'):
to_remove = 'Power Glove'
else:
to_remove = None
if to_remove is not None:
try:
self.prog_items.remove(to_remove)
except ValueError:
return
# invalidate caches, nothing can be trusted anymore now
self.region_cache = {}
self.location_cache = {}
self.entrance_cache = {}
self.recursion_count = 0
def __getattr__(self, item):
if item.startswith('can_reach_'):
return self.can_reach(item[10])
elif item.startswith('has_'):
return self.has(item[4])
raise RuntimeError('Cannot parse %s.' % item)
@unique
class RegionType(Enum):
LightWorld = 1
DarkWorld = 2
Cave = 3 # Also includes Houses
Dungeon = 4
@property
def is_indoors(self):
"""Shorthand for checking if Cave or Dungeon"""
return self in (RegionType.Cave, RegionType.Dungeon)
class Region(object):
def __init__(self, name, type):
self.name = name
self.type = type
self.entrances = []
self.exits = []
self.locations = []
self.dungeon = None
self.world = None
self.is_light_world = False # will be set aftermaking connections.
self.is_dark_world = False
self.spot_type = 'Region'
self.hint_text = 'Hyrule'
self.recursion_count = 0
def can_reach(self, state):
for entrance in self.entrances:
if state.can_reach(entrance):
if not self in state.path:
state.path[self] = (self.name, state.path.get(entrance, None))
return True
return False
def can_fill(self, item):
is_dungeon_item = item.key or item.map or item.compass
sewer_hack = self.world.mode == 'standard' and item.name == 'Small Key (Escape)'
if sewer_hack or (is_dungeon_item and not self.world.keysanity):
return self.dungeon and self.dungeon.is_dungeon_item(item)
return True
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
return '%s' % self.name
class Entrance(object):
def __init__(self, name='', parent=None):
self.name = name
self.parent_region = parent
self.connected_region = None
self.target = None
self.addresses = None
self.spot_type = 'Entrance'
self.recursion_count = 0
self.vanilla = None
self.access_rule = lambda state: True
def can_reach(self, state):
if self.access_rule(state) and state.can_reach(self.parent_region):
if not self in state.path:
state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
return True
return False
def connect(self, region, addresses=None, target=None, vanilla=None):
self.connected_region = region
self.target = target
self.addresses = addresses
self.vanilla = vanilla
region.entrances.append(self)
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
return '%s' % self.name
class Dungeon(object):
def __init__(self, name, regions, big_key, small_keys, dungeon_items):
self.name = name
self.regions = regions
self.big_key = big_key
self.small_keys = small_keys
self.dungeon_items = dungeon_items
@property
def keys(self):
return self.small_keys + ([self.big_key] if self.big_key else [])
@property
def all_items(self):
return self.dungeon_items + self.keys
def is_dungeon_item(self, item):
return item.name in [dungeon_item.name for dungeon_item in self.all_items]
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
return '%s' % self.name
class Location(object):
def __init__(self, name='', address=None, crystal=False, hint_text=None, parent=None):
self.name = name
self.parent_region = parent
self.item = None
self.crystal = crystal
self.address = address
self.spot_type = 'Location'
self.hint_text = hint_text if hint_text is not None else 'Hyrule'
self.recursion_count = 0
self.staleness_count = 0
self.event = False
self.always_allow = lambda item, state: False
self.access_rule = lambda state: True
self.item_rule = lambda item: True
def can_fill(self, state, item, check_access=True):
return self.always_allow(item, self) or (self.parent_region.can_fill(item) and self.item_rule(item) and (not check_access or self.can_reach(state)))
def can_reach(self, state):
if self.access_rule(state) and state.can_reach(self.parent_region):
return True
return False
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
return '%s' % self.name
class Item(object):
def __init__(self, name='', advancement=False, priority=False, type=None, code=None, pedestal_hint=None, pedestal_credit=None, sickkid_credit=None, zora_credit=None, witch_credit=None, fluteboy_credit=None):
self.name = name
self.advancement = advancement
self.priority = priority
self.type = type
self.pedestal_hint_text = pedestal_hint
self.pedestal_credit_text = pedestal_credit
self.sickkid_credit_text = sickkid_credit
self.zora_credit_text = zora_credit
self.magicshop_credit_text = witch_credit
self.fluteboy_credit_text = fluteboy_credit
self.code = code
self.location = None
@property
def key(self):
return self.type == 'SmallKey' or self.type == 'BigKey'
@property
def crystal(self):
return self.type == 'Crystal'
@property
def map(self):
return self.type == 'Map'
@property
def compass(self):
return self.type == 'Compass'
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
return '%s' % self.name
# have 6 address that need to be filled
class Crystal(Item):
pass
class Spoiler(object):
def __init__(self, world):
self.world = world
self.entrances = []
self.medallions = {}
self.playthrough = {}
self.locations = {}
self.paths = {}
self.metadata = {}
def set_entrance(self, entrance, exit, direction):
self.entrances.append(OrderedDict([('entrance', entrance), ('exit', exit), ('direction', direction)]))
def parse_data(self):
self.medallions = OrderedDict([('Misery Mire', self.world.required_medallions[0]), ('Turtle Rock', self.world.required_medallions[1])])
self.locations = {'other locations': OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in self.world.get_locations()])}
from Main import __version__ as ERVersion
self.metadata = {'version': ERVersion,
'seed': self.world.seed,
'logic': self.world.logic,
'mode': self.world.mode,
'goal': self.world.goal,
'shuffle': self.world.shuffle,
'algorithm': self.world.algorithm,
'difficulty': self.world.difficulty,
'timer': self.world.timer,
'progressive': self.world.progressive,
'completeable': not self.world.check_beatable_only,
'dungeonitems': self.world.place_dungeon_items,
'quickswap': self.world.quickswap,
'fastmenu': self.world.fastmenu,
'disable_music': self.world.disable_music,
'keysanity': self.world.keysanity}
def to_json(self):
self.parse_data()
out = OrderedDict()
out['entrances'] = self.entrances
out.update(self.locations)
out['medallions'] = self.medallions
out['playthrough'] = self.playthrough
out['paths'] = self.paths
out['meta'] = self.metadata
return json.dumps(out)
def to_file(self, filename):
self.parse_data()
with open(filename, 'w') as outfile:
outfile.write('ALttP Entrance Randomizer Version %s - Seed: %s\n\n' % (self.metadata['version'], self.metadata['seed']))
outfile.write('Logic: %s\n' % self.metadata['logic'])
outfile.write('Mode: %s\n' % self.metadata['mode'])
outfile.write('Goal: %s\n' % self.metadata['goal'])
outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle'])
outfile.write('Filling Algorithm: %s\n' % self.metadata['algorithm'])
outfile.write('All Locations Accessible: %s\n' % ('Yes' if self.metadata['completeable'] else 'No, some locations may be unreachable'))
outfile.write('Maps and Compasses in Dungeons: %s\n' % ('Yes' if self.metadata['dungeonitems'] else 'No'))
outfile.write('L\\R Quickswap enabled: %s\n' % ('Yes' if self.metadata['quickswap'] else 'No'))
outfile.write('Menu speed: %s\n' % self.metadata['fastmenu'])
outfile.write('Keysanity enabled: %s' % ('Yes' if self.metadata['keysanity'] else 'No'))
if self.entrances:
outfile.write('\n\nEntrances:\n\n')
outfile.write('\n'.join(['%s %s %s' % (entry['entrance'], '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', entry['exit']) for entry in self.entrances]))
outfile.write('\n\nMedallions')
outfile.write('\n\nMisery Mire Medallion: %s' % self.medallions['Misery Mire'])
outfile.write('\nTurtle Rock Medallion: %s' % self.medallions['Turtle Rock'])
outfile.write('\n\nLocations:\n\n')
outfile.write('\n'.join(['%s: %s' % (location, item) for (location, item) in self.locations['other locations'].items()]))
outfile.write('\n\nPlaythrough:\n\n')
outfile.write('\n'.join(['%s: {\n%s\n}' % (sphere_nr, '\n'.join([' %s: %s' % (location, item) for (location, item) in sphere.items()])) for (sphere_nr, sphere) in self.playthrough.items()]))
outfile.write('\n\nPaths:\n\n')
path_listings = []
for location, path in sorted(self.paths.items()):
path_lines = []
for region, exit in path:
if exit is not None:
path_lines.append("{} -> {}".format(region, exit))
else:
path_lines.append(region)
path_listings.append("{}\n {}".format(location, "\n => ".join(path_lines)))
outfile.write('\n'.join(path_listings))