コード例 #1
0
def build_world_graphs(settings, window=dummy_window()):
    logger = logging.getLogger('')
    worlds = []
    for i in range(0, settings.world_count):
        worlds.append(World(i, settings))

    window.update_status('Creating the Worlds')
    for id, world in enumerate(worlds):
        logger.info('Generating World %d.' % (id + 1))

        window.update_progress(0 + 1 * (id + 1) / settings.world_count)
        logger.info('Creating Overworld')

        if settings.logic_rules == 'glitched':
            overworld_data = os.path.join(data_path('Glitched World'),
                                          'Overworld.json')
        else:
            overworld_data = os.path.join(data_path('World'), 'Overworld.json')

        # Compile the json rules based on settings
        world.load_regions_from_json(overworld_data)
        create_dungeons(world)
        world.create_internal_locations()

        if settings.shopsanity != 'off':
            world.random_shop_prices()
        world.set_scrub_prices()

        window.update_progress(0 + 4 * (id + 1) / settings.world_count)
        logger.info('Calculating Access Rules.')
        set_rules(world)

        window.update_progress(0 + 5 * (id + 1) / settings.world_count)
        logger.info('Generating Item Pool.')
        generate_itempool(world)
        set_shop_rules(world)
        set_drop_location_names(world)
        world.fill_bosses()

    if settings.triforce_hunt:
        settings.distribution.configure_triforce_hunt(worlds)

    logger.info('Setting Entrances.')
    set_entrances(worlds)
    return worlds
コード例 #2
0
def main(settings, window=dummy_window()):

    start = time.process_time()

    logger = logging.getLogger('')

    worlds = []

    allowed_tricks = {}
    for trick in logic_tricks.values():
        settings.__dict__[
            trick['name']] = trick['name'] in settings.allowed_tricks

    settings.load_distribution()

    # we load the rom before creating the seed so that error get caught early
    if settings.compress_rom == 'None' and not settings.create_spoiler:
        raise Exception(
            '`No Output` must have spoiler enabled to produce anything.')

    if settings.compress_rom != 'None':
        window.update_status('Loading ROM')
        rom = Rom(settings.rom)

    if not settings.world_count:
        settings.world_count = 1
    if settings.world_count < 1 or settings.world_count > 255:
        raise Exception('World Count must be between 1 and 255')
    if settings.player_num > settings.world_count or settings.player_num < 1:
        if settings.compress_rom not in ['None', 'Patch']:
            raise Exception('Player Num must be between 1 and %d' %
                            settings.world_count)
        else:
            settings.player_num = 1

    logger.info('OoT Randomizer Version %s  -  Seed: %s\n\n', __version__,
                settings.seed)
    settings.remove_disabled()
    random.seed(settings.numeric_seed)
    settings.resolve_random_settings()

    for i in range(0, settings.world_count):
        worlds.append(World(settings))

    window.update_status('Creating the Worlds')
    for id, world in enumerate(worlds):
        world.id = id
        world.distribution = settings.distribution.world_dists[id]
        logger.info('Generating World %d.' % id)

        window.update_progress(0 + 1 * (id + 1) / settings.world_count)
        logger.info('Creating Overworld')

        # Determine MQ Dungeons
        dungeon_pool = list(world.dungeon_mq)
        dist_num_mq = world.distribution.configure_dungeons(
            world, dungeon_pool)

        if world.mq_dungeons_random:
            for dungeon in dungeon_pool:
                world.dungeon_mq[dungeon] = random.choice([True, False])
            world.mq_dungeons = list(world.dungeon_mq.values()).count(True)
        else:
            mqd_picks = random.sample(dungeon_pool,
                                      world.mq_dungeons - dist_num_mq)
            for dung in mqd_picks:
                world.dungeon_mq[dung] = True

        if settings.logic_rules == 'glitched':
            overworld_data = os.path.join(data_path('Glitched World'),
                                          'Overworld.json')
        else:
            overworld_data = os.path.join(data_path('World'), 'Overworld.json')
        world.load_regions_from_json(overworld_data)

        create_dungeons(world)

        if settings.shopsanity != 'off':
            world.random_shop_prices()
        world.set_scrub_prices()

        window.update_progress(0 + 4 * (id + 1) / settings.world_count)
        logger.info('Calculating Access Rules.')
        set_rules(world)

        window.update_progress(0 + 5 * (id + 1) / settings.world_count)
        logger.info('Generating Item Pool.')
        generate_itempool(world)
        set_shop_rules(world)
        set_drop_location_names(world)

    logger.info('Setting Entrances.')
    set_entrances(worlds)

    window.update_status('Placing the Items')
    logger.info('Fill the world.')
    distribute_items_restrictive(window, worlds)
    window.update_progress(35)

    spoiler = Spoiler(worlds)
    cosmetics_log = None
    if settings.create_spoiler:
        window.update_status('Calculating Spoiler Data')
        logger.info('Calculating playthrough.')
        create_playthrough(spoiler)
        window.update_progress(50)
    if settings.create_spoiler or settings.hints != 'none':
        window.update_status('Calculating Hint Data')
        State.update_required_items(spoiler)
        for world in worlds:
            world.update_useless_areas(spoiler)
            buildGossipHints(spoiler, world)
        window.update_progress(55)
    spoiler.build_file_hash()

    logger.info('Patching ROM.')

    settings_string_hash = hashlib.sha1(
        settings.settings_string.encode('utf-8')).hexdigest().upper()[:5]
    if settings.output_file:
        outfilebase = settings.output_file
    elif settings.world_count > 1:
        outfilebase = 'OoT_%s_%s_W%d' % (settings_string_hash, settings.seed,
                                         settings.world_count)
    else:
        outfilebase = 'OoT_%s_%s' % (settings_string_hash, settings.seed)

    output_dir = default_output_path(settings.output_dir)

    if settings.compress_rom == 'Patch':
        rng_state = random.getstate()
        file_list = []
        window.update_progress(65)
        for world in worlds:
            if settings.world_count > 1:
                window.update_status('Patching ROM: Player %d' %
                                     (world.id + 1))
                patchfilename = '%sP%d.zpf' % (outfilebase, world.id + 1)
            else:
                window.update_status('Patching ROM')
                patchfilename = '%s.zpf' % outfilebase

            random.setstate(rng_state)
            patch_rom(spoiler, world, rom, outfilebase)
            cosmetics_log = patch_cosmetics(settings, rom)
            window.update_progress(65 + 20 *
                                   (world.id + 1) / settings.world_count)

            window.update_status('Creating Patch File')
            output_path = os.path.join(output_dir, patchfilename)
            file_list.append(patchfilename)
            create_patch_file(rom, output_path)
            rom.restore()
            window.update_progress(65 + 30 *
                                   (world.id + 1) / settings.world_count)

            if settings.create_cosmetics_log and cosmetics_log:
                window.update_status('Creating Cosmetics Log')
                if settings.world_count > 1:
                    cosmetics_log_filename = "%sP%d_Cosmetics.txt" % (
                        outfilebase, world.id + 1)
                else:
                    cosmetics_log_filename = '%s_Cosmetics.txt' % outfilebase
                cosmetics_log.to_file(
                    os.path.join(output_dir, cosmetics_log_filename))
                file_list.append(cosmetics_log_filename)
            cosmetics_log = None

        if settings.world_count > 1:
            window.update_status('Creating Patch Archive')
            output_path = os.path.join(output_dir, '%s.zpfz' % outfilebase)
            with zipfile.ZipFile(output_path, mode="w") as patch_archive:
                for file in file_list:
                    file_path = os.path.join(output_dir, file)
                    patch_archive.write(file_path,
                                        file.replace(outfilebase, ''),
                                        compress_type=zipfile.ZIP_DEFLATED)
            for file in file_list:
                os.remove(os.path.join(output_dir, file))
        logger.info("Created patchfile at: %s" % output_path)
        window.update_progress(95)

    elif settings.compress_rom != 'None':
        window.update_status('Patching ROM')
        patch_rom(spoiler, worlds[settings.player_num - 1], rom, outfilebase)
        cosmetics_log = patch_cosmetics(settings, rom)
        window.update_progress(65)

        window.update_status('Saving Uncompressed ROM')
        if settings.world_count > 1:
            filename = "%sP%d.z64" % (outfilebase, settings.player_num)
        else:
            filename = '%s.z64' % outfilebase
        output_path = os.path.join(output_dir, filename)
        rom.write_to_file(output_path)
        if settings.compress_rom == 'True':
            window.update_status('Compressing ROM')
            logger.info('Compressing ROM.')

            if is_bundled():
                compressor_path = "."
            else:
                compressor_path = "Compress"

            if platform.system() == 'Windows':
                if 8 * struct.calcsize("P") == 64:
                    compressor_path += "\\Compress.exe"
                else:
                    compressor_path += "\\Compress32.exe"
            elif platform.system() == 'Linux':
                if platform.uname()[4] == 'aarch64' or platform.uname(
                )[4] == 'arm64':
                    compressor_path += "/Compress_ARM64"
                else:
                    compressor_path += "/Compress"
            elif platform.system() == 'Darwin':
                compressor_path += "/Compress.out"
            else:
                compressor_path = ""
                logger.info('OS not supported for compression')

            output_compress_path = output_path[:output_path.
                                               rfind('.')] + '-comp.z64'
            if compressor_path != "":
                run_process(
                    window, logger,
                    [compressor_path, output_path, output_compress_path])
            os.remove(output_path)
            logger.info("Created compessed rom at: %s" % output_compress_path)
        else:
            logger.info("Created uncompessed rom at: %s" % output_path)
        window.update_progress(95)

    for world in worlds:
        for info in setting_infos:
            world.settings.__dict__[info.name] = world.__dict__[info.name]

    settings.distribution.update_spoiler(spoiler)
    if settings.create_spoiler:
        window.update_status('Creating Spoiler Log')
        spoiler_path = os.path.join(output_dir,
                                    '%s_Spoiler.json' % outfilebase)
        settings.distribution.to_file(spoiler_path)
        logger.info("Created spoiler log at: %s" %
                    ('%s_Spoiler.json' % outfilebase))
    else:
        window.update_status('Creating Settings Log')
        settings_path = os.path.join(output_dir,
                                     '%s_Settings.json' % outfilebase)
        settings.distribution.to_file(settings_path)
        logger.info("Created settings log at: %s" %
                    ('%s_Settings.json' % outfilebase))

    if settings.create_cosmetics_log and cosmetics_log:
        window.update_status('Creating Cosmetics Log')
        if settings.world_count > 1 and not settings.output_file:
            filename = "%sP%d_Cosmetics.txt" % (outfilebase,
                                                settings.player_num)
        else:
            filename = '%s_Cosmetics.txt' % outfilebase
        cosmetic_path = os.path.join(output_dir, filename)
        cosmetics_log.to_file(cosmetic_path)
        logger.info("Created cosmetic log at: %s" % cosmetic_path)

    window.update_progress(100)
    if cosmetics_log and cosmetics_log.error:
        window.update_status(
            'Success: Rom patched successfully. Some cosmetics could not be applied.'
        )
    else:
        window.update_status('Success: Rom patched successfully')
    logger.info('Done. Enjoy.')
    logger.debug('Total Time: %s', time.process_time() - start)

    return worlds[settings.player_num - 1]
コード例 #3
0
def generate(settings, window):
    logger = logging.getLogger('')
    worlds = []
    for i in range(0, settings.world_count):
        worlds.append(World(i, settings))

    window.update_status('Creating the Worlds')
    for id, world in enumerate(worlds):
        logger.info('Generating World %d.' % (id + 1))

        window.update_progress(0 + 1 * (id + 1) / settings.world_count)
        logger.info('Creating Overworld')

        if settings.logic_rules == 'glitched':
            overworld_data = os.path.join(data_path('Glitched World'),
                                          'Overworld.json')
        else:
            overworld_data = os.path.join(data_path('World'), 'Overworld.json')

        # Compile the json rules based on settings
        world.load_regions_from_json(overworld_data)
        create_dungeons(world)
        world.create_internal_locations()

        if settings.shopsanity != 'off':
            world.random_shop_prices()
        world.set_scrub_prices()

        window.update_progress(0 + 4 * (id + 1) / settings.world_count)
        logger.info('Calculating Access Rules.')
        set_rules(world)

        window.update_progress(0 + 5 * (id + 1) / settings.world_count)
        logger.info('Generating Item Pool.')
        generate_itempool(world)
        set_shop_rules(world)
        set_drop_location_names(world)
        world.fill_bosses()

    if settings.triforce_hunt:
        settings.distribution.configure_triforce_hunt(worlds)

    logger.info('Setting Entrances.')
    set_entrances(worlds)

    window.update_status('Placing the Items')
    logger.info('Fill the world.')
    distribute_items_restrictive(window, worlds)
    window.update_progress(35)

    spoiler = Spoiler(worlds)
    if settings.create_spoiler:
        window.update_status('Calculating Spoiler Data')
        logger.info('Calculating playthrough.')
        create_playthrough(spoiler)
        window.update_progress(50)
    if settings.create_spoiler or settings.hints != 'none':
        window.update_status('Calculating Hint Data')
        logger.info('Calculating hint data.')
        State.update_required_items(spoiler)
        buildGossipHints(spoiler, worlds)
        window.update_progress(55)
    spoiler.build_file_hash()
    return spoiler