def copy_dynamic_regions_and_locations(world, ret): for region in world.dynamic_regions: new_reg = Region(region.name, region.type, region.hint_text, region.player) ret.regions.append(new_reg) ret.initialize_regions([new_reg]) ret.dynamic_regions.append(new_reg) # Note: ideally exits should be copied here, but the current use case (Take anys) do not require this if region.shop: new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.type, region.shop.shopkeeper_config, region.shop.custom, region.shop.locked) ret.shops.append(new_reg.shop) for location in world.dynamic_locations: new_reg = ret.get_region(location.parent_region.name, location.parent_region.player) new_loc = Location(location.player, location.name, location.address, location.crystal, location.hint_text, new_reg) # todo: this is potentially dangerous. later refactor so we # can apply dynamic region rules on top of copied world like other rules new_loc.access_rule = location.access_rule new_loc.always_allow = location.always_allow new_loc.item_rule = location.item_rule new_reg.locations.append(new_loc) ret.clear_location_cache()
def create_regions(self): locations = get_options(self.world, 'locations', self.player) rules = get_options(self.world, 'rules', self.player) menu_region = self.ff1_locations.create_menu_region( self.player, locations, rules) terminated_event = Location(self.player, CHAOS_TERMINATED_EVENT, EventId, menu_region) terminated_item = Item(CHAOS_TERMINATED_EVENT, True, EventId, self.player) terminated_event.place_locked_item(terminated_item) items = get_options(self.world, 'items', self.player) goal_rule = generate_rule([[ name for name in items.keys() if name in FF1_PROGRESSION_LIST and name != "Shard" ]], self.player) if "Shard" in items.keys(): def goal_rule_and_shards(state): return goal_rule(state) and state.has("Shard", self.player, 32) terminated_event.access_rule = goal_rule_and_shards menu_region.locations.append(terminated_event) self.world.regions += [menu_region]
def create_regions(self): player = self.player menu = Region("Menu", RegionType.Generic, "Menu", player, self.world) crash = Entrance(player, "Crash Land", menu) menu.exits.append(crash) nauvis = Region("Nauvis", RegionType.Generic, "Nauvis", player, self.world) skip_silo = self.world.silo[self.player].value == Silo.option_spawn for tech_name, tech_id in base_tech_table.items(): if skip_silo and tech_name == "rocket-silo": continue tech = Location(player, tech_name, tech_id, nauvis) nauvis.locations.append(tech) tech.game = "Factorio" location = Location(player, "Rocket Launch", None, nauvis) nauvis.locations.append(location) location.game = "Factorio" event = FactorioItem("Victory", ItemClassification.progression, None, player) event.game = "Factorio" self.world.push_item(location, event, False) location.event = location.locked = True for ingredient in self.world.max_science_pack[ self.player].get_allowed_packs(): location = Location(player, f"Automate {ingredient}", None, nauvis) location.game = "Factorio" nauvis.locations.append(location) event = FactorioItem(f"Automated {ingredient}", ItemClassification.progression, None, player) self.world.push_item(location, event, False) location.event = location.locked = True crash.connect(nauvis) self.world.regions += [menu, nauvis]
def create_location(player: int, location_data: LocationData, region: Region, location_cache: List[Location]) -> Location: location = Location(player, location_data.name, location_data.code, region) location.access_rule = location_data.rule if id is None: location.event = True location.locked = True location_cache.append(location) return location
def factorio_create_regions(world: MultiWorld, player: int): menu = Region("Menu", None, "Menu", player) crash = Entrance(player, "Crash Land", menu) menu.exits.append(crash) nauvis = Region("Nauvis", None, "Nauvis", player) nauvis.world = menu.world = world for tech_name, tech_id in tech_table.items(): tech = Location(player, tech_name, tech_id, nauvis) nauvis.locations.append(tech) tech.game = "Factorio" crash.connect(nauvis) world.regions += [menu, nauvis]
def create_dynamic_shop_locations(world): for shop in world.shops: for i, item in enumerate(shop.inventory): if item is None: continue if item['create_location']: loc = Location("{} Item {}".format(shop.region.name, i+1), parent=shop.region) shop.region.locations.append(loc) world.dynamic_locations.append(loc) world.clear_location_cache() world.push_item(loc, ItemFactory(item['item']), False) loc.event = True
def swap_location_item(location_1: Location, location_2: Location, check_locked=True): """Swaps Items of locations. Does NOT swap flags like shop_slot or locked, but does swap event""" if check_locked: if location_1.locked: logging.warning( f"Swapping {location_1}, which is marked as locked.") if location_2.locked: logging.warning( f"Swapping {location_2}, which is marked as locked.") location_2.item, location_1.item = location_1.item, location_2.item location_1.item.location = location_1 location_2.item.location = location_2 location_1.event, location_2.event = location_2.event, location_1.event
def create_regions(self): world = self.world menu = self.create_region("Menu") world.regions.append(menu) start = Entrance(self.player, "Start Game", menu) menu.exits.append(start) # workaround for now, remove duplicate locations already_placed_locations = set() for region_name, locations in locations_by_region.items(): locations -= already_placed_locations already_placed_locations |= locations region = self.create_region(region_name) if region_name == "SunkenGladesRunaway": # starting point start.connect(region) region.locations = {Location(self.player, location, lookup_name_to_id[location], region) for location in locations} world.regions.append(region) for region_name, exits in connectors.items(): parent = world.get_region(region_name, self.player) for exit in exits: connection = Entrance(self.player, exit, parent) connection.connect(world.get_region(exit, self.player)) parent.exits.append(connection)
def create_dynamic_shop_locations(world, player): for shop in world.shops: if shop.region.player == player: for i, item in enumerate(shop.inventory): if item is None: continue if item['create_location']: loc = Location(player, "{} Slot {}".format(shop.region.name, i + 1), parent=shop.region) shop.region.locations.append(loc) world.dynamic_locations.append(loc) world.clear_location_cache() world.push_item(loc, ItemFactory(item['item'], player), False) loc.shop_slot = True loc.event = True loc.locked = True
def create_menu_region(player: int, locations: Dict[str, int], rules: Dict[str, List[List[str]]]) -> Region: menu_region = Region("Menu", RegionType.Generic, "Menu", player) for name, address in locations.items(): location = Location(player, name, address, menu_region) ## TODO REMOVE WHEN LOGIC FOR TOFR IS CORRECT if "ToFR" in name: rules_list = [[ "Rod", "Cube", "Lute", "Key", "Chime", "Oxyale", "Ship", "Canoe", "Floater", "Canal", "Crown", "Crystal", "Herb", "Tnt", "Adamant", "Slab", "Ruby", "Bottle" ]] location.access_rule = generate_rule(rules_list, player) elif name in rules: rules_list = rules[name] location.access_rule = generate_rule(rules_list, player) menu_region.locations.append(location) return menu_region
def create_shops(world, player: int): option = world.shop_shuffle[player] player_shop_table = shop_table.copy() if "w" in option: player_shop_table["Potion Shop"] = player_shop_table["Potion Shop"]._replace(locked=False) dynamic_shop_slots = total_dynamic_shop_slots + 3 else: dynamic_shop_slots = total_dynamic_shop_slots num_slots = min(dynamic_shop_slots, max(0, int(world.shop_shuffle_slots[player]))) # 0 to 30 single_purchase_slots: List[bool] = [True] * num_slots + [False] * (dynamic_shop_slots - num_slots) world.random.shuffle(single_purchase_slots) if 'g' in option or 'f' in option: default_shop_table = [i for l in [shop_generation_types[x] for x in ['arrows', 'bombs', 'potions', 'shields', 'bottle'] if not world.retro[player] or x != 'arrows'] for i in l] new_basic_shop = world.random.sample(default_shop_table, k=3) new_dark_shop = world.random.sample(default_shop_table, k=3) for name, shop in player_shop_table.items(): typ, shop_id, keeper, custom, locked, items, sram_offset = shop if not locked: new_items = world.random.sample(default_shop_table, k=3) if 'f' not in option: if items == _basic_shop_defaults: new_items = new_basic_shop elif items == _dark_world_shop_defaults: new_items = new_dark_shop keeper = world.random.choice([0xA0, 0xC1, 0xFF]) player_shop_table[name] = ShopData(typ, shop_id, keeper, custom, locked, new_items, sram_offset) if world.mode[player] == "inverted": player_shop_table["Dark Lake Hylia Shop"] = \ player_shop_table["Dark Lake Hylia Shop"]._replace(locked=True, items=_inverted_hylia_shop_defaults) for region_name, (room_id, type, shopkeeper, custom, locked, inventory, sram_offset) in player_shop_table.items(): region = world.get_region(region_name, player) shop: Shop = shop_class_mapping[type](region, room_id, shopkeeper, custom, locked, sram_offset) region.shop = shop world.shops.append(shop) for index, item in enumerate(inventory): shop.add_inventory(index, *item) if not locked and num_slots: slot_name = "{} Slot {}".format(region.name, index + 1) loc = Location(player, slot_name, address=shop_table_by_location[slot_name], parent=region, hint_text="for sale") loc.shop_slot = True loc.locked = True if single_purchase_slots.pop(): if world.goal[player] != 'icerodhunt': additional_item = 'Rupees (50)' # world.random.choice(['Rupees (50)', 'Rupees (100)', 'Rupees (300)']) else: additional_item = 'Nothing' loc.item = ItemFactory(additional_item, player) else: loc.item = ItemFactory('Nothing', player) loc.shop_slot_disabled = True shop.region.locations.append(loc) world.dynamic_locations.append(loc) world.clear_location_cache()
def _create_region(name, type, locations=None, exits=None): ret = Region(name, type) if locations is None: locations = [] if exits is None: exits = [] for exit in exits: ret.exits.append(Entrance(exit, ret)) for location in locations: address, address2, default, type = location_table[location] ret.locations.append(Location(location, address, address2, default, type, ret)) return ret
def generate_locations(count: int, player_id: int, address: int = None, region: Region = None, tag: str = "") -> List[Location]: locations = [] prefix = "player" + str(player_id) + tag + "_location" for i in range(count): name = prefix + str(i) location = Location(player_id, name, address, region) locations.append(location) region.locations.append(location) return locations
def create_region(name, locations=None, exits=None): ret = Region(name) if locations is None: locations = [] if exits is None: exits = [] for exit in exits: ret.exits.append(Entrance(exit, ret)) for location in locations: address, crystal, hint_text = location_table[location] ret.locations.append( Location(location, address, crystal, hint_text, ret)) return ret
def copy_dynamic_regions_and_locations(world, ret): for region in world.dynamic_regions: new_reg = Region(region.name, region.type) ret.regions.append(new_reg) ret.dynamic_regions.append(new_reg) # Note: ideally exits should be copied here, but the current use case (Take anys) do not require this if region.shop: new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.type, region.shop.shopkeeper_config, region.shop.replaceable) ret.shops.append(new_reg.shop) for location in world.dynamic_locations: new_loc = Location(location.name, location.address, location.crystal, location.hint_text, location.parent_region) new_reg = ret.get_region(location.parent_region.name) new_reg.locations.append(new_loc)
def generate_itempool(world, player): if (world.difficulty[player] not in ['normal', 'hard', 'expert'] or world.goal[player] not in [ 'ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals' ] or world.mode[player] not in ['open', 'standard', 'inverted'] or world.timer not in [ 'none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown' ] or world.progressive not in ['on', 'off', 'random']): raise NotImplementedError('Not supported yet') if world.timer in ['ohko', 'timed-ohko']: world.can_take_damage = False if world.goal[player] in ['pedestal', 'triforcehunt']: world.push_item(world.get_location('Ganon', player), ItemFactory('Nothing', player), False) else: world.push_item(world.get_location('Ganon', player), ItemFactory('Triforce', player), False) if world.goal[player] in ['triforcehunt']: region = world.get_region('Light World', player) loc = Location(player, "Murahdahla", parent=region) loc.access_rule = lambda state: state.item_count( 'Triforce Piece', player) + state.item_count( 'Power Star', player) > state.world.treasure_hunt_count[player] region.locations.append(loc) world.dynamic_locations.append(loc) world.clear_location_cache() world.push_item(loc, ItemFactory('Triforce', player), False) loc.event = True loc.locked = True world.get_location('Ganon', player).event = True world.get_location('Ganon', player).locked = True world.push_item(world.get_location('Agahnim 1', player), ItemFactory('Beat Agahnim 1', player), False) world.get_location('Agahnim 1', player).event = True world.get_location('Agahnim 1', player).locked = True world.push_item(world.get_location('Agahnim 2', player), ItemFactory('Beat Agahnim 2', player), False) world.get_location('Agahnim 2', player).event = True world.get_location('Agahnim 2', player).locked = True world.push_item(world.get_location('Dark Blacksmith Ruins', player), ItemFactory('Pick Up Purple Chest', player), False) world.get_location('Dark Blacksmith Ruins', player).event = True world.get_location('Dark Blacksmith Ruins', player).locked = True world.push_item(world.get_location('Frog', player), ItemFactory('Get Frog', player), False) world.get_location('Frog', player).event = True world.get_location('Frog', player).locked = True world.push_item(world.get_location('Missing Smith', player), ItemFactory('Return Smith', player), False) world.get_location('Missing Smith', player).event = True world.get_location('Missing Smith', player).locked = True world.push_item(world.get_location('Floodgate', player), ItemFactory('Open Floodgate', player), False) world.get_location('Floodgate', player).event = True world.get_location('Floodgate', player).locked = True world.push_item(world.get_location('Trench 1 Switch', player), ItemFactory('Trench 1 Filled', player), False) world.get_location('Trench 1 Switch', player).event = True world.get_location('Trench 1 Switch', player).locked = True world.push_item(world.get_location('Trench 2 Switch', player), ItemFactory('Trench 2 Filled', player), False) world.get_location('Trench 2 Switch', player).event = True world.get_location('Trench 2 Switch', player).locked = True world.push_item(world.get_location('Swamp Drain', player), ItemFactory('Drained Swamp', player), False) world.get_location('Swamp Drain', player).event = True world.get_location('Swamp Drain', player).locked = True world.push_item(world.get_location('Attic Cracked Floor', player), ItemFactory('Shining Light', player), False) world.get_location('Attic Cracked Floor', player).event = True world.get_location('Attic Cracked Floor', player).locked = True world.push_item(world.get_location('Suspicious Maiden', player), ItemFactory('Maiden Rescued', player), False) world.get_location('Suspicious Maiden', player).event = True world.get_location('Suspicious Maiden', player).locked = True world.push_item(world.get_location('Revealing Light', player), ItemFactory('Maiden Unmasked', player), False) world.get_location('Revealing Light', player).event = True world.get_location('Revealing Light', player).locked = True world.push_item(world.get_location('Ice Block Drop', player), ItemFactory('Convenient Block', player), False) world.get_location('Ice Block Drop', player).event = True world.get_location('Ice Block Drop', player).locked = True if world.mode[player] == 'standard': world.push_item(world.get_location('Zelda Pickup', player), ItemFactory('Zelda Herself', player), False) world.get_location('Zelda Pickup', player).event = True world.get_location('Zelda Pickup', player).locked = True world.push_item(world.get_location('Zelda Drop Off', player), ItemFactory('Zelda Delivered', player), False) world.get_location('Zelda Drop Off', player).event = True world.get_location('Zelda Drop Off', player).locked = True # set up item pool if world.custom: (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool( world.progressive, world.shuffle[player], world.difficulty[player], world.timer, world.goal[player], world.mode[player], world.swords[player], world.retro[player], world.customitemarray) world.rupoor_cost = min(world.customitemarray["rupoorcost"], 9999) else: (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = get_pool_core( world.progressive, world.shuffle[player], world.difficulty[player], world.timer, world.goal[player], world.mode[player], world.swords[player], world.retro[player], world.doorShuffle[player]) if player in world.pool_adjustment.keys(): amt = world.pool_adjustment[player] if amt < 0: for i in range(0, amt): pool.remove('Rupees (20)') elif amt > 0: for i in range(0, amt): pool.append('Rupees (20)') for item in precollected_items: world.push_precollected(ItemFactory(item, player)) if world.mode[player] == 'standard' and not world.state.has_blunt_weapon( player): if "Link's Uncle" not in placed_items: found_sword = False found_bow = False possible_weapons = [] for item in pool: if item in [ 'Progressive Sword', 'Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword' ]: if not found_sword and world.swords[player] != 'swordless': found_sword = True possible_weapons.append(item) if item in ['Progressive Bow', 'Bow'] and not found_bow: found_bow = True possible_weapons.append(item) if item in [ 'Hammer', 'Bombs (10)', 'Fire Rod', 'Cane of Somaria', 'Cane of Byrna' ]: if item not in possible_weapons: possible_weapons.append(item) starting_weapon = random.choice(possible_weapons) placed_items["Link's Uncle"] = starting_weapon pool.remove(starting_weapon) if placed_items["Link's Uncle"] in [ 'Bow', 'Progressive Bow', 'Bombs (10)', 'Cane of Somaria', 'Cane of Byrna' ] and world.enemy_health[player] not in ['default', 'easy']: world.escape_assist[player].append('bombs') for (location, item) in placed_items.items(): world.push_item(world.get_location(location, player), ItemFactory(item, player), False) world.get_location(location, player).event = True world.get_location(location, player).locked = True items = ItemFactory(pool, player) world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms if clock_mode is not None: world.clock_mode = clock_mode if treasure_hunt_count is not None: world.treasure_hunt_count[player] = treasure_hunt_count if treasure_hunt_icon is not None: world.treasure_hunt_icon[player] = treasure_hunt_icon world.itempool.extend([ item for item in get_dungeon_item_pool(world) if item.player == player and ( (item.smallkey and world.keyshuffle[player]) or (item.bigkey and world.bigkeyshuffle[player]) or (item.map and world.mapshuffle[player]) or (item.compass and world.compassshuffle[player])) ]) # logic has some branches where having 4 hearts is one possible requirement (of several alternatives) # rather than making all hearts/heart pieces progression items (which slows down generation considerably) # We mark one random heart container as an advancement item (or 4 heart pieces in expert mode) if world.difficulty[player] in [ 'normal', 'hard' ] and not (world.custom and world.customitemarray["heartcontainer"] == 0): [item for item in items if item.name == 'Boss Heart Container'][0].advancement = True elif world.difficulty[player] in [ 'expert' ] and not (world.custom and world.customitemarray["heartpiece"] < 4): adv_heart_pieces = [ item for item in items if item.name == 'Piece of Heart' ][0:4] for hp in adv_heart_pieces: hp.advancement = True beeweights = { 0: { None: 100 }, 1: { None: 75, 'trap': 25 }, 2: { None: 40, 'trap': 40, 'bee': 20 }, 3: { 'trap': 50, 'bee': 50 }, 4: { 'trap': 100 } } def beemizer(item): if world.beemizer[ item. player] and not item.advancement and not item.priority and not item.type: choice = random.choices( list(beeweights[world.beemizer[item.player]].keys()), weights=list( beeweights[world.beemizer[item.player]].values()))[0] return item if not choice else ItemFactory( "Bee Trap", player) if choice == 'trap' else ItemFactory( "Bee", player) return item world.itempool += [beemizer(item) for item in items] # shuffle medallions mm_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)] tr_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)] world.required_medallions[player] = (mm_medallion, tr_medallion) place_bosses(world, player) set_up_shops(world, player) if world.retro[player]: set_up_take_anys(world, player) create_dynamic_shop_locations(world, player)
def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = None): if not baked_server_options: baked_server_options = get_options()["server_options"] if args.outputpath: os.makedirs(args.outputpath, exist_ok=True) output_path.cached_path = args.outputpath start = time.perf_counter() # initialize the world world = MultiWorld(args.multi) logger = logging.getLogger() world.set_seed(seed, args.race, str(args.outputname if args.outputname else world.seed)) world.shuffle = args.shuffle.copy() world.logic = args.logic.copy() world.mode = args.mode.copy() world.difficulty = args.difficulty.copy() world.item_functionality = args.item_functionality.copy() world.timer = args.timer.copy() world.goal = args.goal.copy() world.open_pyramid = args.open_pyramid.copy() world.boss_shuffle = args.shufflebosses.copy() world.enemy_health = args.enemy_health.copy() world.enemy_damage = args.enemy_damage.copy() world.beemizer_total_chance = args.beemizer_total_chance.copy() world.beemizer_trap_chance = args.beemizer_trap_chance.copy() world.timer = args.timer.copy() world.countdown_start_time = args.countdown_start_time.copy() world.red_clock_time = args.red_clock_time.copy() world.blue_clock_time = args.blue_clock_time.copy() world.green_clock_time = args.green_clock_time.copy() world.dungeon_counters = args.dungeon_counters.copy() world.triforce_pieces_available = args.triforce_pieces_available.copy() world.triforce_pieces_required = args.triforce_pieces_required.copy() world.shop_shuffle = args.shop_shuffle.copy() world.shuffle_prizes = args.shuffle_prizes.copy() world.sprite_pool = args.sprite_pool.copy() world.dark_room_logic = args.dark_room_logic.copy() world.plando_items = args.plando_items.copy() world.plando_texts = args.plando_texts.copy() world.plando_connections = args.plando_connections.copy() world.required_medallions = args.required_medallions.copy() world.game = args.game.copy() world.player_name = args.name.copy() world.enemizer = args.enemizercli world.sprite = args.sprite.copy() world.glitch_triforce = args.glitch_triforce # This is enabled/disabled globally, no per player option. world.set_options(args) world.set_item_links() world.state = CollectionState(world) logger.info('Archipelago Version %s - Seed: %s\n', __version__, world.seed) logger.info("Found World Types:") longest_name = max(len(text) for text in AutoWorld.AutoWorldRegister.world_types) numlength = 8 for name, cls in AutoWorld.AutoWorldRegister.world_types.items(): if not cls.hidden: logger.info(f" {name:{longest_name}}: {len(cls.item_names):3} " f"Items (IDs: {min(cls.item_id_to_name):{numlength}} - " f"{max(cls.item_id_to_name):{numlength}}) | " f"{len(cls.location_names):3} " f"Locations (IDs: {min(cls.location_id_to_name):{numlength}} - " f"{max(cls.location_id_to_name):{numlength}})") AutoWorld.call_stage(world, "assert_generate") AutoWorld.call_all(world, "generate_early") logger.info('') for player in world.player_ids: for item_name, count in world.start_inventory[player].value.items(): for _ in range(count): world.push_precollected(world.create_item(item_name, player)) for player in world.player_ids: if player in world.get_game_players("A Link to the Past"): # enforce pre-defined local items. if world.goal[player] in ["localtriforcehunt", "localganontriforcehunt"]: world.local_items[player].value.add('Triforce Piece') # Not possible to place pendants/crystals out side of boss prizes yet. world.non_local_items[player].value -= item_name_groups['Pendants'] world.non_local_items[player].value -= item_name_groups['Crystals'] # items can't be both local and non-local, prefer local world.non_local_items[player].value -= world.local_items[player].value logger.info('Creating World.') AutoWorld.call_all(world, "create_regions") logger.info('Creating Items.') AutoWorld.call_all(world, "create_items") logger.info('Calculating Access Rules.') if world.players > 1: for player in world.player_ids: locality_rules(world, player) group_locality_rules(world) else: world.non_local_items[1].value = set() world.local_items[1].value = set() AutoWorld.call_all(world, "set_rules") for player in world.player_ids: exclusion_rules(world, player, world.exclude_locations[player].value) world.priority_locations[player].value -= world.exclude_locations[player].value for location_name in world.priority_locations[player].value: world.get_location(location_name, player).progress_type = LocationProgressType.PRIORITY AutoWorld.call_all(world, "generate_basic") # temporary home for item links, should be moved out of Main for group_id, group in world.groups.items(): def find_common_pool(players: Set[int], shared_pool: Set[str]): classifications = collections.defaultdict(int) counters = {player: {name: 0 for name in shared_pool} for player in players} for item in world.itempool: if item.player in counters and item.name in shared_pool: counters[item.player][item.name] += 1 classifications[item.name] |= item.classification for player in players.copy(): if all([counters[player][item] == 0 for item in shared_pool]): players.remove(player) del(counters[player]) if not players: return None, None for item in shared_pool: count = min(counters[player][item] for player in players) if count: for player in players: counters[player][item] = count else: for player in players: del(counters[player][item]) return counters, classifications common_item_count, classifications = find_common_pool(group["players"], group["item_pool"]) if not common_item_count: continue new_itempool = [] for item_name, item_count in next(iter(common_item_count.values())).items(): for _ in range(item_count): new_item = group["world"].create_item(item_name) # mangle together all original classification bits new_item.classification |= classifications[item_name] new_itempool.append(new_item) region = Region("Menu", RegionType.Generic, "ItemLink", group_id, world) world.regions.append(region) locations = region.locations = [] for item in world.itempool: count = common_item_count.get(item.player, {}).get(item.name, 0) if count: loc = Location(group_id, f"Item Link: {item.name} -> {world.player_name[item.player]} {count}", None, region) loc.access_rule = lambda state, item_name = item.name, group_id_ = group_id, count_ = count: \ state.has(item_name, group_id_, count_) locations.append(loc) loc.place_locked_item(item) common_item_count[item.player][item.name] -= 1 else: new_itempool.append(item) itemcount = len(world.itempool) world.itempool = new_itempool while itemcount > len(world.itempool): items_to_add = [] for player in group["players"]: if group["replacement_items"][player]: items_to_add.append(AutoWorld.call_single(world, "create_item", player, group["replacement_items"][player])) else: items_to_add.append(AutoWorld.call_single(world, "create_filler", player)) world.random.shuffle(items_to_add) world.itempool.extend(items_to_add[:itemcount - len(world.itempool)]) if any(world.item_links.values()): world._recache() world._all_state = None logger.info("Running Item Plando") for item in world.itempool: item.world = world distribute_planned(world) logger.info('Running Pre Main Fill.') AutoWorld.call_all(world, "pre_fill") logger.info(f'Filling the world with {len(world.itempool)} items.') if world.algorithm == 'flood': flood_items(world) # different algo, biased towards early game progress items elif world.algorithm == 'balanced': distribute_items_restrictive(world) AutoWorld.call_all(world, 'post_fill') if world.players > 1: balance_multiworld_progression(world) logger.info(f'Beginning output...') outfilebase = 'AP_' + world.seed_name output = tempfile.TemporaryDirectory() with output as temp_dir: with concurrent.futures.ThreadPoolExecutor(world.players + 2) as pool: check_accessibility_task = pool.submit(world.fulfills_accessibility) output_file_futures = [pool.submit(AutoWorld.call_stage, world, "generate_output", temp_dir)] for player in world.player_ids: # skip starting a thread for methods that say "pass". if AutoWorld.World.generate_output.__code__ is not world.worlds[player].generate_output.__code__: output_file_futures.append( pool.submit(AutoWorld.call_single, world, "generate_output", player, temp_dir)) def get_entrance_to_region(region: Region): for entrance in region.entrances: if entrance.parent_region.type in (RegionType.DarkWorld, RegionType.LightWorld, RegionType.Generic): return entrance for entrance in region.entrances: # BFS might be better here, trying DFS for now. return get_entrance_to_region(entrance.parent_region) # collect ER hint info er_hint_data = {player: {} for player in world.get_game_players("A Link to the Past") if world.shuffle[player] != "vanilla" or world.retro_caves[player]} for region in world.regions: if region.player in er_hint_data and region.locations: main_entrance = get_entrance_to_region(region) for location in region.locations: if type(location.address) == int: # skips events and crystals if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name: er_hint_data[region.player][location.address] = main_entrance.name checks_in_area = {player: {area: list() for area in ordered_areas} for player in range(1, world.players + 1)} for player in range(1, world.players + 1): checks_in_area[player]["Total"] = 0 for location in world.get_filled_locations(): if type(location.address) is int: main_entrance = get_entrance_to_region(location.parent_region) if location.game != "A Link to the Past": checks_in_area[location.player]["Light World"].append(location.address) elif location.parent_region.dungeon: dungeonname = {'Inverted Agahnims Tower': 'Agahnims Tower', 'Inverted Ganons Tower': 'Ganons Tower'} \ .get(location.parent_region.dungeon.name, location.parent_region.dungeon.name) checks_in_area[location.player][dungeonname].append(location.address) elif location.parent_region.type == RegionType.LightWorld: checks_in_area[location.player]["Light World"].append(location.address) elif location.parent_region.type == RegionType.DarkWorld: checks_in_area[location.player]["Dark World"].append(location.address) elif main_entrance.parent_region.type == RegionType.LightWorld: checks_in_area[location.player]["Light World"].append(location.address) elif main_entrance.parent_region.type == RegionType.DarkWorld: checks_in_area[location.player]["Dark World"].append(location.address) checks_in_area[location.player]["Total"] += 1 oldmancaves = [] takeanyregions = ["Old Man Sword Cave", "Take-Any #1", "Take-Any #2", "Take-Any #3", "Take-Any #4"] for index, take_any in enumerate(takeanyregions): for region in [world.get_region(take_any, player) for player in world.get_game_players("A Link to the Past") if world.retro_caves[player]]: item = world.create_item( region.shop.inventory[(0 if take_any == "Old Man Sword Cave" else 1)]['item'], region.player) player = region.player location_id = SHOP_ID_START + total_shop_slots + index main_entrance = get_entrance_to_region(region) if main_entrance.parent_region.type == RegionType.LightWorld: checks_in_area[player]["Light World"].append(location_id) else: checks_in_area[player]["Dark World"].append(location_id) checks_in_area[player]["Total"] += 1 er_hint_data[player][location_id] = main_entrance.name oldmancaves.append(((location_id, player), (item.code, player))) FillDisabledShopSlots(world) def write_multidata(): import NetUtils slot_data = {} client_versions = {} games = {} minimum_versions = {"server": AutoWorld.World.required_server_version, "clients": client_versions} slot_info = {} names = [[name for player, name in sorted(world.player_name.items())]] for slot in world.player_ids: player_world: AutoWorld.World = world.worlds[slot] minimum_versions["server"] = max(minimum_versions["server"], player_world.required_server_version) client_versions[slot] = player_world.required_client_version games[slot] = world.game[slot] slot_info[slot] = NetUtils.NetworkSlot(names[0][slot - 1], world.game[slot], world.player_types[slot]) for slot, group in world.groups.items(): games[slot] = world.game[slot] slot_info[slot] = NetUtils.NetworkSlot(group["name"], world.game[slot], world.player_types[slot], group_members=sorted(group["players"])) precollected_items = {player: [item.code for item in world_precollected if type(item.code) == int] for player, world_precollected in world.precollected_items.items()} precollected_hints = {player: set() for player in range(1, world.players + 1 + len(world.groups))} for slot in world.player_ids: slot_data[slot] = world.worlds[slot].fill_slot_data() def precollect_hint(location): entrance = er_hint_data.get(location.player, {}).get(location.address, "") hint = NetUtils.Hint(location.item.player, location.player, location.address, location.item.code, False, entrance, location.item.flags) precollected_hints[location.player].add(hint) if location.item.player not in world.groups: precollected_hints[location.item.player].add(hint) else: for player in world.groups[location.item.player]["players"]: precollected_hints[player].add(hint) locations_data: Dict[int, Dict[int, Tuple[int, int, int]]] = {player: {} for player in world.player_ids} for location in world.get_filled_locations(): if type(location.address) == int: assert location.item.code is not None, "item code None should be event, " \ "location.address should then also be None" locations_data[location.player][location.address] = \ location.item.code, location.item.player, location.item.flags if location.name in world.start_location_hints[location.player]: precollect_hint(location) elif location.item.name in world.start_hints[location.item.player]: precollect_hint(location) elif any([location.item.name in world.start_hints[player] for player in world.groups.get(location.item.player, {}).get("players", [])]): precollect_hint(location) multidata = { "slot_data": slot_data, "slot_info": slot_info, "names": names, # TODO: remove around 0.2.5 in favor of slot_info "games": games, # TODO: remove around 0.2.5 in favor of slot_info "connect_names": {name: (0, player) for player, name in world.player_name.items()}, "remote_items": {player for player in world.player_ids if world.worlds[player].remote_items}, "remote_start_inventory": {player for player in world.player_ids if world.worlds[player].remote_start_inventory}, "locations": locations_data, "checks_in_area": checks_in_area, "server_options": baked_server_options, "er_hint_data": er_hint_data, "precollected_items": precollected_items, "precollected_hints": precollected_hints, "version": tuple(version_tuple), "tags": ["AP"], "minimum_versions": minimum_versions, "seed_name": world.seed_name } AutoWorld.call_all(world, "modify_multidata", multidata) multidata = zlib.compress(pickle.dumps(multidata), 9) with open(os.path.join(temp_dir, f'{outfilebase}.archipelago'), 'wb') as f: f.write(bytes([3])) # version of format f.write(multidata) multidata_task = pool.submit(write_multidata) if not check_accessibility_task.result(): if not world.can_beat_game(): raise Exception("Game appears as unbeatable. Aborting.") else: logger.warning("Location Accessibility requirements not fulfilled.") # retrieve exceptions via .result() if they occurred. multidata_task.result() for i, future in enumerate(concurrent.futures.as_completed(output_file_futures), start=1): if i % 10 == 0 or i == len(output_file_futures): logger.info(f'Generating output files ({i}/{len(output_file_futures)}).') future.result() if args.spoiler > 1: logger.info('Calculating playthrough.') create_playthrough(world) if args.spoiler: world.spoiler.to_file(os.path.join(temp_dir, '%s_Spoiler.txt' % outfilebase)) zipfilename = output_path(f"AP_{world.seed_name}.zip") logger.info(f'Creating final archive at {zipfilename}.') with zipfile.ZipFile(zipfilename, mode="w", compression=zipfile.ZIP_DEFLATED, compresslevel=9) as zf: for file in os.scandir(temp_dir): zf.write(file.path, arcname=file.name) logger.info('Done. Enjoy. Total Time: %s', time.perf_counter() - start) return world
def generate_itempool(world, player: int): if world.difficulty[player] not in difficulties: raise NotImplementedError(f"Diffulty {world.difficulty[player]}") if world.goal[player] not in { 'ganon', 'pedestal', 'dungeons', 'triforcehunt', 'localtriforcehunt', 'icerodhunt', 'ganontriforcehunt', 'localganontriforcehunt', 'crystals', 'ganonpedestal' }: raise NotImplementedError(f"Goal {world.goal[player]}") if world.mode[player] not in {'open', 'standard', 'inverted'}: raise NotImplementedError(f"Mode {world.mode[player]}") if world.timer[player] not in { False, 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown' }: raise NotImplementedError(f"Timer {world.mode[player]}") if world.timer[player] in ['ohko', 'timed-ohko']: world.can_take_damage[player] = False if world.goal[player] in [ 'pedestal', 'triforcehunt', 'localtriforcehunt', 'icerodhunt' ]: world.push_item(world.get_location('Ganon', player), ItemFactory('Nothing', player), False) else: world.push_item(world.get_location('Ganon', player), ItemFactory('Triforce', player), False) if world.goal[player] in ['triforcehunt', 'localtriforcehunt']: region = world.get_region('Light World', player) loc = Location(player, "Murahdahla", parent=region) loc.access_rule = lambda state: state.has_triforce_pieces( state.world.treasure_hunt_count[player], player) region.locations.append(loc) world.dynamic_locations.append(loc) world.clear_location_cache() world.push_item(loc, ItemFactory('Triforce', player), False) loc.event = True loc.locked = True if world.goal[player] == 'icerodhunt': world.progression_balancing[player] = False loc = world.get_location('Turtle Rock - Boss', player) world.push_item(loc, ItemFactory('Triforce', player), False) if world.boss_shuffle[player] != 'none': if 'turtle rock-' not in world.boss_shuffle[player]: world.boss_shuffle[ player] = f'Turtle Rock-Trinexx;{world.boss_shuffle[player]}' else: logging.warning( f'Cannot guarantee that Trinexx is the boss of Turtle Rock for player {player}' ) loc.event = True loc.locked = True forbid_items_for_player( loc, { 'Red Pendant', 'Green Pendant', 'Blue Pendant', 'Crystal 5', 'Crystal 6' }, player) itemdiff = difficulties[world.difficulty[player]] itempool = [] itempool.extend(itemdiff.alwaysitems) itempool.remove('Ice Rod') itempool.extend(['Single Arrow', 'Sanctuary Heart Container']) itempool.extend(['Boss Heart Container'] * itemdiff.boss_heart_container_limit) itempool.extend(['Piece of Heart'] * itemdiff.heart_piece_limit) itempool.extend(itemdiff.bottles) itempool.extend(itemdiff.basicbow) itempool.extend(itemdiff.basicarmor) if world.swords[player] != 'swordless': itempool.extend(itemdiff.basicsword) itempool.extend(itemdiff.basicmagic) itempool.extend(itemdiff.basicglove) itempool.extend(itemdiff.basicshield) itempool.extend(itemdiff.legacyinsanity) itempool.extend(['Rupees (300)'] * 34) itempool.extend(['Bombs (10)'] * 5) itempool.extend(['Arrows (10)'] * 7) if world.keyshuffle[player] == 'universal': itempool.extend(itemdiff.universal_keys) itempool.append('Small Key (Universal)') for item in itempool: world.push_precollected(ItemFactory(item, player)) world.get_location('Ganon', player).event = True world.get_location('Ganon', player).locked = True event_pairs = [('Agahnim 1', 'Beat Agahnim 1'), ('Agahnim 2', 'Beat Agahnim 2'), ('Dark Blacksmith Ruins', 'Pick Up Purple Chest'), ('Frog', 'Get Frog'), ('Missing Smith', 'Return Smith'), ('Floodgate', 'Open Floodgate'), ('Agahnim 1', 'Beat Agahnim 1'), ('Flute Activation Spot', 'Activated Flute')] for location_name, event_name in event_pairs: location = world.get_location(location_name, player) event = ItemFactory(event_name, player) world.push_item(location, event, False) location.event = location.locked = True # set up item pool additional_triforce_pieces = 0 if world.custom: (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon) = make_custom_item_pool(world, player) world.rupoor_cost = min(world.customitemarray[67], 9999) else: pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, \ treasure_hunt_icon, additional_triforce_pieces = get_pool_core(world, player) for item in precollected_items: world.push_precollected(ItemFactory(item, player)) if world.mode[player] == 'standard' and not world.state.has_melee_weapon( player): if "Link's Uncle" not in placed_items: found_sword = False found_bow = False possible_weapons = [] for item in pool: if item in [ 'Progressive Sword', 'Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword' ]: if not found_sword and world.swords[player] != 'swordless': found_sword = True possible_weapons.append(item) if item in ['Progressive Bow', 'Bow'] and not found_bow: found_bow = True possible_weapons.append(item) if item in [ 'Hammer', 'Bombs (10)', 'Fire Rod', 'Cane of Somaria', 'Cane of Byrna' ]: if item not in possible_weapons: possible_weapons.append(item) starting_weapon = world.random.choice(possible_weapons) placed_items["Link's Uncle"] = starting_weapon pool.remove(starting_weapon) if placed_items["Link's Uncle"] in [ 'Bow', 'Progressive Bow', 'Bombs (10)', 'Cane of Somaria', 'Cane of Byrna' ] and world.enemy_health[player] not in ['default', 'easy']: world.escape_assist[player].append('bombs') for (location, item) in placed_items.items(): world.push_item(world.get_location(location, player), ItemFactory(item, player), False) world.get_location(location, player).event = True world.get_location(location, player).locked = True items = ItemFactory(pool, player) if clock_mode is not None: world.clock_mode[player] = clock_mode if treasure_hunt_count is not None: world.treasure_hunt_count[player] = treasure_hunt_count % 999 if treasure_hunt_icon is not None: world.treasure_hunt_icon[player] = treasure_hunt_icon dungeon_items = [ item for item in get_dungeon_item_pool(world) if item.player == player and ( (item.smallkey and world.keyshuffle[player]) or (item.bigkey and world.bigkeyshuffle[player]) or (item.map and world.mapshuffle[player]) or (item.compass and world.compassshuffle[player]) or world.goal[player] == 'icerodhunt') ] if world.goal[player] == 'icerodhunt': for item in dungeon_items: world.itempool.append( ItemFactory(GetBeemizerItem(world, player, 'Nothing'), player)) world.push_precollected(item) else: world.itempool.extend([item for item in dungeon_items]) # logic has some branches where having 4 hearts is one possible requirement (of several alternatives) # rather than making all hearts/heart pieces progression items (which slows down generation considerably) # We mark one random heart container as an advancement item (or 4 heart pieces in expert mode) if world.goal[player] != 'icerodhunt' and world.difficulty[player] in [ 'easy', 'normal', 'hard' ] and not (world.custom and world.customitemarray[30] == 0): next(item for item in items if item.name == 'Boss Heart Container').advancement = True elif world.goal[player] != 'icerodhunt' and world.difficulty[player] in [ 'expert' ] and not (world.custom and world.customitemarray[29] < 4): adv_heart_pieces = (item for item in items if item.name == 'Piece of Heart') for i in range(4): next(adv_heart_pieces).advancement = True progressionitems = [] nonprogressionitems = [] for item in items: if item.advancement or item.type: progressionitems.append(item) else: nonprogressionitems.append( GetBeemizerItem(world, item.player, item)) world.random.shuffle(nonprogressionitems) if additional_triforce_pieces: if additional_triforce_pieces > len(nonprogressionitems): raise FillError( f"Not enough non-progression items to replace with Triforce pieces found for player " f"{world.get_player_names(player)}.") progressionitems += [ItemFactory("Triforce Piece", player) ] * additional_triforce_pieces nonprogressionitems.sort(key=lambda item: int("Heart" in item.name) ) # try to keep hearts in the pool nonprogressionitems = nonprogressionitems[additional_triforce_pieces:] world.random.shuffle(nonprogressionitems) # shuffle medallions if world.required_medallions[player][0] == "random": mm_medallion = world.random.choice(['Ether', 'Quake', 'Bombos']) else: mm_medallion = world.required_medallions[player][0] if world.required_medallions[player][1] == "random": tr_medallion = world.random.choice(['Ether', 'Quake', 'Bombos']) else: tr_medallion = world.required_medallions[player][1] world.required_medallions[player] = (mm_medallion, tr_medallion) place_bosses(world, player) set_up_shops(world, player) if world.shop_shuffle[player]: shuffle_shops(world, nonprogressionitems, player) create_dynamic_shop_locations(world, player) world.itempool += progressionitems + nonprogressionitems if world.retro[player]: set_up_take_anys(world, player) # depends on world.itempool to be set
def generate_itempool(world, player: int): if world.difficulty[player] not in difficulties: raise NotImplementedError(f"Diffulty {world.difficulty[player]}") if world.goal[player] not in {'ganon', 'pedestal', 'dungeons', 'triforcehunt', 'localtriforcehunt', 'ganontriforcehunt', 'localganontriforcehunt', 'crystals'}: raise NotImplementedError(f"Goal {world.goal[player]}") if world.mode[player] not in {'open', 'standard', 'inverted'}: raise NotImplementedError(f"Mode {world.mode[player]}") if world.timer[player] not in {False, 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'}: raise NotImplementedError(f"Timer {world.mode[player]}") if world.timer[player] in ['ohko', 'timed-ohko']: world.can_take_damage[player] = False if world.goal[player] in ['pedestal', 'triforcehunt', 'localtriforcehunt']: world.push_item(world.get_location('Ganon', player), ItemFactory('Nothing', player), False) else: world.push_item(world.get_location('Ganon', player), ItemFactory('Triforce', player), False) if world.goal[player] in ['triforcehunt', 'localtriforcehunt']: region = world.get_region('Light World', player) loc = Location(player, "Murahdahla", parent=region) loc.access_rule = lambda state: state.has_triforce_pieces(state.world.treasure_hunt_count[player], player) region.locations.append(loc) world.dynamic_locations.append(loc) world.clear_location_cache() world.push_item(loc, ItemFactory('Triforce', player), False) loc.event = True loc.locked = True world.get_location('Ganon', player).event = True world.get_location('Ganon', player).locked = True world.push_item(world.get_location('Agahnim 1', player), ItemFactory('Beat Agahnim 1', player), False) world.get_location('Agahnim 1', player).event = True world.get_location('Agahnim 1', player).locked = True world.push_item(world.get_location('Agahnim 2', player), ItemFactory('Beat Agahnim 2', player), False) world.get_location('Agahnim 2', player).event = True world.get_location('Agahnim 2', player).locked = True world.push_item(world.get_location('Dark Blacksmith Ruins', player), ItemFactory('Pick Up Purple Chest', player), False) world.get_location('Dark Blacksmith Ruins', player).event = True world.get_location('Dark Blacksmith Ruins', player).locked = True world.push_item(world.get_location('Frog', player), ItemFactory('Get Frog', player), False) world.get_location('Frog', player).event = True world.get_location('Frog', player).locked = True world.push_item(world.get_location('Missing Smith', player), ItemFactory('Return Smith', player), False) world.get_location('Missing Smith', player).event = True world.get_location('Missing Smith', player).locked = True world.push_item(world.get_location('Floodgate', player), ItemFactory('Open Floodgate', player), False) world.get_location('Floodgate', player).event = True world.get_location('Floodgate', player).locked = True # set up item pool if world.custom: (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon) = make_custom_item_pool(world, player) world.rupoor_cost = min(world.customitemarray[69], 9999) else: (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon) = get_pool_core( world, player) for item in precollected_items: world.push_precollected(ItemFactory(item, player)) if world.mode[player] == 'standard' and not world.state.has_melee_weapon(player): if "Link's Uncle" not in placed_items: found_sword = False found_bow = False possible_weapons = [] for item in pool: if item in ['Progressive Sword', 'Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword']: if not found_sword and world.swords[player] != 'swordless': found_sword = True possible_weapons.append(item) if item in ['Progressive Bow', 'Bow'] and not found_bow: found_bow = True possible_weapons.append(item) if item in ['Hammer', 'Bombs (10)', 'Fire Rod', 'Cane of Somaria', 'Cane of Byrna']: if item not in possible_weapons: possible_weapons.append(item) starting_weapon = world.random.choice(possible_weapons) placed_items["Link's Uncle"] = starting_weapon pool.remove(starting_weapon) if placed_items["Link's Uncle"] in ['Bow', 'Progressive Bow', 'Bombs (10)', 'Cane of Somaria', 'Cane of Byrna'] and world.enemy_health[player] not in ['default', 'easy']: world.escape_assist[player].append('bombs') for (location, item) in placed_items.items(): world.push_item(world.get_location(location, player), ItemFactory(item, player), False) world.get_location(location, player).event = True world.get_location(location, player).locked = True items = ItemFactory(pool, player) if clock_mode is not None: world.clock_mode[player] = clock_mode if treasure_hunt_count is not None: world.treasure_hunt_count[player] = treasure_hunt_count if treasure_hunt_icon is not None: world.treasure_hunt_icon[player] = treasure_hunt_icon world.itempool.extend([item for item in get_dungeon_item_pool(world) if item.player == player and ((item.smallkey and world.keyshuffle[player]) or (item.bigkey and world.bigkeyshuffle[player]) or (item.map and world.mapshuffle[player]) or (item.compass and world.compassshuffle[player]))]) # logic has some branches where having 4 hearts is one possible requirement (of several alternatives) # rather than making all hearts/heart pieces progression items (which slows down generation considerably) # We mark one random heart container as an advancement item (or 4 heart pieces in expert mode) if world.difficulty[player] in ['normal', 'hard'] and not (world.custom and world.customitemarray[30] == 0): [item for item in items if item.name == 'Boss Heart Container'][0].advancement = True elif world.difficulty[player] in ['expert'] and not (world.custom and world.customitemarray[29] < 4): adv_heart_pieces = [item for item in items if item.name == 'Piece of Heart'][0:4] for hp in adv_heart_pieces: hp.advancement = True beeweights = {0: {None: 100}, 1: {None: 75, 'trap': 25}, 2: {None: 40, 'trap': 40, 'bee': 20}, 3: {'trap': 50, 'bee': 50}, 4: {'trap': 100}} def beemizer(item): if world.beemizer[item.player] and not item.advancement and not item.priority and not item.type: choice = world.random.choices(list(beeweights[world.beemizer[item.player]].keys()), weights=list(beeweights[world.beemizer[item.player]].values()))[0] return item if not choice else ItemFactory("Bee Trap", player) if choice == 'trap' else ItemFactory("Bee", player) return item progressionitems = [item for item in items if item.advancement or item.priority or item.type] nonprogressionitems = [beemizer(item) for item in items if not item.advancement and not item.priority and not item.type] world.random.shuffle(nonprogressionitems) triforce_pieces = world.triforce_pieces_available[player] if 'triforcehunt' in world.goal[player] and triforce_pieces > 30: progressionitems += [ItemFactory("Triforce Piece", player)] * (triforce_pieces - 30) nonprogressionitems = nonprogressionitems[(triforce_pieces - 30):] world.itempool += progressionitems + nonprogressionitems # shuffle medallions mm_medallion = ['Ether', 'Quake', 'Bombos'][world.random.randint(0, 2)] tr_medallion = ['Ether', 'Quake', 'Bombos'][world.random.randint(0, 2)] world.required_medallions[player] = (mm_medallion, tr_medallion) place_bosses(world, player) set_up_shops(world, player) if world.retro[player]: set_up_take_anys(world, player) create_dynamic_shop_locations(world, player)
def generate_itempool(world, player): if (world.difficulty not in ['normal', 'hard', 'expert'] or world.goal not in [ 'ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals' ] or world.mode not in ['open', 'standard', 'inverted'] or world.timer not in [ 'none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown' ] or world.progressive not in ['on', 'off', 'random']): raise NotImplementedError('Not supported yet') if world.timer in ['ohko', 'timed-ohko']: world.can_take_damage = False if world.goal in ['pedestal', 'triforcehunt']: world.push_item(world.get_location('Ganon', player), ItemFactory('Nothing', player), False) else: world.push_item(world.get_location('Ganon', player), ItemFactory('Triforce', player), False) if world.goal in ['triforcehunt']: if world.mode == 'inverted': region = world.get_region('Light World', player) else: region = world.get_region('Hyrule Castle Courtyard', player) loc = Location(player, "Murahdahla", parent=region) loc.access_rule = lambda state: state.item_count( 'Triforce Piece', player) + state.item_count( 'Power Star', player) > state.world.treasure_hunt_count region.locations.append(loc) world.dynamic_locations.append(loc) world.clear_location_cache() world.push_item(loc, ItemFactory('Triforce', player), False) loc.event = True loc.locked = True world.get_location('Ganon', player).event = True world.get_location('Ganon', player).locked = True world.push_item(world.get_location('Agahnim 1', player), ItemFactory('Beat Agahnim 1', player), False) world.get_location('Agahnim 1', player).event = True world.get_location('Agahnim 1', player).locked = True world.push_item(world.get_location('Agahnim 2', player), ItemFactory('Beat Agahnim 2', player), False) world.get_location('Agahnim 2', player).event = True world.get_location('Agahnim 2', player).locked = True world.push_item(world.get_location('Dark Blacksmith Ruins', player), ItemFactory('Pick Up Purple Chest', player), False) world.get_location('Dark Blacksmith Ruins', player).event = True world.get_location('Dark Blacksmith Ruins', player).locked = True world.push_item(world.get_location('Frog', player), ItemFactory('Get Frog', player), False) world.get_location('Frog', player).event = True world.get_location('Frog', player).locked = True world.push_item(world.get_location('Missing Smith', player), ItemFactory('Return Smith', player), False) world.get_location('Missing Smith', player).event = True world.get_location('Missing Smith', player).locked = True world.push_item(world.get_location('Floodgate', player), ItemFactory('Open Floodgate', player), False) world.get_location('Floodgate', player).event = True world.get_location('Floodgate', player).locked = True # set up item pool if world.custom: (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool( world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.swords, world.retro, world.customitemarray) world.rupoor_cost = min(world.customitemarray[67], 9999) else: (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = get_pool_core( world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.swords, world.retro) world.itempool += ItemFactory(pool, player) for item in precollected_items: world.push_precollected(ItemFactory(item, player)) for (location, item) in placed_items: world.push_item(world.get_location(location, player), ItemFactory(item, player), False) world.get_location(location, player).event = True world.get_location(location, player).locked = True world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms if clock_mode is not None: world.clock_mode = clock_mode if treasure_hunt_count is not None: world.treasure_hunt_count = treasure_hunt_count if treasure_hunt_icon is not None: world.treasure_hunt_icon = treasure_hunt_icon if world.keysanity: world.itempool.extend([ item for item in get_dungeon_item_pool(world) if item.player == player ]) # logic has some branches where having 4 hearts is one possible requirement (of several alternatives) # rather than making all hearts/heart pieces progression items (which slows down generation considerably) # We mark one random heart container as an advancement item (or 4 heart pieces in expert mode) if world.difficulty in [ 'normal', 'hard' ] and not (world.custom and world.customitemarray[30] == 0): [ item for item in world.itempool if item.name == 'Boss Heart Container' and item.player == player ][0].advancement = True elif world.difficulty in [ 'expert' ] and not (world.custom and world.customitemarray[29] < 4): adv_heart_pieces = [ item for item in world.itempool if item.name == 'Piece of Heart' and item.player == player ][0:4] for hp in adv_heart_pieces: hp.advancement = True # shuffle medallions mm_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)] tr_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)] world.required_medallions[player] = (mm_medallion, tr_medallion) place_bosses(world, player) set_up_shops(world, player) if world.retro: set_up_take_anys(world, player) create_dynamic_shop_locations(world, player)