Generation tweaks and fixes

- Flooding the keys in swamp
- Logical dead ends
- The pinball exception
This commit is contained in:
aerinon
2019-10-21 22:32:49 -06:00
parent c090bd7003
commit 01a4d4b872
3 changed files with 99 additions and 125 deletions

View File

@@ -7,7 +7,7 @@ from functools import reduce
from BaseClasses import RegionType, Door, DoorType, Direction, Sector, CrystalBarrier, Polarity, pol_idx, pol_inc
from Dungeons import hyrule_castle_regions, eastern_regions, desert_regions, hera_regions, tower_regions, pod_regions
from Dungeons import dungeon_regions, region_starts, split_region_starts
from Regions import key_only_locations, dungeon_events
from Regions import key_only_locations, dungeon_events , flooded_keys, flooded_keys_reverse
from RoomData import DoorKind, PairedDoor
@@ -405,7 +405,7 @@ def cross_dungeon(world, player):
# todo - adjust dungeon item pools -- ?
dungeon_layouts = []
for key, sector_list, entrance_list in dungeon_sectors:
ds = shuffle_dungeon_no_repeats(world, player, sector_list, entrance_list)
ds = shuffle_dungeon_no_repeats_new(world, player, sector_list, entrance_list)
ds.name = key
dungeon_layouts.append((ds, entrance_list))
@@ -710,29 +710,45 @@ class ExplorationState(object):
elif self.crystal == CrystalBarrier.Blue:
self.visited_blue.append(region)
for location in region.locations:
if location.name in dungeon_events and location.name not in self.events:
self.events.add(location.name)
queue = collections.deque(self.event_doors)
while len(queue) > 0:
exp_door = queue.pop()
if exp_door.door.req_event == location.name:
self.avail_doors.append(exp_door)
self.event_doors.remove(exp_door)
if key_region is not None:
d_name = exp_door.door.name
if d_name not in self.door_krs.keys():
self.door_krs[d_name] = key_region
if key_checks and location not in self.found_locations:
if location.name in key_only_locations:
self.key_locations += 1
if location.name not in dungeon_events and '- Prize' not in location.name:
self.ttl_locations += 1
self.found_locations.append(location)
self.found_locations.append(location)
if location.name in dungeon_events and location.name not in self.events:
if self.flooded_key_check(location):
self.perform_event(location.name, key_region)
if location.name in flooded_keys_reverse.keys() and flooded_keys_reverse[location.name] in self.found_locations:
self.perform_event(flooded_keys_reverse[location.name], key_region)
if key_checks and region.name == 'Hyrule Dungeon Cellblock' and not self.big_key_opened:
self.big_key_opened = True
self.avail_doors.extend(self.big_doors)
self.big_doors.clear()
def flooded_key_check(self, location):
if location.name not in flooded_keys.keys():
return True
return flooded_keys[location.name] in self.found_locations
def perform_event(self, location_name, key_region):
location = None
for l in self.found_locations:
if l.name == location_name:
location = l
break
self.events.add(location)
queue = collections.deque(self.event_doors)
while len(queue) > 0:
exp_door = queue.pop()
if exp_door.door.req_event == location_name:
self.avail_doors.append(exp_door)
self.event_doors.remove(exp_door)
if key_region is not None:
d_name = exp_door.door.name
if d_name not in self.door_krs.keys():
self.door_krs[d_name] = key_region
def add_all_doors_check_unattached(self, region, world, player):
for door in get_doors(world, region, player):
if self.can_traverse(door):
@@ -745,13 +761,16 @@ class ExplorationState(object):
def add_all_doors_check_key_region(self, region, key_region, world, player):
for door in get_doors(world, region, player):
if door.name not in self.door_krs.keys():
self.door_krs[door.name] = key_region
if self.can_traverse(door):
if door.req_event is not None and door.req_event not in self.events and not self.in_door_list(door, self.event_doors):
self.append_door_to_list(door, self.event_doors)
elif not self.in_door_list(door, self.avail_doors):
self.append_door_to_list(door, self.avail_doors)
if door.name not in self.door_krs.keys():
self.door_krs[door.name] = key_region
else:
if door.name not in self.door_krs.keys():
self.door_krs[door.name] = key_region
def add_all_doors_check_keys(self, region, key_door_proposal, world, player):
for door in get_doors(world, region, player):
@@ -867,7 +886,7 @@ def shuffle_dungeon_no_repeats_new(world, player, available_sectors, entrance_re
connect_sector, connect_door = compatibles.pop()
logger.info(' Found possible new sector via %s', connect_door.name)
# Check if valid
if is_valid(door, connect_door, sector, connect_sector, available_sectors):
if is_valid(door, connect_door, sector, connect_sector, available_sectors, reachable_doors, state, world, player):
# Apply connection and add the new region's doors to the available list
maybe_connect_two_way(world, door, connect_door, player)
state.unattached_doors.remove(explorable_door)
@@ -916,105 +935,6 @@ def shuffle_dungeon_no_repeats_new(world, player, available_sectors, entrance_re
return available_sectors[0]
def shuffle_dungeon_no_repeats(world, player, available_sectors, entrance_region_names):
logger = logging.getLogger('')
random.shuffle(available_sectors)
for sector in available_sectors:
random.shuffle(sector.outstanding_doors)
entrance_regions = []
# current_sector = None
for region_name in entrance_region_names:
entrance_regions.append(world.get_region(region_name, player))
reachable_doors, visited_regions = extend_reachable(entrance_regions, [], world, player)
# Loop until all available doors are used
while len(reachable_doors) > 0:
# Pick a random available door to connect
door = random.choice(reachable_doors)
sector = find_sector_for_door(door, available_sectors)
if sector is None:
reachable_doors.remove(door)
continue
sector.outstanding_doors.remove(door)
# door_connected = False
logger.info('Linking %s', door.name)
# Find an available region that has a compatible door
compatibles = find_all_compatible_door_in_sectors_ex(door, available_sectors, reachable_doors)
while len(compatibles) > 0:
connect_sector, connect_door = compatibles.pop()
logger.info(' Found possible new sector via %s', connect_door.name)
# Check if valid
if is_valid(door, connect_door, sector, connect_sector, available_sectors):
# Apply connection and add the new region's doors to the available list
maybe_connect_two_way(world, door, connect_door, player)
reachable_doors.remove(door)
connect_sector.outstanding_doors.remove(connect_door)
if sector != connect_sector: # combine if not the same
available_sectors.remove(connect_sector)
sector.outstanding_doors.extend(connect_sector.outstanding_doors)
sector.regions.extend(connect_sector.regions)
if not door.blocked:
connect_region = world.get_entrance(door.dest.name, player).parent_region
potential_new_doors, visited_regions = extend_reachable([connect_region], visited_regions, world, player)
reachable_doors.extend(potential_new_doors)
break # skips else block below
logger.info(' Not Linking %s to %s', door.name, connect_door.name)
if len(compatibles) == 0: # time to try again
if len(reachable_doors) <= 1:
raise Exception('Rejected last option due to dead end... infinite loop ensues')
else:
# If there's no available region with a door, use an internal connection
compatibles = find_all_compatible_door_in_list(door, reachable_doors)
while len(compatibles) > 0:
connect_door = compatibles.pop()
logger.info(' Adding loop via %s', connect_door.name)
connect_sector = find_sector_for_door(connect_door, available_sectors)
# Check if valid
if is_loop_valid(door, connect_door, sector, connect_sector, available_sectors):
maybe_connect_two_way(world, door, connect_door, player)
reachable_doors.remove(door)
reachable_doors.remove(connect_door)
connect_sector = find_sector_for_door(connect_door, available_sectors)
connect_sector.outstanding_doors.remove(connect_door)
if sector != connect_sector: # combine if not the same
available_sectors.remove(connect_sector)
sector.outstanding_doors.extend(connect_sector.outstanding_doors)
sector.regions.extend(connect_sector.regions)
break # skips else block with exception
else:
logger.info(' Not Linking %s to %s', door.name, connect_door.name)
sector.outstanding_doors.insert(0, door)
if len(reachable_doors) <= 2:
raise Exception('Rejected last option due to likely improper loops...')
else:
raise Exception('Nothing is apparently compatible with %s', door.name)
# Check that we used everything, we failed otherwise
if len(available_sectors) != 1:
logger.warning('Failed to add all regions/doors to dungeon, generation will likely fail.')
return available_sectors
return available_sectors[0]
def extend_reachable(search_regions, visited_regions, world, player):
region_list = list(search_regions)
visited_regions = visited_regions
reachable_doors = []
while len(region_list) > 0:
region = region_list.pop()
visited_regions.append(region)
for ext in region.exits:
if ext.connected_region is not None:
connect_region = ext.connected_region
if valid_region_to_explore(connect_region, world) and connect_region not in visited_regions and connect_region not in region_list:
region_list.append(connect_region)
else:
door = world.check_for_door(ext.name, player)
if door is not None and door.dest is None: # make sure it isn't a weird blocked door
reachable_doors.append(door)
return reachable_doors, visited_regions
def valid_region_to_explore(region, world):
return region.type == RegionType.Dungeon or region.name in world.inaccessible_regions
@@ -1053,7 +973,7 @@ def doors_compatible_ignore_keys(a, b):
# todo: path checking needed?
def is_valid(door_a, door_b, sector_a, sector_b, available_sectors):
def is_valid(door_a, door_b, sector_a, sector_b, available_sectors, reachable_doors, state, world, player):
if len(available_sectors) == 1:
return True
if len(available_sectors) <= 2 and sector_a != sector_b:
@@ -1062,8 +982,12 @@ def is_valid(door_a, door_b, sector_a, sector_b, available_sectors):
return False
elif early_loop_dies(door_a, sector_a, sector_b, available_sectors):
return False
elif logical_dead_end(door_a, door_b, state, world, player, available_sectors, reachable_doors):
return False
elif door_a.blocked and door_b.blocked: # I can't see this going well unless we are in loop generation...
return False
elif pinball_exception(door_a, door_b, sector_a):
return True
elif not door_a.blocked and not door_b.blocked and sector_a != sector_b:
return sector_a.outflow() + sector_b.outflow() - 1 > 0 # door_a has been removed already, so a.outflow is reduced by one
elif door_a.blocked or door_b.blocked and sector_a != sector_b:
@@ -1140,6 +1064,46 @@ def early_loop_dies(door_a, sector_a, sector_b, available_sectors):
return False
def logical_dead_end(door_a, door_b, state, world, player, available_sectors, reachable_doors):
region = world.get_entrance(door_b.name, player).parent_region
new_state = extend_reachable_state([region], state, world, player)
new_state.unattached_doors[:] = [x for x in new_state.unattached_doors if x.door not in [door_a, door_b]]
if len(new_state.unattached_doors) == 0:
return True
d_type = door_a.type
directions = [door_a.direction, switch_dir(door_a.direction)]
number_of_hooks = 0
for door in new_state.unattached_doors:
if door.door.type == d_type and door.door.direction in directions:
number_of_hooks += 1
only_dead_ends = True
outstanding_doors_of_type = 0
if number_of_hooks == 0:
for sector in available_sectors:
for door in sector.outstanding_doors:
if door != door_b and door.type == d_type and door.direction in directions:
outstanding_doors_of_type += 1
region = world.get_entrance(door.name, player).parent_region
local_state = extend_reachable_state([region], ExplorationState(), world, player)
for exp_d in local_state.unattached_doors:
if exp_d.door.type != d_type or exp_d.door.direction not in directions and exp_d.door not in reachable_doors:
only_dead_ends = False
break
if not only_dead_ends:
break
if outstanding_doors_of_type > 0 and only_dead_ends:
return True
return False
def pinball_exception(door_a, door_b, sector_a):
if door_a.name == 'Skull Pot Prison SE' and door_b.name == 'Skull Pinball NE':
for r in sector_a.regions:
if r.name == 'Skull 2 East Lobby':
return True
return False
def shuffle_key_doors(dungeon_sector, entrances, world, player):
start_regions = convert_regions(entrances, world, player)
# count number of key doors - this could be a table?
@@ -1181,7 +1145,7 @@ def shuffle_key_doors(dungeon_sector, entrances, world, player):
paired_candidates = build_pair_list(flat_candidates)
if len(paired_candidates) < num_key_doors:
num_key_doors = len(paired_candidates) # reduce number of key doors
logging.getLogger('').debug('Lowering key door count because not enough candidates: %s', dungeon_sector.name)
logging.getLogger('').info('Lowering key door count because not enough candidates: %s', dungeon_sector.name)
random.shuffle(paired_candidates)
combinations = ncr(len(paired_candidates), num_key_doors)
itr = 0
@@ -1189,7 +1153,7 @@ def shuffle_key_doors(dungeon_sector, entrances, world, player):
while not validate_key_layout(dungeon_sector, start_regions, proposal, world, player):
itr += 1
if itr >= combinations:
logging.getLogger('').debug('Lowering key door count because no valid layouts: %s', dungeon_sector.name)
logging.getLogger('').info('Lowering key door count because no valid layouts: %s', dungeon_sector.name)
num_key_doors -= 1
combinations = ncr(len(paired_candidates), num_key_doors)
itr = 0
@@ -1400,7 +1364,7 @@ def reassign_key_doors(current_doors, proposal, world, player):
change_door_to_small_key(d1, world, player)
change_door_to_small_key(d2, world, player)
world.spoiler.set_door_type(d1.name+' <-> '+d2.name, 'Key Door', player)
logger.debug('Key Door: %s', d1.name+' <-> '+d2.name)
logger.info('Key Door: %s', d1.name+' <-> '+d2.name)
else:
d = obj
if d.type is DoorType.Interior:
@@ -1411,7 +1375,7 @@ def reassign_key_doors(current_doors, proposal, world, player):
elif d.type is DoorType.Normal:
change_door_to_small_key(d, world, player)
world.spoiler.set_door_type(d.name, 'Key Door', player)
logger.debug('Key Door: %s', d.name)
logger.info('Key Door: %s', d.name)
def change_door_to_small_key(d, world, player):