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Hints.py
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Hints.py
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from __future__ import annotations
import itertools
import json
import logging
import os
import random
import sys
import urllib.request
from collections import OrderedDict, defaultdict
from collections.abc import Callable, Iterable
from enum import Enum
from typing import TYPE_CHECKING, Optional
from urllib.error import URLError, HTTPError
from HintList import Hint, get_hint, get_multi, get_hint_group, get_upgrade_hint_list, hint_exclusions, \
misc_item_hint_table, misc_location_hint_table
from Item import Item, make_event_item
from ItemList import REWARD_COLORS
from ItemPool import triforce_pieces
from Messages import Message, COLOR_MAP, update_message_by_id
from Region import Region
from Search import Search
from TextBox import line_wrap
from Utils import data_path
if sys.version_info >= (3, 10):
from typing import TypeAlias
else:
TypeAlias = str
if TYPE_CHECKING:
from Dungeon import Dungeon
from Entrance import Entrance
from Goals import GoalCategory
from Location import Location
from Spoiler import Spoiler
from World import World
Spot: TypeAlias = "Entrance | Location | Region"
HintReturn: TypeAlias = "Optional[tuple[GossipText, Optional[list[Location]]]]"
HintFunc: TypeAlias = "Callable[[Spoiler, World, set[str]], HintReturn]"
BarrenFunc: TypeAlias = "Callable[[Spoiler, World, set[str], set[str]], HintReturn]"
bingoBottlesForHints: set[str] = {
"Bottle", "Bottle with Red Potion", "Bottle with Green Potion", "Bottle with Blue Potion",
"Bottle with Fairy", "Bottle with Fish", "Bottle with Blue Fire", "Bottle with Bugs",
"Bottle with Big Poe", "Bottle with Poe",
}
defaultHintDists: list[str] = [
'balanced.json',
'bingo.json',
'chaos.json',
'chaos_dev_fenhl.json',
'chaos_dev_fenhl_no_goal.json',
'chaos_no_goal.json',
'coop.json',
'ddr.json',
'fenhl_tootr.json',
'ice_percent.json',
'important_checks.json',
'league.json',
'mixed_pools.json',
'mw_path.json',
'mw_woth.json',
'saws.json',
'scrubs.json',
'sgl.json',
'strong.json',
'tournament.json',
'tournament_s3.json',
'triforce_blitz_s2.json',
'useless.json',
'very_strong.json',
'very_strong_magic.json',
'weekly.json',
]
unHintableWothItems: set[str] = {*REWARD_COLORS, *triforce_pieces, 'Gold Skulltula Token', 'Piece of Heart', 'Piece of Heart (Treasure Chest Game)', 'Heart Container'}
class RegionRestriction(Enum):
NONE = 0,
DUNGEON = 1,
OVERWORLD = 2,
class GossipStone:
def __init__(self, name: str, location: str) -> None:
self.name: str = name
self.location: str = location
self.reachable: bool = True
class GossipText:
def __init__(self, text: str, colors: Optional[list[str]] = None, hinted_locations: Optional[list[str]] = None,
hinted_items: Optional[list[str]] = None, prefix: str = "They say that ", capitalize: bool = True) -> None:
text = prefix + text
if capitalize:
text = text[:1].upper() + text[1:]
self.text: str = text
self.colors: Optional[list[str]] = colors
self.hinted_locations: Optional[list[str]] = hinted_locations
self.hinted_items: Optional[list[str]] = hinted_items
self.hint_type: Optional[str] = None
def to_json(self) -> dict:
return {'text': self.text, 'colors': self.colors, 'hinted_locations': self.hinted_locations, 'hinted_items': self.hinted_items, 'hint_type': self.hint_type}
def __str__(self) -> str:
return get_raw_text(line_wrap(color_text(self)))
# Abbreviations
# DMC Death Mountain Crater
# DMT Death Mountain Trail
# GC Goron City
# GV Gerudo Valley
# HC Hyrule Castle
# HF Hyrule Field
# KF Kokiri Forest
# LH Lake Hylia
# LW Lost Woods
# SFM Sacred Forest Meadow
# ToT Temple of Time
# ZD Zora's Domain
# ZF Zora's Fountain
# ZR Zora's River
gossipLocations: dict[int, GossipStone] = {
0x0405: GossipStone('DMC (Bombable Wall)', 'DMC Gossip Stone'),
0x0404: GossipStone('DMT (Biggoron)', 'DMT Gossip Stone'),
0x041A: GossipStone('Colossus (Spirit Temple)', 'Colossus Gossip Stone'),
0x0414: GossipStone('Dodongos Cavern (Bombable Wall)', 'Dodongos Cavern Gossip Stone'),
0x0411: GossipStone('GV (Waterfall)', 'GV Gossip Stone'),
0x0415: GossipStone('GC (Maze)', 'GC Maze Gossip Stone'),
0x0419: GossipStone('GC (Medigoron)', 'GC Medigoron Gossip Stone'),
0x040A: GossipStone('Graveyard (Shadow Temple)', 'Graveyard Gossip Stone'),
0x0412: GossipStone('HC (Malon)', 'HC Malon Gossip Stone'),
0x040B: GossipStone('HC (Rock Wall)', 'HC Rock Wall Gossip Stone'),
0x0413: GossipStone('HC (Storms Grotto)', 'HC Storms Grotto Gossip Stone'),
0x041F: GossipStone('KF (Deku Tree Left)', 'KF Deku Tree Gossip Stone (Left)'),
0x0420: GossipStone('KF (Deku Tree Right)', 'KF Deku Tree Gossip Stone (Right)'),
0x041E: GossipStone('KF (Outside Storms)', 'KF Gossip Stone'),
0x0403: GossipStone('LH (Lab)', 'LH Lab Gossip Stone'),
0x040F: GossipStone('LH (Southeast Corner)', 'LH Gossip Stone (Southeast)'),
0x0408: GossipStone('LH (Southwest Corner)', 'LH Gossip Stone (Southwest)'),
0x041D: GossipStone('LW (Bridge)', 'LW Gossip Stone'),
0x0416: GossipStone('SFM (Maze Lower)', 'SFM Maze Gossip Stone (Lower)'),
0x0417: GossipStone('SFM (Maze Upper)', 'SFM Maze Gossip Stone (Upper)'),
0x041C: GossipStone('SFM (Saria)', 'SFM Saria Gossip Stone'),
0x0406: GossipStone('ToT (Left)', 'ToT Gossip Stone (Left)'),
0x0407: GossipStone('ToT (Left-Center)', 'ToT Gossip Stone (Left-Center)'),
0x0410: GossipStone('ToT (Right)', 'ToT Gossip Stone (Right)'),
0x040E: GossipStone('ToT (Right-Center)', 'ToT Gossip Stone (Right-Center)'),
0x0409: GossipStone('ZD (Mweep)', 'ZD Gossip Stone'),
0x0401: GossipStone('ZF (Fairy)', 'ZF Fairy Gossip Stone'),
0x0402: GossipStone('ZF (Jabu)', 'ZF Jabu Gossip Stone'),
0x040D: GossipStone('ZR (Near Grottos)', 'ZR Near Grottos Gossip Stone'),
0x040C: GossipStone('ZR (Near Domain)', 'ZR Near Domain Gossip Stone'),
0x041B: GossipStone('HF (Cow Grotto)', 'HF Cow Grotto Gossip Stone'),
0x0430: GossipStone('HF (Near Market Grotto)', 'HF Near Market Grotto Gossip Stone'),
0x0432: GossipStone('HF (Southeast Grotto)', 'HF Southeast Grotto Gossip Stone'),
0x0433: GossipStone('HF (Open Grotto)', 'HF Open Grotto Gossip Stone'),
0x0438: GossipStone('Kak (Open Grotto)', 'Kak Open Grotto Gossip Stone'),
0x0439: GossipStone('ZR (Open Grotto)', 'ZR Open Grotto Gossip Stone'),
0x043C: GossipStone('KF (Storms Grotto)', 'KF Storms Grotto Gossip Stone'),
0x0444: GossipStone('LW (Near Shortcuts Grotto)', 'LW Near Shortcuts Grotto Gossip Stone'),
0x0447: GossipStone('DMT (Storms Grotto)', 'DMT Storms Grotto Gossip Stone'),
0x044A: GossipStone('DMC (Upper Grotto)', 'DMC Upper Grotto Gossip Stone'),
}
gossipLocations_reversemap: dict[str, int] = {
stone.name: stone_id for stone_id, stone in gossipLocations.items()
}
def get_item_generic_name(item: Item) -> str:
if item.unshuffled_dungeon_item and item.type != 'DungeonReward':
return item.type
else:
return item.name
def is_restricted_dungeon_item(item: Item) -> bool:
if item.world is None:
return False
return (
((item.map or item.compass) and item.world.settings.shuffle_mapcompass == 'dungeon') or
(item.type in ('SmallKey', 'SmallKeyRing') and item.world.settings.shuffle_smallkeys == 'dungeon') or
(item.type == 'BossKey' and item.world.settings.shuffle_bosskeys == 'dungeon') or
(item.type == 'GanonBossKey' and item.world.shuffle_ganon_bosskey == 'dungeon') or
(item.type == 'SilverRupee' and item.world.settings.shuffle_silver_rupees == 'dungeon') or
(item.type == 'DungeonReward' and item.world.settings.shuffle_dungeon_rewards in ('vanilla', 'reward', 'dungeon'))
)
def add_hint(spoiler: Spoiler, world: World, groups: list[list[int]], gossip_text: GossipText, count: int,
locations: Optional[list[Location]] = None, force_reachable: bool = False, hint_type: str = None) -> bool:
gossip_text.hint_type = hint_type
random.shuffle(groups)
skipped_groups = []
duplicates = []
first = True
success = True
# Prevent randomizer from placing hint in removed locations for this hint type
if 'remove_stones' in world.hint_dist_user['distribution'][hint_type]:
removed_stones = world.hint_dist_user['distribution'][hint_type]['remove_stones']
for group in groups:
gossip_names = [gossipLocations[id].name for id in group]
if any(map(lambda name: name in removed_stones, gossip_names)):
skipped_groups.append(group)
for group in skipped_groups:
groups.remove(group)
# early failure if not enough
if len(groups) < int(count):
return False
# move all priority stones to the front of the list so they get picked first
if 'priority_stones' in world.hint_dist_user['distribution'][hint_type]:
priority_stones = world.hint_dist_user['distribution'][hint_type]['priority_stones']
# iterate in reverse so that the top priority stone gets inserted at index 0 last
for priority_stone in reversed(priority_stones):
matching_groups = list(filter(lambda group: list(set([priority_stone]) & set([gossipLocations[id].name for id in group])), groups))
if len(matching_groups) > 0:
index = groups.index(matching_groups[0])
priority_group = groups.pop(index)
groups.insert(0, priority_group)
# Randomly round up, if we have enough groups left
total = int(random.random() + count) if len(groups) > count else int(count)
while total:
if groups:
group = groups.pop(0)
if any(map(lambda id: gossipLocations[id].reachable, group)):
stone_names = [gossipLocations[id].location for id in group]
stone_locations = [world.get_location(stone_name) for stone_name in stone_names]
reachable = True
if locations:
for location in locations:
if not any(map(lambda stone_location: can_reach_hint(spoiler.worlds, stone_location, location), stone_locations)):
reachable = False
if not first or reachable:
if first and locations:
# just name the event item after the gossip stone directly
event_item = None
for i, stone_name in enumerate(stone_names):
# place the same event item in each location in the group
if event_item is None:
event_item = make_event_item(stone_name, stone_locations[i], event_item)
else:
make_event_item(stone_name, stone_locations[i], event_item)
assert event_item is not None
# This mostly guarantees that we don't lock the player out of an item hint
# by establishing a (hint -> item) -> hint -> item -> (first hint) loop
for location in locations:
location.add_rule(world.parser.parse_rule(repr(event_item.name)))
total -= 1
first = False
for id in group:
spoiler.hints[world.id][id] = gossip_text
# Immediately start choosing duplicates from stones we passed up earlier
while duplicates and total:
group = duplicates.pop(0)
total -= 1
for id in group:
spoiler.hints[world.id][id] = gossip_text
else:
# Temporarily skip this stone but consider it for duplicates
duplicates.append(group)
else:
if not force_reachable:
# The stones are not readable at all in logic, so we ignore any kind of logic here
if not first:
total -= 1
for id in group:
spoiler.hints[world.id][id] = gossip_text
else:
# Temporarily skip this stone but consider it for duplicates
duplicates.append(group)
else:
# If flagged to guarantee reachable, then skip
# If no stones are reachable, then this will place nothing
skipped_groups.append(group)
else:
# Out of groups
if not force_reachable and len(duplicates) >= total:
# Didn't find any appropriate stones for this hint, but maybe enough completely unreachable ones.
# We'd rather not use reachable stones for this.
unr = [group for group in duplicates if all(map(lambda id: not gossipLocations[id].reachable, group))]
if len(unr) >= total:
duplicates = [group for group in duplicates if group not in unr[:total]]
for group in unr[:total]:
for id in group:
spoiler.hints[world.id][id] = gossip_text
# Success
break
# Failure
success = False
break
groups.extend(duplicates)
groups.extend(skipped_groups)
return success
def can_reach_hint(worlds: list[World], hint_location: Location, location: Location) -> bool:
if location is None:
return True
old_item = location.item
location.item = None
search = Search.max_explore([world.state for world in worlds])
location.item = old_item
return (search.spot_access(hint_location)
and (hint_location.type != 'HintStone' or search.state_list[location.world.id].guarantee_hint()))
def write_gossip_stone_hints(spoiler: Spoiler, world: World, messages: list[Message]) -> None:
for id, gossip_text in spoiler.hints[world.id].items():
update_message_by_id(messages, id, str(gossip_text), 0x23)
def filter_trailing_space(text: str) -> str:
if text.endswith('& '):
return text[:-1]
else:
return text
hintPrefixes: list[str] = [
'a few ',
'some ',
'plenty of ',
'a ',
'an ',
'the ',
'',
]
def get_simple_hint_no_prefix(item: Item) -> Hint:
hint = get_hint(item.name, True).text
for prefix in hintPrefixes:
if hint.startswith(prefix):
# return without the prefix
return hint[len(prefix):]
# no prefex
return hint
def color_text(gossip_text: GossipText) -> str:
text = gossip_text.text
colors = list(gossip_text.colors) if gossip_text.colors is not None else []
color = 'White'
while '#' in text:
split_text = text.split('#', 2)
if len(colors) > 0:
color = colors.pop(0)
for prefix in hintPrefixes:
if split_text[1].startswith(prefix):
split_text[0] += split_text[1][:len(prefix)]
split_text[1] = split_text[1][len(prefix):]
break
split_text[1] = '\x05' + COLOR_MAP[color] + split_text[1] + '\x05\x40'
text = ''.join(split_text)
return text
class HintAreaNotFound(RuntimeError):
pass
class HintArea(Enum):
# internal name prepositions display name short name color internal dungeon name
# vague clear
ROOT = 'in', 'in', "Link's pocket", 'Free', 'White', None
HYRULE_FIELD = 'in', 'in', 'Hyrule Field', 'Hyrule Field', 'Light Blue', None
LON_LON_RANCH = 'at', 'at', 'Lon Lon Ranch', 'Lon Lon Ranch', 'Light Blue', None
MARKET = 'in', 'in', 'the Market', 'Market', 'Light Blue', None
TEMPLE_OF_TIME = 'inside', 'inside', 'the Temple of Time', 'Temple of Time', 'Light Blue', None
CASTLE_GROUNDS = 'on', 'on', 'the Castle Grounds', None, 'Light Blue', None # required for warp songs
HYRULE_CASTLE = 'at', 'at', 'Hyrule Castle', 'Hyrule Castle', 'Light Blue', None
OUTSIDE_GANONS_CASTLE = None, None, "outside Ganon's Castle", "Outside Ganon's Castle", 'Light Blue', None
INSIDE_GANONS_CASTLE = 'inside', None, "inside Ganon's Castle", "Inside Ganon's Castle", 'Light Blue', 'Ganons Castle'
GANONDORFS_CHAMBER = 'in', 'in', "Ganondorf's Chamber", "Ganondorf's Chamber", 'Light Blue', None
KOKIRI_FOREST = 'in', 'in', 'Kokiri Forest', "Kokiri Forest", 'Green', None
DEKU_TREE = 'inside', 'inside', 'the Deku Tree', "Deku Tree", 'Green', 'Deku Tree'
LOST_WOODS = 'in', 'in', 'the Lost Woods', "Lost Woods", 'Green', None
SACRED_FOREST_MEADOW = 'at', 'at', 'the Sacred Forest Meadow', "Sacred Forest Meadow", 'Green', None
FOREST_TEMPLE = 'in', 'in', 'the Forest Temple', "Forest Temple", 'Green', 'Forest Temple'
DEATH_MOUNTAIN_TRAIL = 'on', 'on', 'the Death Mountain Trail', "Death Mountain Trail", 'Red', None
DODONGOS_CAVERN = 'within', 'in', "Dodongo's Cavern", "Dodongo's Cavern", 'Red', 'Dodongos Cavern'
GORON_CITY = 'in', 'in', 'Goron City', "Goron City", 'Red', None
DEATH_MOUNTAIN_CRATER = 'in', 'in', 'the Death Mountain Crater', "Death Mountain Crater", 'Red', None
FIRE_TEMPLE = 'on', 'in', 'the Fire Temple', "Fire Temple", 'Red', 'Fire Temple'
ZORA_RIVER = 'at', 'at', "Zora's River", "Zora's River", 'Blue', None
ZORAS_DOMAIN = 'at', 'at', "Zora's Domain", "Zora's Domain", 'Blue', None
ZORAS_FOUNTAIN = 'at', 'at', "Zora's Fountain", "Zora's Fountain", 'Blue', None
JABU_JABUS_BELLY = 'in', 'inside', "Jabu Jabu's Belly", "Jabu Jabu's Belly", 'Blue', 'Jabu Jabus Belly'
ICE_CAVERN = 'inside', 'in' , 'the Ice Cavern', "Ice Cavern", 'Blue', 'Ice Cavern'
LAKE_HYLIA = 'at', 'at', 'Lake Hylia', "Lake Hylia", 'Blue', None
WATER_TEMPLE = 'under', 'in', 'the Water Temple', "Water Temple", 'Blue', 'Water Temple'
KAKARIKO_VILLAGE = 'in', 'in', 'Kakariko Village', "Kakariko Village", 'Pink', None
BOTTOM_OF_THE_WELL = 'within', 'at', 'the Bottom of the Well', "Bottom of the Well", 'Pink', 'Bottom of the Well'
GRAVEYARD = 'in', 'in', 'the Graveyard', "Graveyard", 'Pink', None
SHADOW_TEMPLE = 'within', 'in', 'the Shadow Temple', "Shadow Temple", 'Pink', 'Shadow Temple'
GERUDO_VALLEY = 'at', 'at', 'Gerudo Valley', "Gerudo Valley", 'Yellow', None
GERUDO_FORTRESS = 'at', 'at', "Gerudo's Fortress", "Gerudo's Fortress", 'Yellow', None
THIEVES_HIDEOUT = 'in', 'in', "the Thieves' Hideout", "Thieves' Hideout", 'Yellow', None
GERUDO_TRAINING_GROUND = 'within', 'on', 'the Gerudo Training Ground', "Gerudo Training Ground", 'Yellow', 'Gerudo Training Ground'
HAUNTED_WASTELAND = 'in', 'in', 'the Haunted Wasteland', "Haunted Wasteland", 'Yellow', None
DESERT_COLOSSUS = 'at', 'at', 'the Desert Colossus', "Desert Colossus", 'Yellow', None
SPIRIT_TEMPLE = 'inside', 'in', 'the Spirit Temple', "Spirit Temple", 'Yellow', 'Spirit Temple'
# Performs a breadth first search to find the closest hint area from a given spot (region, location, or entrance).
# May fail to find a hint if the given spot is only accessible from the root and not from any other region with a hint area
@staticmethod
def at(spot: Spot, use_alt_hint: bool = False, *, gc_woods_warp_is_forest: bool = False) -> HintArea:
if isinstance(spot, Region):
original_parent = spot
else:
original_parent = spot.parent_region
already_checked = []
spot_queue = [spot]
fallback_spot_queue = []
while spot_queue or fallback_spot_queue:
if not spot_queue:
spot_queue = fallback_spot_queue
fallback_spot_queue = []
current_spot = spot_queue.pop(0)
already_checked.append(current_spot)
if isinstance(current_spot, Region):
parent_region = current_spot
else:
parent_region = current_spot.parent_region
if (parent_region.hint or (use_alt_hint and parent_region.alt_hint)) and (original_parent.name == 'Root' or parent_region.name != 'Root'):
if use_alt_hint and parent_region.alt_hint:
return parent_region.alt_hint
if gc_woods_warp_is_forest and parent_region.name == 'GC Woods Warp':
return HintArea.LOST_WOODS
return parent_region.hint
for entrance in parent_region.entrances:
if entrance not in already_checked:
# prioritize two-way entrances
if entrance.type in ('OverworldOneWay', 'OwlDrop', 'ChildSpawn', 'AdultSpawn', 'WarpSong', 'BlueWarp'):
fallback_spot_queue.append(entrance)
else:
spot_queue.append(entrance)
raise HintAreaNotFound('No hint area could be found for %s [World %d]' % (spot, spot.world.id))
@classmethod
def for_dungeon(cls, dungeon_name: str) -> Optional[HintArea]:
if '(' in dungeon_name and ')' in dungeon_name:
# A dungeon item name was passed in - get the name of the dungeon from it.
dungeon_name = dungeon_name[dungeon_name.index('(') + 1:dungeon_name.index(')')]
if dungeon_name == "Thieves Hideout":
# Special case for Thieves' Hideout since it's not considered a dungeon
return cls.THIEVES_HIDEOUT
if dungeon_name == "Treasure Chest Game":
# Special case for Treasure Chest Game keys: treat them as part of the market hint area regardless of where the treasure box shop actually is.
return cls.MARKET
for hint_area in cls:
if hint_area.dungeon_name is not None and hint_area.dungeon_name in dungeon_name:
return hint_area
return None
def preposition(self, clearer_hints: bool) -> str:
return self.value[1 if clearer_hints else 0]
def __str__(self) -> str:
return self.value[2]
# used for dungeon reward locations in the pause menu
@property
def short_name(self) -> str:
return self.value[3]
# Hint areas are further grouped into colored sections of the map by association with the medallions.
# These colors are used to generate the text boxes for shuffled warp songs.
@property
def color(self) -> str:
return self.value[4]
@property
def dungeon_name(self) -> Optional[str]:
return self.value[5]
@property
def is_dungeon(self) -> bool:
return self.dungeon_name is not None
def dungeon(self, world: World) -> Optional[Dungeon]:
dungeons = [dungeon for dungeon in world.dungeons if dungeon.name == self.dungeon_name]
if dungeons:
return dungeons[0]
def is_dungeon_item(self, item: Item) -> bool:
for dungeon in item.world.dungeons:
if dungeon.name == self.dungeon_name:
return dungeon.is_dungeon_item(item)
return False
# Formats the hint text for this area with proper grammar.
# Dungeons are hinted differently depending on the clearer_hints setting.
def text(self, clearer_hints: bool, preposition: bool = False, use_2nd_person: bool = False, world: Optional[int] = None) -> str:
if self.is_dungeon and self.dungeon_name:
text = get_hint(self.dungeon_name, clearer_hints).text
else:
text = str(self)
prefix, suffix = text.replace('#', '').split(' ', 1)
if world is None:
if prefix == "Link's":
if use_2nd_person:
text = f'your {suffix}'
else:
text = f"@'s {suffix}"
else:
replace_prefixes = ('a', 'an', 'the')
move_prefixes = ('outside', 'inside')
if prefix in replace_prefixes:
text = f"world {world}'s {suffix}"
elif prefix in move_prefixes:
text = f"{prefix} world {world}'s {suffix}"
elif prefix == "Link's":
text = f"player {world}'s {suffix}"
else:
text = f"world {world}'s {text}"
if '#' not in text:
text = f'#{text}#'
if preposition and self.preposition(clearer_hints) is not None:
text = f'{self.preposition(clearer_hints)} {text}'
return text
def get_woth_hint(spoiler: Spoiler, world: World, checked: set[str]) -> HintReturn:
locations = spoiler.required_locations[world.id]
locations = list(filter(lambda location:
location.name not in checked
and not (world.woth_dungeon >= world.hint_dist_user['dungeons_woth_limit'] and HintArea.at(location).is_dungeon)
and location.name not in world.hint_exclusions
and location.name not in world.hint_type_overrides['woth']
and location.item.name not in world.item_hint_type_overrides['woth']
and location.item.name not in unHintableWothItems,
locations))
if not locations:
return None
location = random.choice(locations)
checked.add(location.name)
hint_area = HintArea.at(location)
if hint_area.is_dungeon:
world.woth_dungeon += 1
location_text = hint_area.text(world.settings.clearer_hints)
return GossipText('%s is on the way of the hero.' % location_text, ['Light Blue'], [location.name], [location.item.name]), [location]
def get_checked_areas(world: World, checked: set[str]) -> set[HintArea | str]:
def get_area_from_name(check: str) -> HintArea | str:
try:
location = world.get_location(check)
except Exception:
return check
# Don't consider dungeons as already hinted from the reward hint on the Temple of Time altar
if location.type == 'Boss' and world.settings.shuffle_dungeon_rewards in ('vanilla', 'reward'):
return None
return HintArea.at(location)
return set(get_area_from_name(check) for check in checked)
def get_goal_category(spoiler: Spoiler, world: World, goal_categories: dict[str, GoalCategory], skip_empty: bool = True) -> GoalCategory:
cat_sizes = []
cat_names = []
zero_weights = True
goal_category = None
for cat_name, category in goal_categories.items():
# Only add weights if the category has goals with hintable items
if not skip_empty:
cat_sizes.append(category.weight)
cat_names.append(category.name)
elif world.id in spoiler.goal_locations and cat_name in spoiler.goal_locations[world.id]:
# Build lists for weighted choice
if category.weight > 0:
zero_weights = False
# If one hint per goal is on, only add a category for random selection if:
# 1. Unhinted goals exist in the category, or
# 2. All goals in all categories have been hinted at least once
if (not world.one_hint_per_goal or
len([goal for goal in category.goals if goal.weight > 0]) > 0 or
len([goal for cat in world.goal_categories.values() for goal in cat.goals if goal.weight == 0]) == len([goal for cat in world.goal_categories.values() for goal in cat.goals])):
cat_sizes.append(category.weight)
cat_names.append(category.name)
# Depends on category order to choose next in the priority list
# Each category is guaranteed a hint first round, then weighted based on goal count
if not goal_category and category.name not in world.hinted_categories:
goal_category = category
world.hinted_categories.append(category.name)
# random choice if each category has at least one hint
if not goal_category and len(cat_names) > 0:
if zero_weights:
goal_category = goal_categories[random.choice(cat_names)]
else:
goal_category = goal_categories[random.choices(cat_names, weights=cat_sizes)[0]]
return goal_category
def get_goal_legacy_hint(spoiler, world, checked):
goal_category = get_goal_category(spoiler, world, world.goal_categories)
# check if no goals were generated (and thus no categories available)
if not goal_category:
return None
goals = goal_category.goals
goal_locations = []
# Choose random goal and check if any locations are already hinted.
# If all locations for a goal are hinted, remove the goal from the list and try again.
# If all locations for all goals are hinted, try remaining goal categories
# If all locations for all goal categories are hinted, return no hint.
while not goal_locations:
if not goals:
del world.goal_categories[goal_category.name]
goal_category = get_goal_category(spoiler, world, world.goal_categories)
if not goal_category:
return None
else:
goals = goal_category.goals
weights = []
zero_weights = True
for goal in goals:
if goal.weight > 0:
zero_weights = False
weights.append(goal.weight)
if zero_weights:
goal = random.choice(goals)
else:
goal = random.choices(goals, weights=weights)[0]
required_locations = [
location
for locations in spoiler.goal_locations[world.id][goal_category.name][goal.name].values()
for location in locations
]
goal_locations = list(filter(lambda location:
location.name not in checked
and location.name not in world.hint_exclusions
and location.name not in world.hint_type_overrides['goal']
and location.item.name not in world.item_hint_type_overrides['goal']
and location.item.name not in unHintableWothItems,
required_locations))
if not goal_locations:
goals.remove(goal)
# Goal weight to zero mitigates double hinting this goal
# Once all goals in a category are 0, selection is true random
goal.weight = 0
prioritize_dungeon_hints = 'prioritize_dungeons' in world.hint_dist_user and world.hint_dist_user['prioritize_dungeons']
dungeon_goal_locations = list(filter(lambda location: HintArea.at(location).is_dungeon, goal_locations))
if prioritize_dungeon_hints and len(dungeon_goal_locations) > 0:
location = random.choice(dungeon_goal_locations)
else:
location = random.choice(goal_locations)
checked.add(location.name)
location_text = HintArea.at(location).text(world.settings.clearer_hints, world=None if location.world.id == world.id else location.world.id + 1)
return (GossipText(f'{location_text} is on the {goal.hint_text}.', ['Light Blue', goal.color], [location.name], [location.item.name]), [location])
def get_goal_hint(spoiler: Spoiler, world: World, checked: set[str]) -> HintReturn:
goal_category = get_goal_category(spoiler, world, world.goal_categories)
# check if no goals were generated (and thus no categories available)
if not goal_category:
return None
goals = goal_category.goals
category_locations = []
zero_weights = True
required_location_reverse_map = defaultdict(list)
# Filters Goal.required_locations to those still eligible to be hinted.
hintable_required_locations_filter = (lambda required_location:
required_location[0].name not in checked
and required_location[0].name not in world.hint_exclusions
and required_location[0].name not in world.hint_type_overrides['goal']
and required_location[0].item.name not in world.item_hint_type_overrides['goal']
and required_location[0].item.name not in unHintableWothItems)
# Collect unhinted locations for the category across all category goals.
# If all locations for all goals in the category are hinted, try remaining goal categories
# If all locations for all goal categories are hinted, return no hint.
while not required_location_reverse_map:
# Filter hinted goals until every goal in the category has been hinted.
weights = []
zero_weights = True
for goal in goals:
if goal.weight > 0:
zero_weights = False
weights.append(goal.weight)
# Collect set of unhinted locations for the category. Reduces the bias
# from locations in multiple goals for the category.
required_location_reverse_map = defaultdict(list)
for goal in goals:
if zero_weights or goal.weight > 0:
hintable_required_locations = list(filter(hintable_required_locations_filter, goal.required_locations))
for required_location in hintable_required_locations:
for world_id in required_location[3]:
required_location_reverse_map[required_location[0]].append((goal, world_id))
if not required_location_reverse_map:
del world.goal_categories[goal_category.name]
goal_category = get_goal_category(spoiler, world, world.goal_categories)
if not goal_category:
return None
else:
goals = goal_category.goals
location, goal_list = random.choice(list(required_location_reverse_map.items()))
goal, world_id = random.choice(goal_list)
checked.add(location.name)
# Make sure this wasn't the last hintable location for other goals.
# If so, set weights to zero. This is important for one-hint-per-goal.
# Locations are unique per-category, so we don't have to check the others.
last_chance_overrides = []
for other_goal in goals:
if not zero_weights and other_goal.weight <= 0:
continue
hintable_required_locations = list(filter(hintable_required_locations_filter, other_goal.required_locations))
if not hintable_required_locations:
other_goal.weight = 0
if world.one_hint_per_goal:
for required_location in other_goal.required_locations:
if required_location[0] == location:
for other_world_id in required_location[3]:
last_chance_overrides.append((other_goal, other_world_id))
if (last_chance_overrides):
# Replace randomly chosen goal with a goal that has all its locations
# hinted without being directly hinted itself.
goal, world_id = random.choice(last_chance_overrides)
# Goal weight to zero mitigates double hinting this goal
# Once all goals in a category are 0, selection is true random
goal.weight = 0
location_text = HintArea.at(location).text(world.settings.clearer_hints)
if world_id == world.id:
player_text = "the"
goal_text = goal.hint_text
else:
player_text = "Player %s's" % (world_id + 1)
goal_text = spoiler.goal_categories[world_id][goal_category.name].get_goal(goal.name).hint_text
return GossipText('%s is on %s %s.' % (location_text, player_text, goal_text), ['Light Blue', goal.color], [location.name], [location.item.name]), [location]
def get_goal_count_hint(spoiler, world, checked):
goal_category = get_goal_category(spoiler, world, world.goal_categories, skip_empty=False)
# check if no goals were generated (and thus no categories available)
if not goal_category:
return None
goals = goal_category.goals
goal = None
# Choose random goal and check if any locations are already hinted.
# If all locations for a goal are hinted, remove the goal from the list and try again.
# If all locations for all goals are hinted, try remaining goal categories
# If all locations for all goal categories are hinted, return no hint.
while not goal:
if not goals:
del world.goal_categories[goal_category.name]
goal_category = get_goal_category(spoiler, world, world.goal_categories)
if not goal_category:
return None
else:
goals = goal_category.goals
unchecked_goals = list(filter(lambda goal:
goal.name not in checked,
goals
))
if not unchecked_goals:
return None
weights = []
zero_weights = True
for goal in unchecked_goals:
if goal.weight > 0:
zero_weights = False
weights.append(goal.weight)
if world.settings.triforce_hunt_mode == 'blitz':
goal = unchecked_goals[0]
elif zero_weights:
goal = random.choice(unchecked_goals)
else:
goal = random.choices(unchecked_goals, weights=weights)[0]
checked.add(goal.name)
item_count = sum(len(locations) for locations in spoiler.goal_locations[world.id][goal_category.name][goal.name].values())
item_text = 'step' if item_count == 1 else 'steps'
return (GossipText('the %s requires #%d# %s.' % (goal.hint_text, item_count, item_text), [goal.color, 'Light Blue']), None) #TODO adjust for multiworld?
def get_wanderer_hint(spoiler, world, checked):
hint_types = [get_playthrough_location_hint, get_unlock_playthrough_hint]
random.shuffle(hint_types)
hint = hint_types[0](spoiler, world, checked)
if not hint:
hint = hint_types[1](spoiler, world, checked)
return hint
def get_playthrough_location_hint(spoiler, world, checked):
locations = dict(filter(lambda locations:
locations[0].world.id == world.id,
spoiler.playthrough_locations.items()))
required_location_names = list(map(lambda location: location.name, spoiler.required_locations[world.id]))
locations = list(filter(lambda location:
location.name not in checked
and location.name not in required_location_names
and location.name not in world.hint_exclusions
and location.name not in world.hint_type_overrides['playthrough-location']
and location.item.name not in world.item_hint_type_overrides['playthrough-location'],
locations))
if not locations:
return None
location = random.choice(locations)
checked.add(location.name)
hint_area = HintArea.at(location)
location_text = hint_area.text(world.settings.clearer_hints)
return (GossipText('%s is on the way of the #wanderer#.' % location_text, ['Light Blue', 'Yellow'], [location.name], [location.item.name]), [location])
def get_unlock_woth_hint(spoiler, world, checked):
return get_unlock_hint(spoiler, world, checked, 'unlock-woth')
def get_unlock_playthrough_hint(spoiler, world, checked):
return get_unlock_hint(spoiler, world, checked, 'unlock-playthrough')
def get_unlock_hint(spoiler: Spoiler, world: World, checked: set[str], hint_type: str):
if hint_type == 'unlock-playthrough':
requirements = spoiler.playthrough_location_requirements
required_locations = {
location: list(filter(lambda required_location: required_location.item.name not in world.item_hint_type_overrides[hint_type]
and required_location.world.id == world.id, required_locations))
for location, required_locations in requirements[world.id].items()
}
else:
requirements = spoiler.required_location_requirements
all_world_requirements = {}
for world_reqs in requirements.values():
all_world_requirements.update(world_reqs)
world_path_locations: set[Location] = set()
for name, category in world.goal_categories.items():
for goal in category.goals:
path_locations = [
location
for locations in spoiler.goal_locations[world.id][category.name][goal.name].values()
for location in locations
]
world_path_locations.update(path_locations)
world_path_requirements = {k:v for (k,v) in all_world_requirements.items() if k in world_path_locations}
required_locations = {
location: list(filter(lambda required_location: required_location.item.name not in world.item_hint_type_overrides[hint_type], required_locations))
for location, required_locations in world_path_requirements.items()
}
hintable_locations = list(filter(lambda location:
len(required_locations[location]) > 0
and (location.name + '- unlock') not in checked
and location.name not in world.hint_exclusions
and location.name not in world.hint_type_overrides[hint_type]
and location.item.name not in world.item_hint_type_overrides[hint_type]
and location.item.type != "Song",
required_locations))
if hint_type == 'unlock-playthrough':
required_location_names = list(map(lambda location: location.name, spoiler.required_locations[world.id]))
hintable_locations = list(filter(lambda location:
location.name not in required_location_names,
hintable_locations))
if not hintable_locations:
return None
location_weights = list(map(lambda loc: len(required_locations[loc]), hintable_locations))
location = random.choices(hintable_locations, location_weights)[0]
required_location_weights = list(map(lambda req_loc: len(required_locations[req_loc]) + 1, required_locations[location]))
required_location = random.choices(required_locations[location], required_location_weights)[0]
checked.add(location.name + '- unlock')
item_text = get_hint(get_item_generic_name(location.item), world.settings.clearer_hints).text
required_item_text = get_hint(get_item_generic_name(required_location.item), world.settings.clearer_hints).text
if required_location.item.world.id == world.id:
required_item_player_text = ''
else:
required_item_player_text = f"player {required_location.item.world.id + 1}'s "
prefix, suffix = item_text.replace('#', '').split(' ', 1)
prefixes = ('a', 'an', 'the')
if location.item.world.id == world.id:
if hint_type == 'unlock-playthrough':
if prefix in prefixes:
item_text = f"{'a' if prefix == 'an' else prefix} #wanderer's# #{suffix}#"
else:
if '#' not in item_text:
item_text = f'#{item_text}#'
item_text = f"the #wanderer's# {item_text}"
else:
if '#' not in item_text:
item_text = f'#{item_text}#'
else:
if prefix in prefixes:
if hint_type == 'unlock-playthrough':
item_text = f"player {location.item.world.id + 1}'s #wanderer's# #{suffix}#"
else:
item_text = f"player {location.item.world.id + 1}'s #{suffix}#"
else:
if '#' not in item_text:
item_text = f'#{item_text}#'
if hint_type == 'unlock-playthrough':
item_text = f"player {location.item.world.id + 1}'s #wanderer's# {item_text}"
else:
item_text = f"player {location.item.world.id + 1}'s {item_text}"
gossip_text = f'{required_item_player_text}#{required_item_text}# unlocks the way to {item_text}.'
if hint_type == 'unlock-playthrough':
gossip_colors = ['Light Blue', 'Yellow', 'Light Blue']
else:
gossip_colors = ['Light Blue', 'Light Blue']
return (GossipText(gossip_text, gossip_colors, [required_location.name, location.name], [required_location.item.name, location.item.name]), [required_location, location])
def get_barren_hint(spoiler: Spoiler, world: World, checked: set[str], all_checked: set[str]) -> HintReturn:
if not hasattr(world, 'get_barren_hint_prev'):
world.get_barren_hint_prev = RegionRestriction.NONE
checked_areas = get_checked_areas(world, checked)
areas = list(filter(lambda area:
area not in checked_areas
and str(area) not in world.hint_type_overrides['barren']
and not (world.barren_dungeon >= world.hint_dist_user['dungeons_barren_limit'] and world.empty_areas[area]['dungeon'])
and any(
location.name not in all_checked
and location.name not in world.hint_exclusions
and location.name not in hint_exclusions(world)
and HintArea.at(location) == area
for location in world.get_filled_locations()
),