Replace world exploration with a faster algorithm - use BFS and keep track of all entrances that are currently blocked by progression items.

New algorithm also obsoletes sweep_for_crystal_access
Set up door and entrance caches in advance
Replace CrystalBarrier with FastEnum for bitfield arithmetic
This commit is contained in:
compiling
2020-05-10 19:27:13 +10:00
parent cf70210ed1
commit 1217236621
8 changed files with 157 additions and 154 deletions

View File

@@ -1,6 +1,7 @@
import logging
from BaseClasses import CollectionState, RegionType, DoorType
from Regions import key_only_locations
from Items import ItemFactory
from RoomData import DoorKind
from collections import deque
@@ -9,20 +10,10 @@ def set_rules(world, player):
if world.logic[player] == 'nologic':
logging.getLogger('').info('WARNING! Seeds generated under this logic often require major glitches and may be impossible!')
if world.mode[player] != 'inverted':
world.get_region('Links House', player).can_reach_private = lambda state: True
world.get_region('Sanctuary', player).can_reach_private = lambda state: True
old_rule = world.get_region('Old Man House', player).can_reach
world.get_region('Old Man House', player).can_reach_private = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state)
return
else:
world.get_region('Inverted Links House', player).can_reach_private = lambda state: True
world.get_region('Inverted Dark Sanctuary', player).entrances[0].parent_region.can_reach_private = lambda state: True
if world.shuffle[player] != 'vanilla':
old_rule = world.get_region('Old Man House', player).can_reach
world.get_region('Old Man House', player).can_reach_private = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state)
world.get_region('Hyrule Castle Ledge', player).can_reach_private = lambda state: True
return
world.get_region('Menu', player).can_reach_private = lambda state: True
for exit in world.get_region('Menu', player).exits:
exit.hide_path = True
return
global_rules(world, player)
if world.mode[player] != 'inverted':
@@ -113,8 +104,11 @@ def global_rules(world, player):
add_item_rule(world.get_location('Ganon', player), lambda item: item.name == 'Triforce' and item.player == player)
# we can s&q to the old man house after we rescue him. This may be somewhere completely different if caves are shuffled!
old_rule = world.get_region('Old Man House', player).can_reach_private
world.get_region('Old Man House', player).can_reach_private = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state)
world.get_region('Menu', player).can_reach_private = lambda state: True
for exit in world.get_region('Menu', player).exits:
exit.hide_path = True
set_rule(world.get_entrance('Old Man S&Q', player), lambda state: state.can_reach('Old Man', 'Location', player))
set_rule(world.get_location('Sunken Treasure', player), lambda state: state.has('Open Floodgate', player))
set_rule(world.get_location('Dark Blacksmith Ruins', player), lambda state: state.has('Return Smith', player))
@@ -384,16 +378,6 @@ def global_rules(world, player):
def default_rules(world, player):
if world.mode[player] == 'standard':
# Links house requires reaching Sanc so skipping that chest isn't a softlock.
world.get_region('Hyrule Castle Secret Entrance', player).can_reach_private = lambda state: True
old_rule = world.get_region('Links House', player).can_reach_private
world.get_region('Links House', player).can_reach_private = lambda state: state.has('Zelda Delivered', player) or old_rule(state)
else:
# these are default save&quit points and always accessible
world.get_region('Links House', player).can_reach_private = lambda state: True
world.get_region('Sanctuary', player).can_reach_private = lambda state: True
# overworld requirements
set_rule(world.get_entrance('Kings Grave', player), lambda state: state.has_Boots(player))
set_rule(world.get_entrance('Kings Grave Outer Rocks', player), lambda state: state.can_lift_heavy_rocks(player))
@@ -506,12 +490,7 @@ def default_rules(world, player):
def inverted_rules(world, player):
# s&q regions. link's house entrance is set to true so the filler knows the chest inside can always be reached
world.get_region('Inverted Links House', player).can_reach_private = lambda state: True
world.get_region('Inverted Links House', player).entrances[0].can_reach = lambda state: True
world.get_region('Inverted Dark Sanctuary', player).entrances[0].parent_region.can_reach_private = lambda state: True
old_rule = world.get_region('Hyrule Castle Ledge', player).can_reach_private
world.get_region('Hyrule Castle Ledge', player).can_reach_private = lambda state: (state.has_Mirror(player) and state.has('Beat Agahnim 1', player) and state.can_reach_light_world(player)) or old_rule(state)
set_rule(world.get_entrance('Castle Ledge S&Q', player), lambda state: state.has_Mirror(player) and state.has('Beat Agahnim 1', player))
# overworld requirements
set_rule(world.get_location('Maze Race', player), lambda state: state.has_Pearl(player))
@@ -824,7 +803,19 @@ std_kill_rooms = {
} # all trap rooms?
def add_connection(parent_name, target_name, entrance_name, world, player):
parent = world.get_region(parent_name, player)
target = world.get_region(target_name, player)
connection = Entrance(player, entrance_name, parent)
parent.exits.append(connection)
connection.connect(target)
def standard_rules(world, player):
add_connection('Menu', 'Hyrule Castle Secret Entrance', 'Uncle S&Q', world, player)
world.get_entrance('Uncle S&Q', player).hide_path = True
set_rule(world.get_entrance('Links House S&Q', player), lambda state: state.can_reach('Sanctuary', 'Region', player))
set_rule(world.get_entrance('Sanctuary S&Q', player), lambda state: state.can_reach('Sanctuary', 'Region', player))
# these are because of rails
if world.shuffle[player] != 'vanilla':
set_rule(world.get_entrance('Hyrule Castle Exit (East)', player), lambda state: state.has('Zelda Delivered', player))
@@ -1039,7 +1030,7 @@ def set_big_bomb_rules(world, player):
# the basic routes assume you can reach eastern light world with the bomb.
# you can then use the southern teleporter, or (if you have beaten Aga1) the hyrule castle gate warp
def basic_routes(state):
return southern_teleporter(state) or state.can_reach('Top of Pyramid', 'Entrance', player)
return southern_teleporter(state) or state.has('Beat Agahnim 1', player)
# Key for below abbreviations:
# P = pearl
@@ -1072,7 +1063,7 @@ def set_big_bomb_rules(world, player):
#1. Mirror and enter via gate: Need mirror and Aga1
#2. cross peg bridge: Need hammer and moon pearl
# -> CPB or (M and A)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: cross_peg_bridge(state) or (state.has_Mirror(player) and state.can_reach('Top of Pyramid', 'Entrance', player)))
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: cross_peg_bridge(state) or (state.has_Mirror(player) and state.has('Beat Agahnim 1', player)))
elif bombshop_entrance.name in Isolated_DW_entrances:
# 1. mirror then flute then basic routes
# -> M and Flute and BR