Archipelago/worlds/soe/__init__.py

489 lines
22 KiB
Python

import itertools
import os
import os.path
import threading
import typing
# from . import pyevermizer # as part of the source tree
import pyevermizer # from package
import settings
from BaseClasses import Item, ItemClassification, Location, LocationProgressType, Region, Tutorial
from Utils import output_path
from worlds.AutoWorld import WebWorld, World
from worlds.generic.Rules import add_item_rule, set_rule
from .logic import SoEPlayerLogic
from .options import Difficulty, EnergyCore, Sniffamizer, SniffIngredients, SoEOptions
from .patch import SoEDeltaPatch, get_base_rom_path
if typing.TYPE_CHECKING:
from BaseClasses import MultiWorld, CollectionState
__all__ = ["pyevermizer", "SoEWorld"]
"""
In evermizer:
Items are uniquely defined by a pair of (type, id).
For most items this is their vanilla location (i.e. CHECK_GOURD, number).
Items have `provides`, which give the actual progression
instead of providing multiple events per item, we iterate through them in logic.py
e.g. Found any weapon
Locations have `requires` and `provides`.
Requirements have to be converted to (access) rules for AP
e.g. Chest locked behind having a weapon
Provides could be events, but instead we iterate through the entire logic in logic.py
e.g. NPC available after fighting a Boss
Rules are special locations that don't have a physical location
instead of implementing virtual locations and virtual items, we simply use them in logic.py
e.g. 2DEs+Wheel+Gauge = Rocket
Rules and Locations live on the same logic tree returned by pyevermizer.get_logic()
TODO: for balancing we may want to generate Regions (with Entrances) for some
common rules, place the locations in those Regions and shorten the rules.
Item grouping currently supports
* Any <ingredient name> - "Any Water" matches all Water drops
* Any <healing item name> - "Any Petal" matches all Petal drops
* Any Moniez - Matches the talon/jewel/gold coin/credit drops from chests (not market, fountain or Mungola)
* Ingredients - Matches all ingredient drops
* Alchemy - Matches all alchemy formulas
* Weapons - Matches all weapons but Bazooka, Bone Crusher, Neutron Blade
* Traps - Matches all traps
"""
_id_base = 64000
_id_offset: typing.Dict[int, int] = {
pyevermizer.CHECK_ALCHEMY: _id_base + 0, # alchemy 64000..64049
pyevermizer.CHECK_BOSS: _id_base + 50, # bosses 64050..6499
pyevermizer.CHECK_GOURD: _id_base + 100, # gourds 64100..64399
pyevermizer.CHECK_NPC: _id_base + 400, # npc 64400..64499
# blank 64500..64799
pyevermizer.CHECK_EXTRA: _id_base + 800, # extra items 64800..64899
pyevermizer.CHECK_TRAP: _id_base + 900, # trap 64900..64999
pyevermizer.CHECK_SNIFF: _id_base + 1000 # sniff 65000..65592
}
# cache native evermizer items and locations
_items = pyevermizer.get_items()
_sniff_items = pyevermizer.get_sniff_items() # optional, not part of the default location pool
_traps = pyevermizer.get_traps()
_extras = pyevermizer.get_extra_items() # items that are not placed by default
_locations = pyevermizer.get_locations()
_sniff_locations = pyevermizer.get_sniff_locations() # optional, not part of the default location pool
# fix up texts for AP
for _loc in _locations:
if _loc.type == pyevermizer.CHECK_GOURD:
_loc.name = f"{_loc.name} #{_loc.index}"
for _loc in _sniff_locations:
if _loc.type == pyevermizer.CHECK_SNIFF:
_loc.name = f"{_loc.name} Sniff #{_loc.index}"
del _loc
# item helpers
_ingredients = (
'Wax', 'Water', 'Vinegar', 'Root', 'Oil', 'Mushroom', 'Mud Pepper', 'Meteorite', 'Limestone', 'Iron',
'Gunpowder', 'Grease', 'Feather', 'Ethanol', 'Dry Ice', 'Crystal', 'Clay', 'Brimstone', 'Bone', 'Atlas Medallion',
'Ash', 'Acorn'
)
_other_items = (
'Call bead', 'Petal', 'Biscuit', 'Pixie Dust', 'Nectar', 'Honey', 'Moniez'
)
def _match_item_name(item: pyevermizer.Item, substr: str) -> bool:
sub: str = item.name.split(' ', 1)[1] if item.name[0].isdigit() else item.name
return sub == substr or sub == substr+'s'
def _get_location_mapping() -> typing.Tuple[typing.Dict[str, int], typing.Dict[int, pyevermizer.Location]]:
name_to_id = {}
id_to_raw = {}
for loc in itertools.chain(_locations, _sniff_locations):
ap_id = _id_offset[loc.type] + loc.index
id_to_raw[ap_id] = loc
name_to_id[loc.name] = ap_id
name_to_id['Done'] = None
return name_to_id, id_to_raw
def _get_item_mapping() -> typing.Tuple[typing.Dict[str, int], typing.Dict[int, pyevermizer.Item]]:
name_to_id = {}
id_to_raw = {}
for item in itertools.chain(_items, _sniff_items, _extras, _traps):
if item.name in name_to_id:
continue
ap_id = _id_offset[item.type] + item.index
id_to_raw[ap_id] = item
name_to_id[item.name] = ap_id
name_to_id['Victory'] = None
return name_to_id, id_to_raw
def _get_item_grouping() -> typing.Dict[str, typing.Set[str]]:
groups = {}
ingredients_group = set()
for ingredient in _ingredients:
group = set(item.name for item in _items if _match_item_name(item, ingredient))
groups[f'Any {ingredient}'] = group
ingredients_group |= group
groups['Ingredients'] = ingredients_group
for other in _other_items:
groups[f'Any {other}'] = set(item.name for item in _items if _match_item_name(item, other))
groups['Alchemy'] = set(item.name for item in _items if item.type == pyevermizer.CHECK_ALCHEMY)
groups['Weapons'] = {'Spider Claw', 'Horn Spear', 'Gladiator Sword', 'Bronze Axe', 'Bronze Spear', 'Crusader Sword',
'Lance (Weapon)', 'Knight Basher', 'Atom Smasher', 'Laser Lance'}
groups['Traps'] = {trap.name for trap in _traps}
return groups
class SoEWebWorld(WebWorld):
theme = 'jungle'
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to playing Secret of Evermore randomizer. This guide covers single-player, multiworld and related"
" software.",
"English",
"multiworld_en.md",
"multiworld/en",
["Black Sliver"]
)]
class SoESettings(settings.Group):
class RomFile(settings.SNESRomPath):
"""File name of the SoE US ROM"""
description = "Secret of Evermore (USA) ROM"
copy_to = "Secret of Evermore (USA).sfc"
md5s = [SoEDeltaPatch.hash]
rom_file: RomFile = RomFile(RomFile.copy_to)
class SoEWorld(World):
"""
Secret of Evermore is a SNES action RPG. You learn alchemy spells, fight bosses and gather rocket parts to visit a
space station where the final boss must be defeated.
"""
game: typing.ClassVar[str] = "Secret of Evermore"
options_dataclass = SoEOptions
options: SoEOptions
settings: typing.ClassVar[SoESettings]
topology_present = False
data_version = 5
web = SoEWebWorld()
required_client_version = (0, 4, 4)
item_name_to_id, item_id_to_raw = _get_item_mapping()
location_name_to_id, location_id_to_raw = _get_location_mapping()
item_name_groups = _get_item_grouping()
logic: SoEPlayerLogic
evermizer_seed: int
connect_name: str
_halls_ne_chest_names: typing.List[str] = [loc.name for loc in _locations if 'Halls NE' in loc.name]
def __init__(self, multiworld: "MultiWorld", player: int):
self.connect_name_available_event = threading.Event()
super(SoEWorld, self).__init__(multiworld, player)
def generate_early(self) -> None:
# create logic from options
if self.options.required_fragments.value > self.options.available_fragments.value:
self.options.available_fragments.value = self.options.required_fragments.value
self.logic = SoEPlayerLogic(self.player, self.options)
def create_event(self, event: str) -> Item:
return SoEItem(event, ItemClassification.progression, None, self.player)
def create_item(self, item: typing.Union[pyevermizer.Item, str]) -> Item:
if isinstance(item, str):
item = self.item_id_to_raw[self.item_name_to_id[item]]
if item.type == pyevermizer.CHECK_TRAP:
classification = ItemClassification.trap
elif item.progression:
classification = ItemClassification.progression
elif item.useful:
classification = ItemClassification.useful
else:
classification = ItemClassification.filler
return SoEItem(item.name, classification, self.item_name_to_id[item.name], self.player)
@classmethod
def stage_assert_generate(cls, _: "MultiWorld") -> None:
rom_file = get_base_rom_path()
if not os.path.exists(rom_file):
raise FileNotFoundError(rom_file)
def create_regions(self) -> None:
# exclude 'hidden' on easy
max_difficulty = 1 if self.options.difficulty == Difficulty.option_easy else 256
# TODO: generate *some* regions from locations' requirements?
menu = Region('Menu', self.player, self.multiworld)
self.multiworld.regions += [menu]
def get_sphere_index(evermizer_loc: pyevermizer.Location) -> int:
"""Returns 0, 1 or 2 for locations in spheres 1, 2, 3+"""
if len(evermizer_loc.requires) == 1 and evermizer_loc.requires[0][1] != pyevermizer.P_WEAPON:
return 2
return min(2, len(evermizer_loc.requires))
# create ingame region
ingame = Region('Ingame', self.player, self.multiworld)
# group locations into spheres (1, 2, 3+ at index 0, 1, 2)
spheres: typing.Dict[int, typing.Dict[int, typing.List[SoELocation]]] = {}
for loc in _locations:
spheres.setdefault(get_sphere_index(loc), {}).setdefault(loc.type, []).append(
SoELocation(self.player, loc.name, self.location_name_to_id[loc.name], ingame,
loc.difficulty > max_difficulty))
# extend pool if feature and setting enabled
if hasattr(Sniffamizer, "option_everywhere") and self.options.sniffamizer == Sniffamizer.option_everywhere:
for loc in _sniff_locations:
spheres.setdefault(get_sphere_index(loc), {}).setdefault(loc.type, []).append(
SoELocation(self.player, loc.name, self.location_name_to_id[loc.name], ingame,
loc.difficulty > max_difficulty))
# location balancing data
trash_fills: typing.Dict[int, typing.Dict[int, typing.Tuple[int, int, int, int]]] = {
0: {pyevermizer.CHECK_GOURD: (20, 40, 40, 40), # remove up to 40 gourds from sphere 1
pyevermizer.CHECK_SNIFF: (100, 130, 130, 130)}, # remove up to 130 sniff spots from sphere 1
1: {pyevermizer.CHECK_GOURD: (70, 90, 90, 90), # remove up to 90 gourds from sphere 2
pyevermizer.CHECK_SNIFF: (160, 200, 200, 200)}, # remove up to 200 sniff spots from sphere 2
}
# mark some as excluded based on numbers above
for trash_sphere, fills in trash_fills.items():
for typ, counts in fills.items():
if typ not in spheres[trash_sphere]:
continue # e.g. player does not have sniff locations
count = counts[self.options.difficulty.value]
for location in self.random.sample(spheres[trash_sphere][typ], count):
assert location.name != "Energy Core #285", "Error in sphere generation"
location.progress_type = LocationProgressType.EXCLUDED
def sphere1_blocked_items_rule(item: pyevermizer.Item) -> bool:
if isinstance(item, SoEItem):
# disable certain items in sphere 1
if item.name in {"Gauge", "Wheel"}:
return False
# and some more for non-easy, non-mystery
if self.options.difficulty not in (Difficulty.option_easy, Difficulty.option_mystery):
if item.name in {"Laser Lance", "Atom Smasher", "Diamond Eye"}:
return False
return True
for locations in spheres[0].values():
for location in locations:
add_item_rule(location, sphere1_blocked_items_rule)
# make some logically late(r) bosses priority locations to increase complexity
if self.options.difficulty == Difficulty.option_mystery:
late_count = self.random.randint(0, 2)
else:
late_count = self.options.difficulty.value
late_bosses = ("Tiny", "Aquagoth", "Megataur", "Rimsala",
"Mungola", "Lightning Storm", "Magmar", "Volcano Viper")
late_locations = self.random.sample(late_bosses, late_count)
# add locations to the world
for sphere in spheres.values():
for locations in sphere.values():
for location in locations:
ingame.locations.append(location)
if location.name in late_locations:
location.progress_type = LocationProgressType.PRIORITY
ingame.locations.append(SoELocation(self.player, 'Done', None, ingame))
menu.connect(ingame, "New Game")
self.multiworld.regions += [ingame]
def create_items(self) -> None:
# add regular items to the pool
exclusions: typing.List[str] = []
if self.options.energy_core != EnergyCore.option_shuffle:
exclusions.append("Energy Core") # will be placed in generate_basic or replaced by a fragment below
items = list(map(lambda item: self.create_item(item), (item for item in _items if item.name not in exclusions)))
# remove one pair of wings that will be placed in generate_basic
items.remove(self.create_item("Wings"))
# extend pool if feature and setting enabled
if hasattr(Sniffamizer, "option_everywhere") and self.options.sniffamizer == Sniffamizer.option_everywhere:
if self.options.sniff_ingredients == SniffIngredients.option_vanilla_ingredients:
# vanilla ingredients
items += list(map(lambda item: self.create_item(item), _sniff_items))
else:
# random ingredients
items += [self.create_item(self.get_filler_item_name()) for _ in _sniff_items]
def is_ingredient(item: pyevermizer.Item) -> bool:
for ingredient in _ingredients:
if _match_item_name(item, ingredient):
return True
return False
# add energy core fragments to the pool
ingredients = [n for n, item in enumerate(items) if is_ingredient(item)]
if self.options.energy_core == EnergyCore.option_fragments:
items.append(self.create_item("Energy Core Fragment")) # replaces the vanilla energy core
for _ in range(self.options.available_fragments - 1):
if len(ingredients) < 1:
break # out of ingredients to replace
r = self.random.choice(ingredients)
ingredients.remove(r)
items[r] = self.create_item("Energy Core Fragment")
# add traps to the pool
trap_count = self.options.trap_count.value
trap_names: typing.List[str] = []
trap_weights: typing.List[int] = []
if trap_count > 0:
for trap_option in self.options.trap_chances:
trap_names.append(trap_option.item_name)
trap_weights.append(trap_option.value)
if sum(trap_weights) == 0:
trap_weights = [1 for _ in trap_weights]
def create_trap() -> Item:
return self.create_item(self.random.choices(trap_names, trap_weights)[0])
for _ in range(trap_count):
if len(ingredients) < 1:
break # out of ingredients to replace
r = self.random.choice(ingredients)
ingredients.remove(r)
items[r] = create_trap()
self.multiworld.itempool += items
def set_rules(self) -> None:
self.multiworld.completion_condition[self.player] = lambda state: state.has('Victory', self.player)
# set Done from goal option once we have multiple goals
set_rule(self.multiworld.get_location('Done', self.player),
lambda state: self.logic.has(state, pyevermizer.P_FINAL_BOSS))
set_rule(self.multiworld.get_entrance('New Game', self.player), lambda state: True)
locations: typing.Iterable[pyevermizer.Location]
if hasattr(Sniffamizer, "option_everywhere") and self.options.sniffamizer == Sniffamizer.option_everywhere:
locations = itertools.chain(_locations, _sniff_locations)
else:
locations = _locations
for loc in locations:
location = self.multiworld.get_location(loc.name, self.player)
set_rule(location, self.make_rule(loc.requires))
def make_rule(self, requires: typing.List[typing.Tuple[int, int]]) -> typing.Callable[[typing.Any], bool]:
def rule(state: "CollectionState") -> bool:
for count, progress in requires:
if not self.logic.has(state, progress, count):
return False
return True
return rule
def generate_basic(self) -> None:
# place Victory event
self.multiworld.get_location('Done', self.player).place_locked_item(self.create_event('Victory'))
# place wings in halls NE to avoid softlock
wings_location = self.random.choice(self._halls_ne_chest_names)
wings_item = self.create_item('Wings')
self.multiworld.get_location(wings_location, self.player).place_locked_item(wings_item)
# place energy core at vanilla location for vanilla mode
if self.options.energy_core == EnergyCore.option_vanilla:
energy_core = self.create_item('Energy Core')
self.multiworld.get_location('Energy Core #285', self.player).place_locked_item(energy_core)
# generate stuff for later
self.evermizer_seed = self.random.randint(0, 2 ** 16 - 1) # TODO: make this an option for "full" plando?
def generate_output(self, output_directory: str) -> None:
player_name = self.multiworld.get_player_name(self.player)
self.connect_name = player_name[:32]
while len(self.connect_name.encode('utf-8')) > 32:
self.connect_name = self.connect_name[:-1]
self.connect_name_available_event.set()
placement_file = ""
out_file = ""
try:
money = self.options.money_modifier.value
exp = self.options.exp_modifier.value
switches: typing.List[str] = []
if self.options.death_link.value:
switches.append("--death-link")
if self.options.energy_core == EnergyCore.option_fragments:
switches.extend(('--available-fragments', str(self.options.available_fragments.value),
'--required-fragments', str(self.options.required_fragments.value)))
rom_file = get_base_rom_path()
out_base = output_path(output_directory, self.multiworld.get_out_file_name_base(self.player))
out_file = out_base + '.sfc'
placement_file = out_base + '.txt'
patch_file = out_base + '.apsoe'
flags = 'l' # spoiler log
flags += self.options.flags
with open(placement_file, "wb") as f: # generate placement file
for location in self.multiworld.get_locations(self.player):
item = location.item
assert item is not None, "Can't handle unfilled location"
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: typing.Dict[str, typing.Any]) -> None:
# 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.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