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BaseClasses.py
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BaseClasses.py
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import copy
from enum import Enum, unique
import logging
from collections import OrderedDict, Counter, defaultdict
from version import __version__ as OoTRVersion
import random
class World(object):
def __init__(self, settings):
self.shuffle = 'vanilla'
self.dungeons = []
self.regions = []
self.itempool = []
self.state = CollectionState(self)
self._cached_locations = None
self._entrance_cache = {}
self._region_cache = {}
self._entrance_cache = {}
self._location_cache = {}
self.required_locations = []
self.shop_prices = {}
# dump settings directly into world's namespace
# this gives the world an attribute for every setting listed in Settings.py
self.settings = settings
self.__dict__.update(settings.__dict__)
# rename a few attributes...
self.keysanity = self.shuffle_smallkeys != 'dungeon'
self.check_beatable_only = not self.all_reachable
# trials that can be skipped will be decided later
self.skipped_trials = {
'Forest': False,
'Fire': False,
'Water': False,
'Spirit': False,
'Shadow': False,
'Light': False
}
# dungeon forms will be decided later
self.dungeon_mq = {
'DT': False,
'DC': False,
'JB': False,
'BW': False,
'IC': False,
'GTG': False,
'FoT': False,
'FiT': False,
'WT': False,
'SpT': False,
'ShT': False,
'GC': False
}
self.can_take_damage = True
self.keys_placed = False
def copy(self):
ret = World(self.settings)
ret.skipped_trials = copy.copy(self.skipped_trials)
ret.dungeon_mq = copy.copy(self.dungeon_mq)
ret.big_poe_count = copy.copy(self.big_poe_count)
ret.can_take_damage = self.can_take_damage
ret.shop_prices = copy.copy(self.shop_prices)
ret.keys_placed = self.keys_placed
ret.id = self.id
from Regions import create_regions
from Dungeons import create_dungeons
from Rules import set_rules, set_shop_rules
create_regions(ret)
create_dungeons(ret)
set_rules(ret)
# connect copied world
for region in self.regions:
copied_region = ret.get_region(region.name)
for entrance in region.entrances:
ret.get_entrance(entrance.name).connect(copied_region)
# fill locations
for location in self.get_locations():
if location.item is not None:
item = Item(location.item.name, location.item.advancement, location.item.priority, location.item.type)
item.world = location.item.world
ret.get_location(location.name).item = item
item.location = ret.get_location(location.name)
item.location.locked = location.locked
# copy remaining itempool. No item in itempool should have an assigned location
for item in self.itempool:
new_item = Item(item.name, item.advancement, item.priority, item.type)
new_item.world = item.world
ret.itempool.append(new_item)
# copy progress items in state
ret.state.prog_items = copy.copy(self.state.prog_items)
set_shop_rules(ret)
return ret
def initialize_regions(self):
for region in self.regions:
region.world = self
for location in region.locations:
location.world = self
def initialize_items(self):
for item in self.itempool:
item.world = self
for region in self.regions:
for location in region.locations:
if location.item != None:
location.item.world = self
for item in [item for dungeon in self.dungeons for item in dungeon.all_items]:
item.world = self
def random_shop_prices(self):
shop_item_indexes = ['7', '5', '8', '6']
self.shop_prices = {}
for region in self.regions:
if self.shopsanity == 'random':
shop_item_count = random.randint(0,4)
else:
shop_item_count = int(self.shopsanity)
for location in region.locations:
if location.type == 'Shop':
if location.name[-1:] in shop_item_indexes[:shop_item_count]:
self.shop_prices[location.name] = int(random.betavariate(1.5, 2) * 60) * 5
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_items(self):
return [loc.item for loc in self.get_filled_locations()] + self.itempool
# get a list of items that should stay in their proper dungeon
def get_restricted_dungeon_items(self):
itempool = []
if self.shuffle_mapcompass == 'dungeon':
itempool.extend([item for dungeon in self.dungeons for item in dungeon.dungeon_items])
if self.shuffle_smallkeys == 'dungeon':
itempool.extend([item for dungeon in self.dungeons for item in dungeon.small_keys])
if self.shuffle_bosskeys == 'dungeon':
itempool.extend([item for dungeon in self.dungeons for item in dungeon.boss_key])
for item in itempool:
item.world = self
return itempool
# get a list of items that don't have to be in their proper dungeon
def get_unrestricted_dungeon_items(self):
itempool = []
if self.shuffle_mapcompass == 'keysanity':
itempool.extend([item for dungeon in self.dungeons for item in dungeon.dungeon_items])
if self.shuffle_smallkeys == 'keysanity':
itempool.extend([item for dungeon in self.dungeons for item in dungeon.small_keys])
if self.shuffle_bosskeys == 'keysanity':
itempool.extend([item for dungeon in self.dungeons for item in dungeon.boss_key])
for item in itempool:
item.world = self
return 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):
if not isinstance(location, Location):
location = self.get_location(location)
# This check should never be false normally, but is here as a sanity check
if location.can_fill(self.state, item, False):
location.item = item
item.location = location
logging.getLogger('').debug('Placed %s [World %d] at %s [World %d]', item, item.world.id if hasattr(item, 'world') else -1, location, location.world.id if hasattr(location, 'world') else -1)
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)
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):
return state.has('Triforce')
class CollectionState(object):
def __init__(self, parent):
self.prog_items = Counter()
self.world = parent
self.region_cache = {}
self.location_cache = {}
self.entrance_cache = {}
self.recursion_count = 0
self.collected_locations = {}
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.collected_locations = copy.copy(self.collected_locations)
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 has(self, item, count=1):
return self.prog_items[item] >= count
def item_count(self, item):
return self.prog_items[item]
def is_adult(self):
return self.has('Master Sword')
def can_child_attack(self):
return self.has_slingshot() or \
self.has('Boomerang') or \
self.has_sticks() or \
self.has_explosives() or \
self.has('Kokiri Sword') or \
(self.has('Dins Fire') and self.has('Magic Meter'))
def can_stun_deku(self):
return self.is_adult() or \
self.can_child_attack() or \
self.has_nuts() or \
self.has('Buy Deku Shield')
def has_nuts(self):
return self.has('Buy Deku Nut (5)') or self.has('Buy Deku Nut (10)') or self.has('Deku Nut Drop')
def has_sticks(self):
return self.has('Buy Deku Stick (1)') or self.has('Deku Stick Drop')
def has_bow(self):
return self.has('Bow')
def has_slingshot(self):
return self.has('Slingshot')
def has_bombs(self):
return self.has('Bomb Bag')
def has_blue_fire(self):
return self.has_bottle() and \
(self.can_reach('Ice Cavern')
or self.can_reach('Ganons Castle Water Trial')
or self.has('Buy Blue Fire')
or (self.world.dungeon_mq['GTG'] and self.can_reach('Gerudo Training Grounds Stalfos Room')))
def has_ocarina(self):
return (self.has('Ocarina') or self.has("Fairy Ocarina") or self.has("Ocarina of Time"))
def can_play(self, song):
return self.has_ocarina() and self.has(song)
def can_use(self, item):
magic_items = ['Dins Fire', 'Farores Wind', 'Nayrus Love', 'Lens of Truth']
adult_items = ['Bow', 'Hammer', 'Iron Boots', 'Hover Boots', 'Magic Bean']
magic_arrows = ['Fire Arrows', 'Light Arrows']
if item in magic_items:
return self.has(item) and self.has('Magic Meter')
elif item in adult_items:
return self.has(item) and self.is_adult()
elif item in magic_arrows:
return self.has(item) and self.is_adult() and self.has_bow() and self.has('Magic Meter')
elif item == 'Hookshot':
return self.has('Progressive Hookshot') and self.is_adult()
elif item == 'Longshot':
return self.has('Progressive Hookshot', 2) and self.is_adult()
elif item == 'Silver Gauntlets':
return self.has('Progressive Strength Upgrade', 2) and self.is_adult()
elif item == 'Golden Gauntlets':
return self.has('Progressive Strength Upgrade', 3) and self.is_adult()
elif item == 'Scarecrow':
return self.has('Progressive Hookshot') and self.is_adult() and self.has_ocarina()
elif item == 'Distant Scarecrow':
return self.has('Progressive Hookshot', 2) and self.is_adult() and self.has_ocarina()
else:
return self.has(item)
def can_buy_bombchus(self):
return self.has('Buy Bombchu (5)') or \
self.has('Buy Bombchu (10)') or \
self.has('Buy Bombchu (20)') or \
self.can_reach('Castle Town Bombchu Bowling')
def has_bombchus(self):
return (self.world.bombchus_in_logic and \
((any(pritem.startswith('Bombchus') for pritem in self.prog_items) and \
self.can_buy_bombchus()) \
or (self.has('Progressive Wallet') and self.can_reach('Haunted Wasteland')))) \
or (not self.world.bombchus_in_logic and self.has('Bomb Bag') and \
self.can_buy_bombchus())
def has_bombchus_item(self):
return (self.world.bombchus_in_logic and \
(any(pritem.startswith('Bombchus') for pritem in self.prog_items) \
or (self.has('Progressive Wallet') and self.can_reach('Haunted Wasteland')))) \
or (not self.world.bombchus_in_logic and self.has('Bomb Bag'))
def has_explosives(self):
return self.has_bombs() or self.has_bombchus()
def can_blast_or_smash(self):
return self.has_explosives() or (self.is_adult() and self.has('Hammer'))
def can_dive(self):
return self.has('Progressive Scale')
def can_see_with_lens(self):
return ((self.has('Magic Meter') and self.has('Lens of Truth')) or self.world.logic_lens != 'all')
def has_projectile(self, age='either'):
if age == 'child':
return self.has_explosives() or self.has_slingshot() or self.has('Boomerang')
elif age == 'adult':
return self.has_explosives() or self.has_bow() or self.has('Progressive Hookshot')
elif age == 'both':
return self.has_explosives() or ((self.has_bow() or self.has('Progressive Hookshot')) and (self.has_slingshot() or self.has('Boomerang')))
else:
return self.has_explosives() or ((self.has_bow() or self.has('Progressive Hookshot')) or (self.has_slingshot() or self.has('Boomerang')))
def has_GoronTunic(self):
return (self.has('Goron Tunic') or self.has('Buy Goron Tunic'))
def has_ZoraTunic(self):
return (self.has('Zora Tunic') or self.has('Buy Zora Tunic'))
def can_leave_forest(self):
return self.world.open_forest or self.can_reach(self.world.get_location('Queen Gohma'))
def can_finish_adult_trades(self):
zora_thawed = (self.can_play('Zeldas Lullaby') or (self.has('Hover Boots') and self.world.logic_zora_with_hovers)) and self.has_blue_fire()
carpenter_access = self.has('Epona') or self.has('Progressive Hookshot', 2)
return (self.has('Claim Check') or ((self.has('Progressive Strength Upgrade') or self.can_blast_or_smash() or self.has_bow()) and (((self.has('Eyedrops') or self.has('Eyeball Frog') or self.has('Prescription') or self.has('Broken Sword')) and zora_thawed) or ((self.has('Poachers Saw') or self.has('Odd Mushroom') or self.has('Cojiro') or self.has('Pocket Cucco') or self.has('Pocket Egg')) and zora_thawed and carpenter_access))))
def has_bottle(self):
is_normal_bottle = lambda item: (item.startswith('Bottle') and item != 'Bottle with Letter' and (item != 'Bottle with Big Poe' or self.is_adult()))
return any(is_normal_bottle(pritem) for pritem in self.prog_items)
def bottle_count(self):
return sum([pritem for pritem in self.prog_items if pritem.startswith('Bottle') and pritem != 'Bottle with Letter' and (pritem != 'Bottle with Big Poe' or self.is_adult())])
def has_hearts(self, count):
# Warning: This only considers items that are marked as advancement items
return self.heart_count() >= count
def heart_count(self):
# Warning: This only considers items that are marked as advancement items
return (
self.item_count('Heart Container')
+ self.item_count('Piece of Heart') // 4
+ 3 # starting hearts
)
def has_fire_source(self):
return self.can_use('Dins Fire') or self.can_use('Fire Arrows')
def guarantee_hint(self):
if(self.world.hints == 'mask'):
# has the mask of truth
return self.has('Zeldas Letter') and self.can_play('Sarias Song') and self.has('Kokiri Emerald') and self.has('Goron Ruby') and self.has('Zora Sapphire')
elif(self.world.hints == 'agony'):
# has the Stone of Agony
return self.has('Stone of Agony')
return True
def nighttime(self):
if self.world.logic_no_night_tokens_without_suns_song:
return self.can_play('Suns Song')
return True
def can_finish_GerudoFortress(self):
if self.world.gerudo_fortress == 'normal':
return self.has('Small Key (Gerudo Fortress)', 4) and (self.can_use('Bow') or self.can_use('Hookshot') or self.can_use('Hover Boots') or self.world.logic_tricks)
elif self.world.gerudo_fortress == 'fast':
return self.has('Small Key (Gerudo Fortress)', 1) and self.is_adult()
else:
return self.is_adult()
# Be careful using this function. It will not collect any
# items that may be locked behind the item, only the item itself.
def collect(self, item):
if item.advancement:
self.prog_items[item.name] += 1
self.clear_cached_unreachable()
# Be careful using this function. It will not uncollect any
# items that may be locked behind the item, only the item itself.
def remove(self, item):
if self.prog_items[item.name] > 0:
self.prog_items[item.name] -= 1
if self.prog_items[item.name] <= 0:
del self.prog_items[item.name]
# invalidate collected cache. unreachable locations are still unreachable
self.region_cache = {k: v for k, v in self.region_cache.items() if not v}
self.location_cache = {k: v for k, v in self.location_cache.items() if not v}
self.entrance_cache = {k: v for k, v in self.entrance_cache.items() if not v}
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)
# This function returns a list of states that is each of the base_states
# with every item still in the itempool. It only adds items that belong
# to its respective world. See fill_restrictive
@staticmethod
def get_states_with_items(base_state_list, itempool):
new_state_list = []
for base_state in base_state_list:
new_state = base_state.copy()
for item in itempool:
if item.world.id == base_state.world.id: # Check world
new_state.collect(item)
new_state_list.append(new_state)
CollectionState.collect_locations(new_state_list)
return new_state_list
# This collected all item locations available in the state list given that
# the states have collected items. The purpose is that it will search for
# all new items that become accessible with a new item set
@staticmethod
def collect_locations(state_list):
# Get all item locations in the worlds
item_locations = [location for state in state_list for location in state.world.get_filled_locations() if location.item.advancement]
# will loop if there is more items opened up in the previous iteration. Always run once
reachable_items_locations = True
while reachable_items_locations:
# get reachable new items locations
reachable_items_locations = [location for location in item_locations if location.name not in state_list[location.world.id].collected_locations and state_list[location.world.id].can_reach(location)]
for location in reachable_items_locations:
# Mark the location collected in the state world it exists in
state_list[location.world.id].collected_locations[location.name] = True
# Collect the item for the state world it is for
state_list[location.item.world.id].collect(location.item)
# This returns True is every state is beatable. It's important to ensure
# all states beatable since items required in one world can be in another.
@staticmethod
def can_beat_game(state_list, scan_for_items=True):
if scan_for_items:
# Check if already beaten
game_beaten = True
for state in state_list:
if not state.has('Triforce'):
game_beaten = False
break
if game_beaten:
return True
# collect all available items
new_state_list = [state.copy() for state in state_list]
CollectionState.collect_locations(new_state_list)
else:
new_state_list = state_list
# if the every state got the Triforce, then return True
for state in new_state_list:
if not state.has('Triforce'):
return False
return True
@staticmethod
def update_required_items(worlds):
state_list = [world.state for world in worlds]
# get list of all of the progressive items that can appear in hints
all_locations = [location for world in worlds for location in world.get_filled_locations()]
item_locations = [location for location in all_locations
if location.item.advancement
and location.item.type != 'Event'
and location.item.type != 'Shop'
and not location.locked
and (worlds[0].shuffle_smallkeys != 'dungeon' or not location.item.smallkey)
and (worlds[0].shuffle_bosskeys != 'dungeon' or not location.item.bosskey)]
# if the playthrough was generated, filter the list of locations to the
# locations in the playthrough. The required locations is a subset of these
# locations. Can't use the locations directly since they are location to the
# copied spoiler world, so must try to find the matching locations by name
if worlds[0].spoiler.playthrough:
spoiler_locations = defaultdict(lambda: [])
for location in [location for _,sphere in worlds[0].spoiler.playthrough.items() for location in sphere]:
spoiler_locations[location.name].append(location.world.id)
item_locations = list(filter(lambda location: location.world.id in spoiler_locations[location.name], item_locations))
required_locations = []
reachable_items_locations = True
while (item_locations and reachable_items_locations):
reachable_items_locations = [location for location in all_locations if location.name not in state_list[location.world.id].collected_locations and state_list[location.world.id].can_reach(location)]
for location in reachable_items_locations:
# Try to remove items one at a time and see if the game is still beatable
if location in item_locations:
old_item = location.item
location.item = None
if not CollectionState.can_beat_game(state_list):
required_locations.append(location)
location.item = old_item
item_locations.remove(location)
state_list[location.world.id].collected_locations[location.name] = True
state_list[location.item.world.id].collect(location.item)
# Filter the required location to only include location in the world
required_locations_dict = {}
for world in worlds:
required_locations_dict[world.id] = list(filter(lambda location: location.world.id == world.id, required_locations))
for world in worlds:
world.spoiler.required_locations = required_locations_dict
@unique
class RegionType(Enum):
Overworld = 1
Interior = 2
Dungeon = 3
Grotto = 4
@property
def is_indoors(self):
"""Shorthand for checking if Interior or Dungeon"""
return self in (RegionType.Interior, RegionType.Dungeon, RegionType.Grotto)
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.spot_type = 'Region'
self.recursion_count = 0
self.price = None
def can_reach(self, state):
for entrance in self.entrances:
if state.can_reach(entrance):
return True
return False
def can_fill(self, item):
is_dungeon_restricted = False
if item.map or item.compass:
is_dungeon_restricted = self.world.shuffle_mapcompass == 'dungeon'
elif item.smallkey:
is_dungeon_restricted = self.world.shuffle_smallkeys == 'dungeon'
elif item.bosskey:
is_dungeon_restricted = self.world.shuffle_bosskeys == 'dungeon'
if is_dungeon_restricted:
return self.dungeon and self.dungeon.is_dungeon_item(item) and item.world.id == self.world.id
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):
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, world, name, regions, boss_key, small_keys, dungeon_items):
def to_array(obj):
if obj == None:
return []
if isinstance(obj, list):
return obj
else:
return [obj]
self.world = world
self.name = name
self.regions = regions
self.boss_key = to_array(boss_key)
self.small_keys = to_array(small_keys)
self.dungeon_items = to_array(dungeon_items)
@property
def keys(self):
return self.small_keys + self.boss_key
@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, address2=None, default=None, type='Chest', scene=None, hint='Termina', parent=None):
self.name = name
self.parent_region = parent
self.item = None
self.address = address
self.address2 = address2
self.default = default
self.type = type
self.scene = scene
self.hint = hint
self.spot_type = 'Location'
self.recursion_count = 0
self.staleness_count = 0
self.always_allow = lambda item, state: False
self.access_rule = lambda state: True
self.item_rule = lambda item: True
self.locked = False
self.price = None
self.minor_only = False
def can_fill(self, state, item, check_access=True):
if self.minor_only and item.majoritem:
return False
return self.parent_region.can_fill(item) and (self.always_allow(item, state) or (self.item_rule(item) and (not check_access or state.can_reach(self))))
def can_fill_fast(self, item):
return self.item_rule(item)
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, index=None, object=None, model=None):
self.name = name
self.advancement = advancement
self.priority = priority
self.type = type
self.code = code
self.index = index
self.location = None
self.object = object
self.model = model
self.price = None
def copy(self):
return Item(self.name, self.advancement, self.priority, self.type, self.code, self.index)
@property
def key(self):
return self.type == 'SmallKey' or self.type == 'BossKey'
@property
def smallkey(self):
return self.type == 'SmallKey'
@property
def bosskey(self):
return self.type == 'BossKey'
@property
def crystal(self):
return self.type == 'Crystal'
@property
def map(self):
return self.type == 'Map'
@property
def compass(self):
return self.type == 'Compass'
@property
def dungeonitem(self):
return self.type == 'SmallKey' or self.type == 'BossKey' or self.type == 'Map' or self.type == 'Compass'
@property
def majoritem(self):
if self.type == 'Token' or self.type == 'Event' or self.type == 'Shop' or not self.advancement:
return False
if self.name.startswith('Bombchus') and not self.world.bombchus_in_logic:
return False
if self.map or self.compass:
return False
if self.smallkey and self.world.shuffle_smallkeys == 'dungeon':
return False
if self.bosskey and self.world.shuffle_bosskeys == 'dungeon':
return False
return True
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
return '%s' % self.name
class Spoiler(object):
def __init__(self, worlds):
self.worlds = worlds
self.playthrough = {}
self.locations = {}
self.metadata = {}
self.required_locations = []
self.hints = {}
def parse_data(self):
self.locations = {}
self.version = OoTRVersion
self.settings = self.worlds[0].settings
for world in self.worlds:
spoiler_locations = [location for location in world.get_locations() if not location.locked]
sort_order = {"Song": 0, "Boss": -1}
spoiler_locations.sort(key=lambda item: sort_order.get(item.type, 1))
if self.settings.world_count > 1:
self.locations[world.id] = OrderedDict([(str(location), "%s [Player %d]" % (str(location.item), location.item.world.id + 1) if location.item is not None else 'Nothing') for location in spoiler_locations])
else:
self.locations[world.id] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in spoiler_locations])
def to_file(self, filename):
self.parse_data()
with open(filename, 'w') as outfile:
outfile.write('OoT Randomizer Version %s - Seed: %s\n\n' % (self.version, self.settings.seed))
outfile.write('Settings (%s):\n%s' % (self.settings.get_settings_string(), self.settings.get_settings_display()))
for world in self.worlds:
if self.settings.world_count > 1:
outfile.write('\n\nLocations [World %d]:\n\n' % (world.id + 1))
else:
outfile.write('\n\nLocations:\n\n')
outfile.write('\n'.join(['%s: %s' % (location, item) for (location, item) in self.locations[world.id].items()]))
outfile.write('\n\nPlaythrough:\n\n')
if self.settings.world_count > 1:
outfile.write('\n'.join(['%s: {\n%s\n}' % (sphere_nr, '\n'.join([' %s [World %d]: %s [Player %d]' % (location.name, location.world.id + 1, item.name, item.world.id + 1) for (location, item) in sphere.items()])) for (sphere_nr, sphere) in self.playthrough.items()]))
else:
outfile.write('\n'.join(['%s: {\n%s\n}' % (sphere_nr, '\n'.join([' %s: %s' % (location.name, item.name) for (location, item) in sphere.items()])) for (sphere_nr, sphere) in self.playthrough.items()]))
if len(self.hints) > 0:
for world in self.worlds:
if self.settings.world_count > 1:
outfile.write('\n\nWay of the Hero [Player %d]:\n\n' % (world.id + 1))
outfile.write('\n'.join(['%s: %s [Player %d]' % (location.name, location.item.name, location.item.world.id + 1) for location in self.required_locations[world.id]]))
else:
outfile.write('\n\nWay of the Hero:\n\n')
outfile.write('\n'.join(['%s: %s' % (location.name, location.item.name) for location in self.required_locations[world.id]]))
if self.settings.world_count > 1:
outfile.write('\n\nGossip Stone Hints [Player %d]:\n\n' % self.settings.player_num)
else:
outfile.write('\n\nGossip Stone Hints:\n\n')
outfile.write('\n'.join(self.hints.values()))