forked from mirror/Archipelago
Add logic for superbunny access to Sahasrahla's closet (with boots) Add logic for superbunny through Two Brother's House (with boots) Fix superbunny logic for spiral cave and mini moldorm cave - requires a sword Add logic for waterwalking into Waterfall Cave Add clip to Ice Palace entrance (requires boots, pearl and flippers) Add extra clips to inverted owg logic - PoD and Dark Lake Hylia Ledge are now in logic with just boots Add clip to flute point 6 into inverted owg logic - some light world locations are now accessible with boots and mitts, but no pearl or mirror.
417 lines
21 KiB
Python
417 lines
21 KiB
Python
from collections import OrderedDict
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import copy
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from itertools import zip_longest
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import json
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import logging
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import os
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import random
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import time
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import zlib
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from BaseClasses import World, CollectionState, Item, Region, Location, Shop
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from Items import ItemFactory
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from Regions import create_regions, create_shops, mark_light_world_regions
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from InvertedRegions import create_inverted_regions, mark_dark_world_regions
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from EntranceShuffle import link_entrances, link_inverted_entrances
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from Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, JsonRom, get_hash_string
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from Rules import set_rules
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from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive
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from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, flood_items, balance_multiworld_progression
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from ItemList import generate_itempool, difficulties, fill_prizes
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from Utils import output_path, parse_player_names, get_options, __version__
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def main(args, seed=None):
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if args.outputpath:
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os.makedirs(args.outputpath, exist_ok=True)
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output_path.cached_path = args.outputpath
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start = time.perf_counter()
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# initialize the world
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world = World(args.multi, args.shuffle, args.logic, args.mode, args.swords, args.difficulty,
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args.item_functionality, args.timer, args.progressive.copy(), args.goal, args.algorithm,
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args.accessibility, args.shuffleganon, args.retro, args.custom, args.customitemarray, args.hints)
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logger = logging.getLogger('')
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if seed is None:
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random.seed(None)
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world.seed = random.randint(0, 999999999)
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else:
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world.seed = int(seed)
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random.seed(world.seed)
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world.remote_items = args.remote_items.copy()
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world.mapshuffle = args.mapshuffle.copy()
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world.compassshuffle = args.compassshuffle.copy()
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world.keyshuffle = args.keyshuffle.copy()
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world.bigkeyshuffle = args.bigkeyshuffle.copy()
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world.crystals_needed_for_ganon = {player: random.randint(0, 7) if args.crystals_ganon[player] == 'random' else int(args.crystals_ganon[player]) for player in range(1, world.players + 1)}
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world.crystals_needed_for_gt = {player: random.randint(0, 7) if args.crystals_gt[player] == 'random' else int(args.crystals_gt[player]) for player in range(1, world.players + 1)}
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world.open_pyramid = args.openpyramid.copy()
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world.boss_shuffle = args.shufflebosses.copy()
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world.enemy_shuffle = args.shuffleenemies.copy()
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world.enemy_health = args.enemy_health.copy()
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world.enemy_damage = args.enemy_damage.copy()
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world.beemizer = args.beemizer.copy()
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world.timer = args.timer.copy()
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world.shufflepots = args.shufflepots.copy()
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world.progressive = args.progressive.copy()
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world.dungeon_counters = args.dungeon_counters.copy()
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world.extendedmsu = args.extendedmsu.copy()
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world.glitch_boots = args.glitch_boots.copy()
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world.rom_seeds = {player: random.randint(0, 999999999) for player in range(1, world.players + 1)}
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logger.info('ALttP Berserker\'s Multiworld Version %s - Seed: %s\n', __version__, world.seed)
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parsed_names = parse_player_names(args.names, world.players, args.teams)
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world.teams = len(parsed_names)
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for i, team in enumerate(parsed_names, 1):
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if world.players > 1:
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logger.info('%s%s', 'Team%d: ' % i if world.teams > 1 else 'Players: ', ', '.join(team))
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for player, name in enumerate(team, 1):
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world.player_names[player].append(name)
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logger.info('')
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for player in range(1, world.players + 1):
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world.difficulty_requirements[player] = difficulties[world.difficulty[player]]
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if world.mode[player] == 'standard' and world.enemy_shuffle[player] != 'none':
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world.escape_assist[player].append('bombs') # enemized escape assumes infinite bombs available and will likely be unbeatable without it
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for tok in filter(None, args.startinventory[player].split(',')):
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item = ItemFactory(tok.strip(), player)
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if item:
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world.push_precollected(item)
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if world.mode[player] != 'inverted':
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create_regions(world, player)
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else:
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create_inverted_regions(world, player)
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create_shops(world, player)
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create_dungeons(world, player)
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logger.info('Shuffling the World about.')
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for player in range(1, world.players + 1):
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if world.mode[player] != 'inverted':
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link_entrances(world, player)
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mark_light_world_regions(world, player)
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else:
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link_inverted_entrances(world, player)
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mark_dark_world_regions(world, player)
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logger.info('Generating Item Pool.')
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for player in range(1, world.players + 1):
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generate_itempool(world, player)
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logger.info('Calculating Access Rules.')
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for player in range(1, world.players + 1):
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set_rules(world, player)
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logger.info('Placing Dungeon Prizes.')
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fill_prizes(world)
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logger.info('Placing Dungeon Items.')
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shuffled_locations = None
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if args.algorithm in ['balanced', 'vt26'] or any(list(args.mapshuffle.values()) + list(args.compassshuffle.values()) +
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list(args.keyshuffle.values()) + list(args.bigkeyshuffle.values())):
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shuffled_locations = world.get_unfilled_locations()
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random.shuffle(shuffled_locations)
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fill_dungeons_restrictive(world, shuffled_locations)
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else:
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fill_dungeons(world)
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logger.info('Fill the world.')
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if args.algorithm == 'flood':
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flood_items(world) # different algo, biased towards early game progress items
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elif args.algorithm == 'vt21':
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distribute_items_cutoff(world, 1)
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elif args.algorithm == 'vt22':
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distribute_items_cutoff(world, 0.66)
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elif args.algorithm == 'freshness':
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distribute_items_staleness(world)
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elif args.algorithm == 'vt25':
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distribute_items_restrictive(world, False)
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elif args.algorithm == 'vt26':
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distribute_items_restrictive(world, True, shuffled_locations)
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elif args.algorithm == 'balanced':
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distribute_items_restrictive(world, True)
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if world.players > 1:
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logger.info('Balancing multiworld progression.')
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balance_multiworld_progression(world)
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logger.info('Patching ROM.')
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outfilebase = 'ER_%s' % (args.outputname if args.outputname else world.seed)
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rom_names = []
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jsonout = {}
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def _gen_rom(team: int, player: int):
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sprite_random_on_hit = type(args.sprite[player]) is str and args.sprite[player].lower() == 'randomonhit'
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use_enemizer = (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player] != 'none'
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or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default'
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or args.shufflepots[player] or sprite_random_on_hit)
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rom = JsonRom() if args.jsonout or use_enemizer else LocalRom(args.rom, extendedmsu=args.extendedmsu[player])
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patch_rom(world, rom, player, team, use_enemizer)
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if use_enemizer and (args.enemizercli or not args.jsonout):
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patch_enemizer(world, player, rom, args.rom, args.enemizercli, args.shufflepots[player],
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sprite_random_on_hit, extendedmsu=args.extendedmsu[player])
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if not args.jsonout:
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rom = LocalRom.fromJsonRom(rom, args.rom, 0x400000, args.extendedmsu[player])
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if args.race:
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patch_race_rom(rom)
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world.spoiler.hashes[(player, team)] = get_hash_string(rom.hash)
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apply_rom_settings(rom, args.heartbeep[player], args.heartcolor[player], args.quickswap[player],
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args.fastmenu[player], args.disablemusic[player], args.sprite[player],
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args.ow_palettes[player], args.uw_palettes[player])
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if args.jsonout:
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jsonout[f'patch_t{team}_p{player}'] = rom.patches
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else:
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mcsb_name = ''
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if all([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player],
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world.bigkeyshuffle[player]]):
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mcsb_name = '-keysanity'
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elif [world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player],
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world.bigkeyshuffle[player]].count(True) == 1:
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mcsb_name = '-mapshuffle' if world.mapshuffle[player] else '-compassshuffle' if world.compassshuffle[
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player] else '-keyshuffle' if world.keyshuffle[player] else '-bigkeyshuffle'
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elif any([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player],
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world.bigkeyshuffle[player]]):
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mcsb_name = '-%s%s%s%sshuffle' % (
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'M' if world.mapshuffle[player] else '', 'C' if world.compassshuffle[player] else '',
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'S' if world.keyshuffle[player] else '', 'B' if world.bigkeyshuffle[player] else '')
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outfilepname = f'_T{team + 1}' if world.teams > 1 else ''
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if world.players > 1:
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outfilepname += f'_P{player}'
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if world.players > 1 or world.teams > 1:
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outfilepname += f"_{world.player_names[player][team].replace(' ', '_')}" if world.player_names[player][
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team] != 'Player%d' % player else ''
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outfilesuffix = ('_%s_%s-%s-%s-%s%s_%s-%s%s%s%s%s' % (world.logic[player], world.difficulty[player],
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world.difficulty_adjustments[player],
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world.mode[player], world.goal[player],
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"" if world.timer[player] in [False,
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'display'] else "-" +
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world.timer[
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player],
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world.shuffle[player], world.algorithm,
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mcsb_name,
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"-retro" if world.retro[player] else "",
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"-prog_" + world.progressive[player] if
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world.progressive[player] in ['off',
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'random'] else "",
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"-nohints" if not world.hints[
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player] else "")) if not args.outputname else ''
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rompath = output_path(f'{outfilebase}{outfilepname}{outfilesuffix}.sfc')
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rom.write_to_file(rompath)
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if args.create_diff:
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import Patch
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Patch.create_patch_file(rompath)
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return (player, team, list(rom.name))
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if not args.suppress_rom:
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import concurrent.futures
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futures = []
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with concurrent.futures.ThreadPoolExecutor() as pool:
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for team in range(world.teams):
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for player in range(1, world.players + 1):
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futures.append(pool.submit(_gen_rom, team, player))
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for future in futures:
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rom_name = future.result()
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rom_names.append(rom_name)
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multidata = zlib.compress(json.dumps({"names": parsed_names,
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"roms": rom_names,
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"remote_items": [player for player in range(1, world.players + 1) if
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world.remote_items[player]],
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"locations": [((location.address, location.player),
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(location.item.code, location.item.player))
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for location in world.get_filled_locations() if
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type(location.address) is int],
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"server_options": get_options()["server_options"]
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}).encode("utf-8"))
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if args.jsonout:
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jsonout["multidata"] = list(multidata)
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else:
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with open(output_path('%s_multidata' % outfilebase), 'wb') as f:
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f.write(multidata)
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if not args.skip_playthrough:
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logger.info('Calculating playthrough.')
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create_playthrough(world)
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if args.jsonout:
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print(json.dumps({**jsonout, 'spoiler': world.spoiler.to_json()}))
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elif args.create_spoiler and not args.skip_playthrough:
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world.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))
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logger.info('Done. Enjoy.')
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logger.debug('Total Time: %s', time.perf_counter() - start)
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return world
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def copy_dynamic_regions_and_locations(world, ret):
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for region in world.dynamic_regions:
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new_reg = Region(region.name, region.type, region.hint_text, region.player)
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ret.regions.append(new_reg)
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ret.initialize_regions([new_reg])
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ret.dynamic_regions.append(new_reg)
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# Note: ideally exits should be copied here, but the current use case (Take anys) do not require this
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if region.shop:
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new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.type, region.shop.shopkeeper_config, region.shop.custom, region.shop.locked)
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ret.shops.append(new_reg.shop)
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for location in world.dynamic_locations:
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new_reg = ret.get_region(location.parent_region.name, location.parent_region.player)
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new_loc = Location(location.player, location.name, location.address, location.crystal, location.hint_text, new_reg)
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# todo: this is potentially dangerous. later refactor so we
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# can apply dynamic region rules on top of copied world like other rules
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new_loc.access_rule = location.access_rule
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new_loc.always_allow = location.always_allow
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new_loc.item_rule = location.item_rule
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new_reg.locations.append(new_loc)
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ret.clear_location_cache()
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def create_playthrough(world):
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# create a copy as we will modify it
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old_world = world
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world = copy.deepcopy(world)
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# if we only check for beatable, we can do this sanity check first before writing down spheres
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if not world.can_beat_game():
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raise RuntimeError('Cannot beat game. Something went terribly wrong here!')
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# get locations containing progress items
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prog_locations = [location for location in world.get_filled_locations() if location.item.advancement]
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state_cache = [None]
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collection_spheres = []
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state = CollectionState(world)
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sphere_candidates = list(prog_locations)
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logging.getLogger('').debug('Building up collection spheres.')
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while sphere_candidates:
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state.sweep_for_events(key_only=True)
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sphere = []
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# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
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for location in sphere_candidates:
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if state.can_reach(location):
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sphere.append(location)
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for location in sphere:
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sphere_candidates.remove(location)
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state.collect(location.item, True, location)
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collection_spheres.append(sphere)
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state_cache.append(state.copy())
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logging.getLogger('').debug('Calculated sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(prog_locations))
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if not sphere:
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logging.getLogger('').debug('The following items could not be reached: %s', ['%s (Player %d) at %s (Player %d)' % (location.item.name, location.item.player, location.name, location.player) for location in sphere_candidates])
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if any([world.accessibility[location.item.player] != 'none' for location in sphere_candidates]):
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raise RuntimeError('Not all progression items reachable. Something went terribly wrong here.')
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else:
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old_world.spoiler.unreachables = sphere_candidates.copy()
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break
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# in the second phase, we cull each sphere such that the game is still beatable, reducing each range of influence to the bare minimum required inside it
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for num, sphere in reversed(list(enumerate(collection_spheres))):
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to_delete = []
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for location in sphere:
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# we remove the item at location and check if game is still beatable
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logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', location.item.name, location.item.player)
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old_item = location.item
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location.item = None
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if world.can_beat_game(state_cache[num]):
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to_delete.append(location)
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else:
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# still required, got to keep it around
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location.item = old_item
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# cull entries in spheres for spoiler walkthrough at end
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for location in to_delete:
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sphere.remove(location)
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# second phase, sphere 0
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for item in [i for i in world.precollected_items if i.advancement]:
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logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
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world.precollected_items.remove(item)
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world.state.remove(item)
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if not world.can_beat_game():
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world.push_precollected(item)
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# we are now down to just the required progress items in collection_spheres. Unfortunately
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# the previous pruning stage could potentially have made certain items dependant on others
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# in the same or later sphere (because the location had 2 ways to access but the item originally
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# used to access it was deemed not required.) So we need to do one final sphere collection pass
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# to build up the correct spheres
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required_locations = [item for sphere in collection_spheres for item in sphere]
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state = CollectionState(world)
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collection_spheres = []
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while required_locations:
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state.sweep_for_events(key_only=True)
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sphere = list(filter(state.can_reach, required_locations))
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for location in sphere:
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required_locations.remove(location)
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state.collect(location.item, True, location)
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collection_spheres.append(sphere)
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logging.getLogger('').debug('Calculated final sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(required_locations))
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if not sphere:
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raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
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# store the required locations for statistical analysis
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old_world.required_locations = [(location.name, location.player) for sphere in collection_spheres for location in sphere]
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def flist_to_iter(node):
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while node:
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value, node = node
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yield value
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def get_path(state, region):
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reversed_path_as_flist = state.path.get(region, (region, None))
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string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist))))
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# Now we combine the flat string list into (region, exit) pairs
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pathsiter = iter(string_path_flat)
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pathpairs = zip_longest(pathsiter, pathsiter)
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return list(pathpairs)
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old_world.spoiler.paths = dict()
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for player in range(1, world.players + 1):
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old_world.spoiler.paths.update({ str(location) : get_path(state, location.parent_region) for sphere in collection_spheres for location in sphere if location.player == player})
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for _, path in dict(old_world.spoiler.paths).items():
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if any(exit == 'Pyramid Fairy' for (_, exit) in path):
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if world.mode[player] != 'inverted':
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old_world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = get_path(state, world.get_region('Big Bomb Shop', player))
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else:
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old_world.spoiler.paths[str(world.get_region('Inverted Big Bomb Shop', player))] = get_path(state, world.get_region('Inverted Big Bomb Shop', player))
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# we can finally output our playthrough
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old_world.spoiler.playthrough = OrderedDict([("0", [str(item) for item in world.precollected_items if item.advancement])])
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for i, sphere in enumerate(collection_spheres):
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old_world.spoiler.playthrough[str(i + 1)] = {str(location): str(location.item) for location in sphere}
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