Beispiel #1
0
    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]
Beispiel #2
0
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