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State.py
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State.py
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from __future__ import annotations
from collections.abc import Iterable
from typing import TYPE_CHECKING, Optional, Any
from Item import Item, ItemInfo
from RulesCommon import AccessRule, escape_name
from Boulders import BOULDER_TYPE
from Location import Location
if TYPE_CHECKING:
from Goals import GoalCategory, Goal
from Location import Location
from Search import Search
from World import World
from Scene import get_scene_group, scene_groups, scene_list
Triforce_Piece: int = ItemInfo.solver_ids['Triforce_Piece']
Triforce: int = ItemInfo.solver_ids['Triforce']
Rutos_Letter: int = ItemInfo.solver_ids['Rutos_Letter']
Piece_of_Heart: int = ItemInfo.solver_ids['Piece_of_Heart']
Ocarina_A_Button: int = ItemInfo.solver_ids['Ocarina_A_Button']
Ocarina_C_left_Button: int = ItemInfo.solver_ids['Ocarina_C_left_Button']
Ocarina_C_up_Button: int = ItemInfo.solver_ids['Ocarina_C_up_Button']
Ocarina_C_down_Button: int = ItemInfo.solver_ids['Ocarina_C_down_Button']
Ocarina_C_right_Button: int = ItemInfo.solver_ids['Ocarina_C_right_Button']
Megaton_Hammer: int = ItemInfo.solver_ids['Megaton_Hammer']
Progressive_Strength_Upgrade: int = ItemInfo.solver_ids['Progressive_Strength_Upgrade']
Bomb_Bag: int = ItemInfo.solver_ids['Bomb_Bag']
class State:
def __init__(self, parent: World) -> None:
self.solv_items: list[int] = [0] * len(ItemInfo.solver_ids)
self.world: World = parent
self.search: Optional[Search] = None
self.can_blast_or_smash: AccessRule = self.world.parser.parse_rule("can_blast_or_smash")
self.Blue_Fire: AccessRule = self.world.parser.parse_rule("Blue_Fire")
def copy(self, new_world: Optional[World] = None) -> State:
new_world = new_world if new_world else self.world
new_state = State(new_world)
for i, val in enumerate(self.solv_items):
new_state.solv_items[i] = val
return new_state
def item_name(self, location: str | Location) -> Optional[str]:
location = self.world.get_location(location)
if location.item is None:
return None
return location.item.name
def won(self) -> bool:
return self.won_triforce_hunt() if self.world.settings.triforce_hunt else self.won_normal()
def won_triforce_hunt(self) -> bool:
return self.has(Triforce_Piece, self.world.settings.triforce_goal_per_world)
def won_normal(self) -> bool:
return self.has(Triforce)
def has(self, item: int, count: int = 1) -> bool:
return self.solv_items[item] >= count
def has_any_of(self, items: Iterable[int]) -> bool:
for i in items:
if self.solv_items[i]:
return True
return False
def has_all_of(self, items: Iterable[int]) -> bool:
for i in items:
if not self.solv_items[i]:
return False
return True
def count_distinct(self, items: Iterable[int]) -> int:
return sum(1 for i in items if self.solv_items[i] > 0)
def item_count(self, item: int) -> int:
return self.solv_items[item]
def item_name_count(self, name: str) -> int:
return self.solv_items[ItemInfo.solver_ids[escape_name(name)]]
def has_bottle(self, **kwargs) -> bool:
# Extra Ruto's Letter are automatically emptied
return self.has_any_of(ItemInfo.bottle_ids) or self.has(Rutos_Letter, 2)
def has_hearts(self, count: int, **kwargs) -> bool:
# Warning: This is limited by World.max_progressions so it currently only works if hearts are required for LACS, bridge, or Ganon bk
return self.heart_count() >= count
def heart_count(self, **kwargs) -> int:
# Warning: This is limited by World.max_progressions so it currently only works if hearts are required for LACS, bridge, or Ganon bk
return (
self.item_count(Piece_of_Heart) // 4 # aliases ensure Heart Container and Piece of Heart (Treasure Chest Game) are included in this
+ 3 # starting hearts
)
def has_medallions(self, count: int, **kwargs) -> bool:
return self.count_distinct(ItemInfo.medallion_ids) >= count
def has_stones(self, count: int, **kwargs) -> bool:
return self.count_distinct(ItemInfo.stone_ids) >= count
def has_dungeon_rewards(self, count: int, **kwargs) -> bool:
return self.count_distinct(ItemInfo.medallion_ids) + self.count_distinct(ItemInfo.stone_ids) >= count
def has_ocarina_buttons(self, count: int, **kwargs) -> bool:
return self.count_distinct(ItemInfo.ocarina_buttons_ids) >= count
# TODO: Store the item's solver id in the goal
def has_item_goal(self, item_goal: dict[str, Any], **kwargs) -> bool:
return self.solv_items[ItemInfo.solver_ids[escape_name(item_goal['name'])]] >= item_goal['minimum']
def has_full_item_goal(self, category: GoalCategory, goal: Goal, item_goal: dict[str, Any], **kwargs) -> bool:
local_goal = self.world.goal_categories[category.name].get_goal(goal.name)
per_world_max_quantity = local_goal.get_item(item_goal['name'])['quantity']
return self.solv_items[ItemInfo.solver_ids[escape_name(item_goal['name'])]] >= per_world_max_quantity
def has_all_item_goals(self, **kwargs) -> bool:
for category in self.world.goal_categories.values():
for goal in category.goals:
if not all(map(lambda i: self.has_full_item_goal(category, goal, i), goal.items)):
return False
return True
def had_night_start(self, **kwargs) -> bool:
stod = self.world.settings.starting_tod
# These are all not between 6:30 and 18:00
if (stod == 'sunset' or # 18
stod == 'evening' or # 21
stod == 'midnight' or # 00
stod == 'witching-hour'): # 03
return True
else:
return False
# Used for fall damage and other situations where damage is unavoidable
def can_live_dmg(self, hearts: int, **kwargs) -> bool:
mult = self.world.settings.damage_multiplier
if hearts*4 >= 3:
return mult != 'ohko' and mult != 'quadruple'
elif hearts*4 < 3:
return mult != 'ohko'
else:
return True
# Use the guarantee_hint rule defined in json.
def guarantee_hint(self) -> bool:
return self.world.parser.parse_rule('guarantee_hint')(self)
# Be careful using this function. It will not collect any
# items that may be locked behind the item, only the item itself.
def collect(self, item: Item) -> None:
if item.solver_id is None:
raise Exception(f"Item '{item.name}' lacks a `solver_id` and can not be used in `State.collect()`.")
if 'Small Key Ring' in item.name:
dungeon_name = item.name[:-1].split(' (', 1)[1]
if self.world.keyring_give_bk(dungeon_name):
bk = f'Boss Key ({dungeon_name})'
self.solv_items[ItemInfo.solver_ids[escape_name(bk)]] = 1
if item.alias and item.alias_id is not None:
self.solv_items[item.alias_id] += item.alias[1]
self.solv_items[item.solver_id] += 1
# Be careful using this function. It will not uncollect any
# items that may be locked behind the item, only the item itself.
def remove(self, item: Item) -> None:
if item.solver_id is None:
raise Exception(f"Item '{item.name}' lacks a `solver_id` and can not be used in `State.remove()`.")
if 'Small Key Ring' in item.name:
dungeon_name = item.name[:-1].split(' (', 1)[1]
if self.world.keyring_give_bk(dungeon_name):
bk = f'Boss Key ({dungeon_name})'
self.solv_items[ItemInfo.solver_ids[escape_name(bk)]] = 0
if item.alias and item.alias_id is not None and self.solv_items[item.alias_id] > 0:
self.solv_items[item.alias_id] -= item.alias[1]
if self.solv_items[item.alias_id] < 0:
self.solv_items[item.alias_id] = 0
if self.solv_items[item.solver_id] > 0:
self.solv_items[item.solver_id] -= 1
def region_has_shortcuts(self, region_name: str, **kwargs) -> bool:
return self.world.region_has_shortcuts(region_name)
def has_soul(self, enemy: str, **kwargs) -> bool:
# Get the spot (this can be a location, an entrance (region transition), or an Event)
spot = kwargs['spot']
if self.world.settings.shuffle_enemy_spawns == 'regional': # Regional soul shuffle so determine the region soul from the spot's parent region's scene
scene = None
# Other types of locations we need to be a bit creative
# All regions should be marked with either a scene or a dungeon
# We can resolve the scene id from those hopefully
if type(spot) is Location and spot.scene == 62: # Grotto locations
scene = "Grottos"
elif spot.parent_region.dungeon:
scene = spot.parent_region.dungeon.name
elif type(spot) is Location and spot.scene and spot.scene != 0xFF and spot.scene != 62: # For actual item locations we can get the scene from the location directly
scene = scene_list[spot.scene]
elif spot.parent_region.scene:
scene = spot.parent_region.scene
if scene is not None:
# We have a scene name so loop through our scene groups
group = get_scene_group(scene)
soul_str = group + " Souls"
return self.has(ItemInfo.solver_ids[escape_name(soul_str)])
else:
soul_str = enemy + " Soul"
return (not self.world.shuffle_enemy_spawns or self.has(ItemInfo.solver_ids[escape_name(soul_str)]))
def has_all_notes_for_song(self, song: str, **kwargs) -> bool:
# Scarecrow needs 2 different notes
if song == 'Scarecrow Song':
return self.has_ocarina_buttons(2)
notes = str(self.world.song_notes[song])
if 'A' in notes:
if not self.has(Ocarina_A_Button):
return False
if '<' in notes:
if not self.has(Ocarina_C_left_Button):
return False
if '^' in notes:
if not self.has(Ocarina_C_up_Button):
return False
if 'v' in notes:
if not self.has(Ocarina_C_down_Button):
return False
if '>' in notes:
if not self.has(Ocarina_C_right_Button):
return False
return True
def __getstate__(self) -> dict[str, Any]:
return self.__dict__.copy()
def __setstate__(self, state: dict[str, Any]) -> None:
self.__dict__.update(state)
def get_prog_items(self) -> dict[str, int]:
return {
**{item.name: self.solv_items[item.solver_id]
for item in ItemInfo.items.values()
if item.solver_id is not None},
**{event: self.solv_items[ItemInfo.solver_ids[event]]
for event in self.world.event_items
if self.solv_items[ItemInfo.solver_ids[event]]},
}
def boulder_type(self, boulder: str, **kwargs) -> BOULDER_TYPE:
return self.world.boulders[boulder]
def can_pass_boulder(self, boulder: str, age: str, **kwargs) -> bool:
type: BOULDER_TYPE = self.world.boulders[boulder]
return self.can_pass_boulder_type(type, age, kwargs=kwargs)
def can_pass_boulder_type(self, boulder_type:BOULDER_TYPE, age: str, **kwargs) -> bool:
if boulder_type == BOULDER_TYPE.BRONZE:
# Check for hammer and adult
return age == 'adult' and self.has(Megaton_Hammer)
elif boulder_type == BOULDER_TYPE.SILVER:
# Check for adult+str2
return age == 'adult' and self.has(Progressive_Strength_Upgrade, 2)
elif boulder_type == BOULDER_TYPE.BROWN:
# Check for adult+hammer or explosives
return self.can_blast_or_smash(self, age=age)
elif boulder_type == BOULDER_TYPE.RED_ICE:
# Check for blue fire
#return self.world.parser.parse_rule('Blue_Fire')(self, age=age)
return self.Blue_Fire(self, age=age)
# Should never get here
return False
# Check if the current state can pass a particular boulder, restricted to a list of types
def can_pass_boulder_types(self, boulder: str, types: list[BOULDER_TYPE], age: str, **kwargs) -> bool:
this_boulder_type: BOULDER_TYPE = self.world.boulders[boulder] # Get the boulder's type
if this_boulder_type in types: # Check if that type is in the list of allowed types
return self.can_pass_boulder_type(this_boulder_type, age, kwargs=kwargs) # Check ability to pass that type
return False