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Plandomizer.py
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Plandomizer.py
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import itertools
import json
import logging
import re
import random
from functools import reduce
from collections import defaultdict
from Fill import FillError
from EntranceShuffle import EntranceShuffleError, change_connections, confirm_replacement, validate_world, check_entrances_compatibility
from Hints import gossipLocations, GossipText
from Item import ItemFactory, ItemIterator, IsItem
from ItemList import item_table
from ItemPool import item_groups, get_junk_item
from Location import LocationIterator, LocationFactory, IsLocation
from LocationList import location_groups
from Search import Search
from Spoiler import HASH_ICONS
from version import __version__
from Utils import random_choices
from JSONDump import dump_obj, CollapseList, CollapseDict, AlignedDict, SortedDict
import StartingItems
class InvalidFileException(Exception):
pass
per_world_keys = (
'randomized_settings',
'starting_items',
'item_pool',
'dungeons',
'trials',
'entrances',
'locations',
':woth_locations',
':barren_regions',
'gossip_stones',
)
def SimpleRecord(props):
class Record(object):
def __init__(self, src_dict=None):
self.update(src_dict, update_all=True)
def update(self, src_dict, update_all=False):
if src_dict is None:
src_dict = {}
if isinstance(src_dict, list):
src_dict = {"item": src_dict}
for k, p in props.items():
if update_all or k in src_dict:
setattr(self, k, src_dict.get(k, p))
def to_json(self):
return {k: getattr(self, k) for (k, d) in props.items() if getattr(self, k) != d}
def __str__(self):
return dump_obj(self.to_json())
return Record
class DungeonRecord(SimpleRecord({'mq': None})):
def __init__(self, src_dict='random'):
if src_dict == 'random':
src_dict = {'mq': None}
if src_dict == 'mq':
src_dict = {'mq': True}
if src_dict == 'vanilla':
src_dict = {'mq': False}
super().__init__(src_dict)
def to_json(self):
if self.mq is None:
return 'random'
return 'mq' if self.mq else 'vanilla'
class GossipRecord(SimpleRecord({'text': None, 'colors': None})):
def to_json(self):
if self.colors is not None:
self.colors = CollapseList(self.colors)
return CollapseDict(super().to_json())
class ItemPoolRecord(SimpleRecord({'type': 'set', 'count': 1})):
def __init__(self, src_dict=1):
if isinstance(src_dict, int):
src_dict = {'count':src_dict}
super().__init__(src_dict)
def to_json(self):
if self.type == 'set':
return self.count
else:
return CollapseDict(super().to_json())
def update(self, src_dict, update_all=False):
super().update(src_dict, update_all)
if self.count < 0:
raise ValueError("Count cannot be negative in a ItemPoolRecord.")
if self.type not in ['add', 'remove', 'set']:
raise ValueError("Type must be 'add', 'remove', or 'set' in a ItemPoolRecord.")
class LocationRecord(SimpleRecord({'item': None, 'player': None, 'price': None, 'model': None})):
def __init__(self, src_dict):
if isinstance(src_dict, str):
src_dict = {'item':src_dict}
super().__init__(src_dict)
def to_json(self):
self_dict = super().to_json()
if list(self_dict.keys()) == ['item']:
return str(self.item)
else:
return CollapseDict(self_dict)
@staticmethod
def from_item(item):
if item.world.settings.world_count > 1:
player = item.world.id + 1
else:
player = None if item.location is not None and item.world is item.location.world else (item.world.id + 1)
return LocationRecord({
'item': item.name,
'player': player,
'model': item.looks_like_item.name if item.looks_like_item is not None and item.location.has_preview() and can_cloak(item, item.looks_like_item) else None,
'price': item.location.price,
})
class EntranceRecord(SimpleRecord({'region': None, 'origin': None})):
def __init__(self, src_dict):
if isinstance(src_dict, str):
src_dict = {'region':src_dict}
if 'from' in src_dict:
src_dict['origin'] = src_dict['from']
del src_dict['from']
super().__init__(src_dict)
def to_json(self):
self_dict = super().to_json()
if list(self_dict.keys()) == ['region']:
return str(self.region)
else:
self_dict['from'] = self_dict['origin']
del self_dict['origin']
return CollapseDict(self_dict)
@staticmethod
def from_entrance(entrance):
if entrance.replaces.primary and entrance.replaces.type in ('Interior', 'SpecialInterior', 'Grotto', 'Grave'):
origin_name = None
else:
origin_name = entrance.replaces.parent_region.name
return EntranceRecord({
'region': entrance.connected_region.name,
'origin': origin_name,
})
class StarterRecord(SimpleRecord({'count': 1})):
def __init__(self, src_dict=1):
if isinstance(src_dict, int):
src_dict = {'count': src_dict}
super().__init__(src_dict)
def to_json(self):
return self.count
class TrialRecord(SimpleRecord({'active': None})):
def __init__(self, src_dict='random'):
if src_dict == 'random':
src_dict = {'active': None}
if src_dict == 'active':
src_dict = {'active': True}
if src_dict == 'inactive':
src_dict = {'active': False}
super().__init__(src_dict)
def to_json(self):
if self.active is None:
return 'random'
return 'active' if self.active else 'inactive'
class WorldDistribution(object):
def __init__(self, distribution, id, src_dict={}):
self.distribution = distribution
self.id = id
self.base_pool = []
self.major_group = []
self.song_as_items = False
self.update(src_dict, update_all=True)
def update(self, src_dict, update_all=False):
update_dict = {
'randomized_settings': {name: record for (name, record) in src_dict.get('randomized_settings', {}).items()},
'dungeons': {name: DungeonRecord(record) for (name, record) in src_dict.get('dungeons', {}).items()},
'trials': {name: TrialRecord(record) for (name, record) in src_dict.get('trials', {}).items()},
'item_pool': {name: ItemPoolRecord(record) for (name, record) in src_dict.get('item_pool', {}).items()},
'starting_items': {name: StarterRecord(record) for (name, record) in src_dict.get('starting_items', {}).items()},
'entrances': {name: EntranceRecord(record) for (name, record) in src_dict.get('entrances', {}).items()},
'locations': {name: [LocationRecord(rec) for rec in record] if is_pattern(name) else LocationRecord(record) for (name, record) in src_dict.get('locations', {}).items() if not is_output_only(name)},
'woth_locations': None,
'barren_regions': None,
'gossip_stones': {name: [GossipRecord(rec) for rec in record] if is_pattern(name) else GossipRecord(record) for (name, record) in src_dict.get('gossip_stones', {}).items()},
}
if update_all:
self.__dict__.update(update_dict)
else:
for k in src_dict:
if k in update_dict:
value = update_dict[k]
if self.__dict__.get(k, None) is None:
setattr(self, k, value)
elif isinstance(value, dict):
getattr(self, k).update(value)
elif isinstance(value, list):
getattr(self, k).extend(value)
else:
setattr(self, k, None)
def to_json(self):
return {
'randomized_settings': self.randomized_settings,
'starting_items': SortedDict({name: record.to_json() for (name, record) in self.starting_items.items()}),
'dungeons': {name: record.to_json() for (name, record) in self.dungeons.items()},
'trials': {name: record.to_json() for (name, record) in self.trials.items()},
'item_pool': SortedDict({name: record.to_json() for (name, record) in self.item_pool.items()}),
'entrances': {name: record.to_json() for (name, record) in self.entrances.items()},
'locations': {name: [rec.to_json() for rec in record] if is_pattern(name) else record.to_json() for (name, record) in self.locations.items()},
':woth_locations': None if self.woth_locations is None else {name: record.to_json() for (name, record) in self.woth_locations.items()},
':barren_regions': self.barren_regions,
'gossip_stones': SortedDict({name: [rec.to_json() for rec in record] if is_pattern(name) else record.to_json() for (name, record) in self.gossip_stones.items()}),
}
def __str__(self):
return dump_obj(self.to_json())
def pattern_matcher(self, pattern):
if isinstance(pattern, list):
pattern_list = []
for pattern_item in pattern:
pattern_list.append(self.pattern_matcher(pattern_item))
return reduce(lambda acc, sub_matcher: lambda item: sub_matcher(item) or acc(item), pattern_list, lambda _: False)
invert = pattern.startswith('!')
if invert:
pattern = pattern[1:]
if pattern.startswith('#'):
group = self.distribution.search_groups[pattern[1:]]
if pattern == '#MajorItem':
if not self.major_group: # If necessary to compute major_group, do so only once
self.major_group = [item for item in group if item in self.base_pool]
# Special handling for things not included in base_pool
if self.distribution.settings.triforce_hunt:
self.major_group.append('Triforce Piece')
major_tokens = self.distribution.settings.shuffle_ganon_bosskey == 'lacs_tokens' or self.distribution.settings.bridge == 'tokens'
if self.distribution.settings.tokensanity == 'all' and major_tokens:
self.major_group.append('Gold Skulltula Token')
if self.distribution.settings.shuffle_smallkeys == 'keysanity':
keys = [name for (name, data) in item_table.items() if data[0] == 'SmallKey' and name != 'Small Key']
self.major_group.extend(keys)
if self.distribution.settings.shuffle_fortresskeys == 'keysanity':
keys = [name for (name, data) in item_table.items() if data[0] == 'FortressSmallKey']
self.major_group.extend(keys)
if self.distribution.settings.shuffle_bosskeys == 'keysanity':
keys = [name for (name, data) in item_table.items() if data[0] == 'BossKey' and name != 'Boss Key']
self.major_group.extend(keys)
if self.distribution.settings.shuffle_ganon_bosskey == 'keysanity':
keys = [name for (name, data) in item_table.items() if data[0] == 'GanonBossKey']
self.major_group.extend(keys)
group = self.major_group
return lambda s: invert != (s in group)
wildcard_begin = pattern.startswith('*')
if wildcard_begin:
pattern = pattern[1:]
wildcard_end = pattern.endswith('*')
if wildcard_end:
pattern = pattern[:-1]
if wildcard_begin:
return lambda s: invert != (pattern in s)
else:
return lambda s: invert != s.startswith(pattern)
else:
if wildcard_begin:
return lambda s: invert != s.endswith(pattern)
else:
return lambda s: invert != (s == pattern)
# adds the location entry only if there is no record for that location already
def add_location(self, new_location, new_item):
for (location, record) in self.locations.items():
pattern = self.pattern_matcher(location)
if pattern(new_location):
raise KeyError('Cannot add location that already exists')
self.locations[new_location] = LocationRecord(new_item)
def configure_dungeons(self, world, dungeon_pool):
dist_num_mq = 0
for (name, record) in self.dungeons.items():
if record.mq is not None:
dungeon_pool.remove(name)
if record.mq:
dist_num_mq += 1
world.dungeon_mq[name] = True
return dist_num_mq
def configure_trials(self, trial_pool):
dist_chosen = []
for (name, record) in self.trials.items():
if record.active is not None:
trial_pool.remove(name)
if record.active:
dist_chosen.append(name)
return dist_chosen
def configure_randomized_settings(self, world):
for name, record in self.randomized_settings.items():
setattr(world, name, record)
if name not in world.randomized_list:
world.randomized_list.append(name)
def configure_starting_items_settings(self, world):
if world.start_with_rupees:
self.give_item('Rupees', 999)
if world.start_with_consumables:
self.give_item('Deku Sticks', 99)
self.give_item('Deku Nuts', 99)
def pool_remove_item(self, pools, item_name, count, world_id=None, use_base_pool=True):
removed_items = []
base_remove_matcher = self.pattern_matcher(item_name)
remove_matcher = lambda item: base_remove_matcher(item) and ((item in self.base_pool) ^ (not use_base_pool))
if world_id is None:
predicate = remove_matcher
else:
predicate = lambda item: item.world.id == world_id and remove_matcher(item.name)
for i in range(count):
removed_item = pull_random_element(pools, predicate)
if removed_item is None:
if not use_base_pool:
if IsItem(item_name):
raise KeyError('No remaining items matching "%s" to be removed.' % (item_name))
else:
raise KeyError('No items matching "%s"' % (item_name))
else:
removed_items.extend(self.pool_remove_item(pools, item_name, count - i, world_id=world_id, use_base_pool=False))
break
if use_base_pool:
if world_id is None:
self.base_pool.remove(removed_item)
else:
self.base_pool.remove(removed_item.name)
removed_items.append(removed_item)
return removed_items
def pool_add_item(self, pool, item_name, count):
if item_name == '#Junk':
added_items = get_junk_item(count, pool=pool, plando_pool=self.item_pool)
elif is_pattern(item_name):
add_matcher = lambda item: self.pattern_matcher(item_name)(item.name)
candidates = [
item.name for item in ItemIterator(predicate=add_matcher)
if item.name not in self.item_pool or self.item_pool[item.name].count != 0
] # Only allow items to be candidates if they haven't been set to 0
if len(candidates) == 0:
raise RuntimeError("Unknown item, or item set to 0 in the item pool could not be added: " + item_name)
added_items = random_choices(candidates, k=count)
else:
if not IsItem(item_name):
raise RuntimeError("Unknown item could not be added: " + item_name)
added_items = [item_name] * count
for item in added_items:
pool.append(item)
return added_items
def alter_pool(self, world, pool):
self.base_pool = list(pool)
pool_size = len(pool)
bottle_matcher = self.pattern_matcher("#Bottle")
trade_matcher = self.pattern_matcher("#AdultTrade")
bottles = 0
for item_name, record in self.item_pool.items():
if record.type == 'add':
self.pool_add_item(pool, item_name, record.count)
if record.type == 'remove':
self.pool_remove_item([pool], item_name, record.count)
remove_egg = False
for item_name, record in self.item_pool.items():
if record.type == 'set':
if item_name == '#Junk':
raise ValueError('#Junk item group cannot have a set number of items')
elif item_name == 'Weird Egg' and not self.distribution.settings.shuffle_weird_egg:
remove_egg = True
continue
elif item_name == 'Weird Egg' and self.item_pool['Weird Egg'].count > 1:
self.item_pool['Weird Egg'].count = 1
continue
predicate = self.pattern_matcher(item_name)
pool_match = [item for item in pool if predicate(item)]
for item in pool_match:
self.base_pool.remove(item)
add_count = record.count - len(pool_match)
if add_count > 0:
added_items = self.pool_add_item(pool, item_name, add_count)
for item in added_items:
if bottle_matcher(item):
bottles += 1
elif trade_matcher(item):
self.pool_remove_item([pool], "#AdultTrade", 1)
else:
removed_items = self.pool_remove_item([pool], item_name, -add_count)
for item in removed_items:
if bottle_matcher(item):
bottles -= 1
elif trade_matcher(item):
self.pool_add_item(pool, "#AdultTrade", 1)
if remove_egg:
del self.item_pool['Weird Egg']
if bottles > 0:
self.pool_remove_item([pool], '#Bottle', bottles)
else:
self.pool_add_item(pool, '#Bottle', -bottles)
for item_name, record in self.starting_items.items():
if bottle_matcher(item_name):
self.pool_remove_item([pool], "#Bottle", record.count)
elif trade_matcher(item_name):
self.pool_remove_item([pool], "#AdultTrade", record.count)
elif IsItem(item_name):
try:
self.pool_remove_item([pool], item_name, record.count)
except KeyError:
pass
if item_name in item_groups["Song"]:
self.song_as_items = True
junk_to_add = pool_size - len(pool)
if junk_to_add > 0:
junk_items = self.pool_add_item(pool, "#Junk", junk_to_add)
else:
junk_items = self.pool_remove_item([pool], "#Junk", -junk_to_add)
return pool
def set_complete_itempool(self, pool):
self.item_pool = {}
for item in pool:
if item.dungeonitem or item.type in ('Drop', 'Event', 'DungeonReward'):
continue
if item.name in self.item_pool:
self.item_pool[item.name].count += 1
else:
self.item_pool[item.name] = ItemPoolRecord()
def collect_starters(self, state):
for (name, record) in self.starting_items.items():
for _ in range(record.count):
item = ItemFactory("Bottle" if name == "Bottle with Milk (Half)" else name)
state.collect(item)
def pool_replace_item(self, item_pools, item_group, player_id, new_item, worlds):
removed_item = self.pool_remove_item(item_pools, item_group, 1, world_id=player_id)[0]
item_matcher = lambda item: self.pattern_matcher(new_item)(item.name)
if self.item_pool[removed_item.name].count > 1:
self.item_pool[removed_item.name].count -= 1
else:
del self.item_pool[removed_item.name]
if new_item == "#Junk":
if self.distribution.settings.enable_distribution_file:
return ItemFactory(get_junk_item(1, self.base_pool, self.item_pool))[0]
else: # Generator settings that add junk to the pool should not be strict about the item_pool definitions
return ItemFactory(get_junk_item(1))[0]
return random.choice(list(ItemIterator(item_matcher, worlds[player_id])))
def set_shuffled_entrances(self, worlds, entrance_pools, target_entrance_pools, locations_to_ensure_reachable, itempool):
for (name, record) in self.entrances.items():
if record.region is None:
continue
if not worlds[self.id].get_entrance(name):
raise RuntimeError('Unknown entrance in world %d: %s' % (self.id + 1, name))
entrance_found = False
for pool_type, entrance_pool in entrance_pools.items():
try:
matched_entrance = next(filter(lambda entrance: entrance.name == name, entrance_pool))
except StopIteration:
continue
entrance_found = True
if matched_entrance.connected_region != None:
if matched_entrance.type == 'Overworld':
continue
else:
raise RuntimeError('Entrance already shuffled in world %d: %s' % (self.id + 1, name))
target_region = record.region
matched_targets_to_region = list(filter(lambda target: target.connected_region and target.connected_region.name == target_region,
target_entrance_pools[pool_type]))
if not matched_targets_to_region:
raise RuntimeError('No entrance found to replace with %s that leads to %s in world %d' %
(matched_entrance, target_region, self.id + 1))
if record.origin:
target_parent = record.origin
try:
matched_target = next(filter(lambda target: target.replaces.parent_region.name == target_parent, matched_targets_to_region))
except StopIteration:
raise RuntimeError('No entrance found to replace with %s that leads to %s from %s in world %d' %
(matched_entrance, target_region, target_parent, self.id + 1))
else:
matched_target = matched_targets_to_region[0]
target_parent = matched_target.parent_region.name
if matched_target.connected_region == None:
raise RuntimeError('Entrance leading to %s from %s is already shuffled in world %d' %
(target_region, target_parent, self.id + 1))
try:
check_entrances_compatibility(matched_entrance, matched_target)
change_connections(matched_entrance, matched_target)
validate_world(matched_entrance.world, worlds, None, locations_to_ensure_reachable, itempool)
except EntranceShuffleError as error:
raise RuntimeError('Cannot connect %s To %s in world %d (Reason: %s)' %
(matched_entrance, matched_entrance.connected_region or matched_target.connected_region, self.id + 1, error))
confirm_replacement(matched_entrance, matched_target)
if not entrance_found:
raise RuntimeError('Entrance does not belong to a pool of shuffled entrances in world %d: %s' % (self.id + 1, name))
def pattern_dict_items(self, pattern_dict):
"""Retrieve a location by pattern.
:param pattern_dict: the location dictionary. Capable of containing a pattern.
:return: tuple:
0: the name of the location
1: the item to place at the location
"""
# TODO: This has the same issue with the invert pattern as items do.
# It pulls randomly(?) from all locations instead of ones that make sense.
# e.g. "!Queen Gohma" results in "KF Kokiri Sword Chest"
for (key, value) in pattern_dict.items():
if is_pattern(key):
pattern = lambda loc: self.pattern_matcher(key)(loc.name)
for location in LocationIterator(pattern):
yield location.name, value
else:
yield key, value
def get_valid_items_from_record(self, itempool, used_items, record):
"""Gets items that are valid for placement.
:param itempool: a list of the item pool to search through for the record
:param used_items: a list of the items already used from the item pool
:param record: the item record to choose from
:return: list:
All items in the record that exist in the item pool but have not already been used. Can be empty.
"""
valid_items = []
predicate = self.pattern_matcher(record.item)
if isinstance(record.item, list):
for choice in record.item:
if choice[0] == '#' and choice[1:] in item_groups:
for item in itempool:
if predicate(item.name):
valid_items.append(choice)
break
for item in itempool:
if item.name in record.item and predicate(item.name):
valid_items.append(item.name)
else:
if record.item[0] == '#' and record.item[1:] in item_groups:
for item in itempool:
if predicate(item.name):
valid_items = [record.item]
break
else:
valid_items = [record.item]
if used_items is not None:
for used_item in used_items:
if used_item in valid_items:
valid_items.remove(used_item)
return valid_items
def pull_item_or_location(self, pools, world, name, remove=True):
"""Finds and removes (unless told not to do so) an item or location matching the criteria from a list of pools.
:param pools: the item pools to pull from
:param world: the world the pools belong to
:param name: the name of the element to pull from the pools
:param remove:
True: Remove the element pulled from the pool
False: Keep element pulled in the pool
:return: the element pulled from the pool
"""
if is_pattern(name):
matcher = self.pattern_matcher(name)
return pull_random_element(pools, lambda e: e.world is world and matcher(e.name), remove)
else:
return pull_first_element(pools, lambda e: e.world is world and e.name == name, remove)
def fill_bosses(self, world, prize_locs, prizepool):
count = 0
used_items = []
for (name, record) in self.pattern_dict_items(self.locations):
boss = self.pull_item_or_location([prize_locs], world, name)
if boss is None:
try:
location = LocationFactory(name)
except KeyError:
raise RuntimeError('Unknown location in world %d: %s' % (world.id + 1, name))
if location.type == 'Boss':
raise RuntimeError('Boss or already placed in world %d: %s' % (world.id + 1, name))
else:
continue
if record.player is not None and (record.player - 1) != self.id:
raise RuntimeError('A boss can only give rewards in its own world')
valid_items = self.get_valid_items_from_record(prizepool, used_items, record)
if valid_items: # Choices still available in the item pool, choose one, mark it as a used item
record.item = random_choices(valid_items)[0]
if used_items is not None:
used_items.append(record.item)
reward = self.pull_item_or_location([prizepool], world, record.item)
if reward is None:
if record.item not in item_groups['DungeonReward']:
raise RuntimeError('Cannot place non-dungeon reward %s in world %d on location %s.' % (record.item, self.id + 1, name))
if IsItem(record.item):
raise RuntimeError('Reward already placed in world %d: %s' % (world.id + 1, record.item))
else:
raise RuntimeError('Reward unknown in world %d: %s' % (world.id + 1, record.item))
count += 1
world.push_item(boss, reward, True)
return count
def fill(self, window, worlds, location_pools, item_pools):
"""Fills the world with restrictions defined in a plandomizer JSON distribution file.
:param window:
:param worlds: A list of the world objects that define the rules of each game world.
:param location_pools: A list containing all of the location pools.
0: Shop Locations
1: Song Locations
2: Fill locations
:param item_pools: A list containing all of the item pools.
0: Shop Items
1: Dungeon Items
2: Songs
3: Progression Items
4: Priority Items
5: The rest of the Item pool
"""
world = worlds[self.id]
locations = {}
if self.locations:
locations = {loc: self.locations[loc] for loc in random.sample(sorted(self.locations), len(self.locations))}
used_items = []
for (location_name, record) in self.pattern_dict_items(locations):
if record.item is None:
continue
valid_items = self.get_valid_items_from_record(world.itempool, used_items, record)
if not valid_items:
# Item pool values exceeded. Remove limited items from the list and choose a random value from it
limited_items = ['Weird Egg', '#AdultTrade', '#Bottle']
if isinstance(record.item, list):
allowed_choices = []
for item in record.item:
if item in limited_items or item in item_groups['AdultTrade'] or item in item_groups['Bottle']:
continue
allowed_choices.append(item)
record.item = random_choices(allowed_choices)[0]
else: # Choices still available in item pool, choose one, mark it as a used item
record.item = random_choices(valid_items)[0]
if used_items is not None and record.item[0] != '#':
used_items.append(record.item)
player_id = self.id if record.player is None else record.player - 1
location_matcher = lambda loc: loc.world.id == world.id and loc.name.lower() == location_name.lower()
location = pull_first_element(location_pools, location_matcher)
if location is None:
try:
location = LocationFactory(location_name)
except KeyError:
raise RuntimeError('Unknown location in world %d: %s' % (world.id + 1, location_name))
if location.type == 'Boss':
continue
elif location.name in world.disabled_locations:
continue
else:
raise RuntimeError('Location already filled in world %d: %s' % (self.id + 1, location_name))
if record.item in item_groups['DungeonReward']:
raise RuntimeError('Cannot place dungeon reward %s in world %d in location %s.' % (record.item, self.id + 1, location_name))
if record.item == '#Junk' and location.type == 'Song' and world.shuffle_song_items == 'song':
record.item = '#JunkSong'
ignore_pools = None
is_invert = self.pattern_matcher(record.item)('!')
if is_invert and location.type != 'Song' and world.shuffle_song_items == 'song':
ignore_pools = [2]
if is_invert and location.type == 'Song' and world.shuffle_song_items == 'song':
ignore_pools = [i for i in range(len(item_pools)) if i != 2]
# location.price will be None for Shop Buy items
if location.type == 'Shop' and location.price is None:
ignore_pools = [i for i in range(len(item_pools)) if i != 0]
item = self.get_item(ignore_pools, item_pools, location, player_id, record, worlds)
if location.type == 'Song' and item.type != 'Song':
self.song_as_items = True
location.world.push_item(location, item, True)
if item.advancement:
search = Search.max_explore([world.state for world in worlds], itertools.chain.from_iterable(item_pools))
if not search.can_beat_game(False):
raise FillError('%s in world %d is not reachable without %s in world %d!' % (location.name, self.id + 1, item.name, player_id + 1))
window.fillcount += 1
window.update_progress(5 + ((window.fillcount / window.locationcount) * 30))
def get_item(self, ignore_pools, item_pools, location, player_id, record, worlds):
"""Get or create the item specified by the record and replace something in the item pool with it
:param ignore_pools: Pools to not replace items in
:param item_pools: A list containing all of the item pools.
:param location: Location record currently being assigned an item
:param player_id: Integer representing the current player's ID number
:param record: Item record from the distribution file to assign to a location
:param worlds: A list of the world objects that define the rules of each game world.
:return: item
"""
world = worlds[player_id]
if ignore_pools:
pool = [pool if i not in ignore_pools else [] for i, pool in enumerate(item_pools)]
else:
pool = item_pools
try:
item = self.pool_remove_item(pool, record.item, 1, world_id=player_id)[0]
except KeyError:
if location.type == 'Shop' and "Buy" in record.item:
try:
removed_item = self.pool_remove_item(pool, "Buy *", 1, world_id=player_id)[0]
if removed_item.name in self.item_pool:
# Update item_pool after item is removed
if self.item_pool[removed_item.name].count == 1:
del self.item_pool[removed_item.name]
else:
self.item_pool[removed_item.name].count -= 1
item = ItemFactory([record.item], world=world)[0]
except KeyError:
raise RuntimeError(
'Too many shop buy items were added to world %d, and not enough shop buy items are available in the item pool to be removed.' % (
self.id + 1))
elif record.item in item_groups['Bottle']:
try:
item = self.pool_replace_item(pool, "#Bottle", player_id, record.item, worlds)
except KeyError:
raise RuntimeError(
'Too many bottles were added to world %d, and not enough bottles are available in the item pool to be removed.' % (
self.id + 1))
elif record.item in item_groups['AdultTrade']:
try:
item = self.pool_replace_item(pool, "#AdultTrade", player_id, record.item, worlds)
except KeyError:
raise RuntimeError(
'Too many adult trade items were added to world %d, and not enough adult trade items are available in the item pool to be removed.' % (
self.id + 1))
elif record.item == "Weird Egg":
# If Letter has not been shown to guard before obtaining a second weird egg a softlock can occur
# if there are important items at deku theater or an important location locked behind the gate
# or if Keaton Mask gets overwritten before giving it to the guard.
try:
item = self.pool_replace_item(pool, "Weird Egg", player_id, record.item, worlds)
except KeyError:
raise RuntimeError('Weird Egg already placed in World %d.' % (self.id + 1))
else:
try:
item = self.pool_replace_item(item_pools, "#Junk", player_id, record.item, worlds)
except KeyError:
raise RuntimeError(
'Too many items were added to world %d, and not enough junk is available to be removed.' % (self.id + 1))
# Update item_pool after item is replaced
if item.name not in self.item_pool:
self.item_pool[item.name] = ItemPoolRecord()
else:
self.item_pool[item.name].count += 1
except IndexError:
raise RuntimeError(
'Unknown item %s being placed on location %s in world %d.' % (record.item, location, self.id + 1))
# Ensure pool copy is persisted to real pool
for i, new_pool in enumerate(pool):
if new_pool:
item_pools[i] = new_pool
return item
def cloak(self, worlds, location_pools, model_pools):
for (name, record) in self.pattern_dict_items(self.locations):
if record.model is None:
continue
player_id = self.id if record.player is None else record.player - 1
world = worlds[player_id]
try:
location = LocationFactory(name)
except KeyError:
raise RuntimeError('Unknown location in world %d: %s' % (world.id + 1, name))
if location.type == 'Boss':
continue
location = self.pull_item_or_location(location_pools, world, name)
if location is None:
raise RuntimeError('Location already cloaked in world %d: %s' % (self.id + 1, name))
model = self.pull_item_or_location(model_pools, world, record.model, remove=False)
if model is None:
raise RuntimeError('Unknown model in world %d: %s' % (self.id + 1, record.model))
if can_cloak(location.item, model):
location.item.looks_like_item = model
def configure_gossip(self, spoiler, stoneIDs):
for (name, record) in self.pattern_dict_items(self.gossip_stones):
matcher = self.pattern_matcher(name)
stoneID = pull_random_element([stoneIDs], lambda id: matcher(gossipLocations[id].name))
if stoneID is None:
raise RuntimeError('Gossip stone unknown or already assigned in world %d: %s' % (self.id + 1, name))
spoiler.hints[self.id][stoneID] = GossipText(text=record.text, colors=record.colors, prefix='')
def give_item(self, item, count=1):
if item in self.starting_items:
self.starting_items[item].count += count
else:
self.starting_items[item] = StarterRecord(count)
def give_items(self, save_context):
for (name, record) in self.starting_items.items():
if record.count == 0:
continue
save_context.give_item(name, record.count)
def get_starting_item(self, item):
if item in self.starting_items:
return self.starting_items[item].count
else:
return 0
class Distribution(object):
def __init__(self, settings, src_dict=None):
self.src_dict = src_dict or {}
self.settings = settings
self.search_groups = {
**location_groups,
**item_groups,
}
if self.src_dict and 'custom_groups' in self.src_dict:
self.search_groups.update(self.src_dict['custom_groups'])
self.world_dists = [WorldDistribution(self, id) for id in range(settings.world_count)]
# One-time init
update_dict = {
'file_hash': (self.src_dict.get('file_hash', []) + [None, None, None, None, None])[0:5],
'playthrough': None,
'entrance_playthrough': None,
'_settings': self.src_dict.get('settings', {}),
}
self.settings.__dict__.update(update_dict['_settings'])
if 'settings' in self.src_dict:
self.src_dict['_settings'] = self.src_dict['settings']
del self.src_dict['settings']
self.__dict__.update(update_dict)
# Init we have to do every time we retry
self.reset()
# adds the location entry only if there is no record for that location already
def add_location(self, new_location, new_item):
for world_dist in self.world_dists:
try:
world_dist.add_location(new_location, new_item)
except KeyError:
print('Cannot place item at excluded location because it already has an item defined in the Distribution.')
def fill(self, window, worlds, location_pools, item_pools):
search = Search.max_explore([world.state for world in worlds], itertools.chain.from_iterable(item_pools))
if not search.can_beat_game(False):
raise FillError('Item pool does not contain items required to beat game!')
for world_dist in self.world_dists:
world_dist.fill(window, worlds, location_pools, item_pools)
def cloak(self, worlds, location_pools, model_pools):
for world_dist in self.world_dists:
world_dist.cloak(worlds, location_pools, model_pools)
def configure_triforce_hunt(self, worlds):
total_count = 0
total_starting_count = 0
for world in worlds:
world.triforce_count = world.distribution.item_pool['Triforce Piece'].count
if 'Triforce Piece' in world.distribution.starting_items:
world.triforce_count += world.distribution.starting_items['Triforce Piece'].count
total_starting_count += world.distribution.starting_items['Triforce Piece'].count
total_count += world.triforce_count
if total_count < worlds[0].triforce_goal:
raise RuntimeError('Not enough Triforce Pieces in the worlds. There should be at least %d and there are only %d.' % (worlds[0].triforce_goal, total_count))
if total_starting_count >= worlds[0].triforce_goal:
raise RuntimeError('Too many Triforce Pieces in starting items. There should be at most %d and there are %d.' % (worlds[0].triforce_goal - 1, total_starting_count))
def reset(self):
for world in self.world_dists:
world.update({}, update_all=True)
if 'starting_items' not in self.src_dict:
self.populate_starting_items_from_settings()
world_names = ['World %d' % (i + 1) for i in range(len(self.world_dists))]
for k in per_world_keys:
# Anything starting with ':' is output-only and we ignore it in world.update anyway.
if k in self.src_dict and k[0] != ':':
if isinstance(self.src_dict[k], dict):
# For each entry here of the form 'World %d', apply that entry to that world.
# If there are any entries that aren't of this form,
# apply them all to each world.
for world_id, world_name in enumerate(world_names):
if world_name in self.src_dict[k]:
self.world_dists[world_id].update({k: self.src_dict[k][world_name]})
src_all = {key: val for key, val in self.src_dict[k].items() if key not in world_names}
if src_all: