Fixed ice palace Hammer Block stairs
Initial work on new key logic - only for vanilla for now
This commit is contained in:
@@ -1,10 +1,11 @@
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import collections
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from Regions import dungeon_events
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from Dungeons import dungeon_keys, dungeon_bigs
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from DungeonGenerator import ExplorationState
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class KeyRegion(object):
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class KeySphere(object):
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def __init__(self):
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self.access_doors = set()
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@@ -13,7 +14,7 @@ class KeyRegion(object):
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self.key_only_locations = []
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self.child_doors = set()
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self.bk_locked = False
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self.parent_region = None
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self.parent_sphere = None
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def __eq__(self, other):
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if self.prize_region != other.prize_region:
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@@ -76,14 +77,264 @@ class KeyRegion(object):
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# return True
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class KeyLayout(object):
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def __init__(self, sector, starts, proposal):
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self.sector = sector
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self.start_regions = starts
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self.proposal = proposal
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self.key_logic = KeyLogic(sector.name)
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self.checked_states = {}
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self.key_spheres = None
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self.flat_prop = None
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self.max_chests = None
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self.all_chest_locations = set()
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# bk special?
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# bk required? True if big chests or big doors exists
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def reset(self, proposal):
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self.proposal = proposal
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self.key_logic = KeyLogic(self.sector.name)
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self.checked_states = {}
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class KeyLogic(object):
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def __init__(self, dungeon_name):
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self.door_rules = {}
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self.bk_restricted = set()
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self.sm_restricted = set()
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self.small_key_name = dungeon_keys[dungeon_name]
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self.bk_name = dungeon_bigs[dungeon_name]
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self.logic_min = {}
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self.logic_max = {}
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class DoorRules(object):
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def __init__(self, number):
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self.small_key_num = number
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# allowing a different number if bk is behind this door in a set of locations
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self.alternate_small_key = None
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self.alternate_big_key_loc = set()
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# for a place with only 1 free location/key_only_location behind it ... no goals and locations
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self.allow_small = False
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class KeyCounter(object):
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def __init__(self, max_chests):
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self.max_chests = max_chests
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self.free_locations = set()
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self.key_only_locations = set()
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self.child_doors = set()
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self.open_doors = set()
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self.used_keys = 0
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self.big_key_opened = False
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def update(self, key_sphere):
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self.free_locations.update(key_sphere.free_locations)
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self.key_only_locations.update(key_sphere.key_only_locations)
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self.child_doors.update(key_sphere.child_doors)
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def open_door(self, door, flat_proposal):
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if door in flat_proposal:
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self.used_keys += 1
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self.child_doors.remove(door)
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self.open_doors.add(door)
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if door.dest in flat_proposal:
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self.open_doors.add(door.dest)
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elif door.bigKey:
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self.big_key_opened = True
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self.child_doors.remove(door)
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self.open_doors.add(door)
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def used_smalls_loc(self):
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return max(self.used_keys - len(self.key_only_locations), 0)
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def copy(self):
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ret = KeyCounter(self.max_chests)
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ret.free_locations.update(self.free_locations)
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ret.key_only_locations.update(self.key_only_locations)
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ret.child_doors.update(self.child_doors)
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ret.used_keys = self.used_keys
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ret.open_doors.update(self.open_doors)
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return ret
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def analyze_dungeon(key_layout, world, player):
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flat_proposal = flatten_pair_list(key_layout.proposal)
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key_regions = create_key_regions(key_layout, flat_proposal, world, player)
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start = key_regions['Origin']
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key_layout = KeyLayout(key_layout.sector, key_layout.start_regions, key_layout.proposal)
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key_layout.flat_prop = flatten_pair_list(key_layout.proposal)
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key_layout.key_spheres = create_key_spheres(key_layout, world, player)
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key_logic = key_layout.key_logic
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key_layout.max_chests = len(world.get_dungeon(key_layout.sector.name, player).small_keys)
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find_bk_locked_sections(key_layout)
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key_counter = KeyCounter(key_layout.max_chests)
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key_counter.update(key_layout.key_spheres['Origin'])
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queue = collections.deque([(key_layout.key_spheres['Origin'], key_counter)])
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while len(queue) > 0:
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key_sphere, key_counter = queue.popleft()
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chest_keys = available_chest_small_keys(key_counter, False, world) # todo: when to count the bk chests
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# chest_keys_bk = available_chest_small_keys(key_counter, True, world)
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available = chest_keys + len(key_counter.key_only_locations) - key_counter.used_keys
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possible_smalls = count_unique_small_doors(key_counter, key_layout.flat_prop)
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# todo: big chest counts?
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if chest_keys == count_locations_big_optional(key_counter.free_locations) and available <= possible_smalls:
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key_logic.bk_restricted.update(key_counter.free_locations)
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# logic min
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if not key_sphere.bk_locked and big_chest_in_locations(key_counter.free_locations):
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key_logic.sm_restricted.update(find_big_chest_locations(key_counter.free_locations))
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# if available <= possible_smalls:
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# in this case, at least 1 child must have the available rule - unless relaxing is possible
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# try to relax the rules here?
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for child in key_sphere.child_doors:
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next_sphere = key_layout.key_spheres[child.name]
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if not empty_sphere(next_sphere):
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if not child.bigKey:
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# todo: calculate based on big key doors vs smalls - eastern dark square
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rule = DoorRules(min(available, possible_smalls) + key_counter.used_keys)
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key_logic.door_rules[child.name] = rule
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next_counter = increment_key_counter(child, next_sphere, key_counter, key_layout.flat_prop)
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queue.append((next_sphere, next_counter))
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return key_layout
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def create_key_regions(key_layout, flat_proposal, world, player):
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key_regions = {}
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# for child in key_sphere.child_doors:
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# next_sphere = key_spheres[child.name]
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# if not empty_sphere(next_sphere):
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# sm_rule = calc_basic_small_key_rule(key_sphere, key_spheres, key_layout, flat_proposal, world, player)
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def find_bk_locked_sections(key_layout):
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key_spheres = key_layout.key_spheres
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key_logic = key_layout.key_logic
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bk_key_not_required = set()
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big_chest_allowed_big_key = True
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for key in key_spheres.keys():
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sphere = key_spheres[key]
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key_layout.all_chest_locations.update(sphere.free_locations)
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if sphere.bk_locked and sphere.prize_region:
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big_chest_allowed_big_key = False
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if not sphere.bk_locked:
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bk_key_not_required.update(sphere.free_locations)
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key_logic.bk_restricted.update(key_layout.all_chest_locations.difference(bk_key_not_required))
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if not big_chest_allowed_big_key:
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key_logic.bk_restricted.update(find_big_chest_locations(key_layout.all_chest_locations))
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def empty_sphere(sphere):
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if len(sphere.key_only_locations) != 0 or len(sphere.free_locations) != 0 or len(sphere.child_doors) != 0:
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return False
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return not sphere.prize_region
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def increment_key_counter(door, sphere, key_counter, flat_proposal):
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new_counter = key_counter.copy()
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new_counter.open_door(door, flat_proposal)
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new_counter.update(sphere)
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return new_counter
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def check_for_big_doors(door, key_counter, key_layout):
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big_doors = set()
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for other in key_counter.child_doors:
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if other != door and other.bigKey:
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big_doors.add(other)
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big_key_available = len(key_counter.free_location) - key_counter.used_smalls_loc > 0
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if len(big_doors) == 0 or not big_key_available:
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return key_counter
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new_counter = key_counter
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for big_door in big_doors:
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big_sphere = key_layout.key_spheres[big_door.name]
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new_counter = increment_key_counter(big_door, big_sphere, new_counter, key_layout.flat_prop)
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# nested big key doors?
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old_counter = None
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while old_counter != new_counter:
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old_counter = new_counter
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new_counter = check_for_big_doors(door, old_counter, key_layout)
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# I think I've opened them all!
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return new_counter
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# def calc_basic_small_key_rule(key_sphere, key_spheres, key_layout, flat_proposal, world, player):
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# free_locations = set()
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# key_only_locations = set()
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# offshoot_doors = set()
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# queue = collections.deque()
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# parent = key_sphere.parent_sphere
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# while parent is not None:
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# queue.append(parent)
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# parent = parent.parent_sphere
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# while len(queue) > 0:
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# previous = queue.popleft()
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# free_locations.update(previous.free_locations)
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# key_only_locations.update(previous.key_only_locations)
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# for other_door in parent.child_doors:
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# if other_door not in key_sphere.access_doors:
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# offshoot_doors.add(other_door)
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# # todo: bk versions
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# chest_keys = available_chest_small_keys(key_layout, free_locations, key_sphere.bk_locked, world, player)
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# parent_avail = chest_keys + len(key_only_locations)
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#
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# usuable_elsewhere = 0
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# open_set = set()
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# queue = collections.deque(offshoot_doors)
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# while len(queue) > 0:
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# offshoot = queue.popleft()
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# open_set.add(offshoot)
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# if offshoot in flat_proposal:
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# usuable_elsewhere += 1
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# # else bk door
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# if offshoot.dest in flat_proposal:
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# open_set.add(offshoot.dest)
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# off_sphere = key_spheres[offshoot.name]
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# free_locations.update(off_sphere.free_locations)
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# key_only_locations.update(off_sphere.key_only_locations)
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# for other_door in off_sphere.child_doors:
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# if other_door not in key_sphere.access_doors and other_door not in open_set:
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# queue.append(other_door)
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# # todo: bk versions
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# offshoot_chest = available_chest_small_keys(key_layout, free_locations, key_sphere.bk_locked, world, player)
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# offshoot_avail = offshoot_chest + len(key_only_locations)
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#
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# if usuable_elsewhere == parent_avail and offshoot_avail > parent_avail:
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# return usuable_elsewhere + 1
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# if usuable_elsewhere == parent_avail and offshoot_avail == parent_avail:
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# return usuable_elsewhere
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# if usuable_elsewhere < parent_avail:
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# return usuable_elsewhere + 1
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# return 10
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def available_chest_small_keys(key_counter, bk, world):
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if not world.keysanity and world.mode != 'retro':
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cnt = 0
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for loc in key_counter.free_locations:
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if bk or '- Big Chest' not in loc.name:
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cnt += 1
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return min(cnt, key_counter.max_chests)
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else:
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return key_counter.max_chests
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# derive key rules from key regions
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# how many small key available at a given point (locations found / keysanity / retro)
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# how many doors can be opened before you vs. smalls available
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# soft lock detection - should it be run here?
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# run with both bk off (locked behind current door) and bk found (elsewhere in the dungeon)
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# rules generally smaller if bk locked behind current door
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# big key restriction based on bk_locked
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# prize regions - TT is weird as there are intermediate goals - assume child doors as well?
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def create_key_spheres(key_layout, world, player):
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key_spheres = {}
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flat_proposal = key_layout.flat_prop
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state = ExplorationState()
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state.key_locations = len(world.get_dungeon(key_layout.sector.name, player).small_keys)
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state.big_key_special = world.get_region('Hyrule Dungeon Cellblock', player) in key_layout.sector.regions
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@@ -91,28 +342,28 @@ def create_key_regions(key_layout, flat_proposal, world, player):
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state.visit_region(region, key_checks=True)
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state.add_all_doors_check_keys(region, flat_proposal, world, player)
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expand_key_state(state, flat_proposal, world, player)
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key_regions['Origin'] = create_key_region(state, None, None)
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queue = collections.deque([(key_regions['Origin'], state)])
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key_spheres['Origin'] = create_key_sphere(state, None, None)
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queue = collections.deque([(key_spheres['Origin'], state)])
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while len(queue) > 0:
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next_key_region, parent_state = queue.popleft()
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for door in next_key_region.child_doors:
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next_key_sphere, parent_state = queue.popleft()
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for door in next_key_sphere.child_doors:
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child_state = parent_state.copy()
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# open the door
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open_a_door(door, child_state, flat_proposal)
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expand_key_state(child_state, flat_proposal, world, player)
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child_kr = create_key_region(child_state, next_key_region, door)
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check_for_duplicates_sub_super_set(key_regions, child_kr, door.name)
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child_kr = create_key_sphere(child_state, next_key_sphere, door)
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check_for_duplicates_sub_super_set(key_spheres, child_kr, door.name)
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queue.append((child_kr, child_state))
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return key_regions
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return key_spheres
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def check_for_duplicates_sub_super_set(key_regions, new_kr, door_name):
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def check_for_duplicates_sub_super_set(key_spheres, new_kr, door_name):
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is_new = True
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for kr in key_regions.values():
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if new_kr == kr:
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for kr in key_spheres.values():
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if new_kr == kr: # todo: what about parent regions...
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kr.access_doors.update(new_kr.access_doors)
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kr.child_doors.update(new_kr.child_doors)
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key_regions[door_name] = kr
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key_spheres[door_name] = kr
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is_new = False
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break
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# if new_kr.issubset(kr):
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@@ -120,33 +371,34 @@ def check_for_duplicates_sub_super_set(key_regions, new_kr, door_name):
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# if new_kr.issuperset(kr):
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# break
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if is_new:
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key_regions[door_name] = new_kr
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key_spheres[door_name] = new_kr
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def create_key_region(state, parent_region, door):
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key_region = KeyRegion()
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key_region.parent_region = parent_region
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p_region = parent_region
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def create_key_sphere(state, parent_sphere, door):
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key_sphere = KeySphere()
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key_sphere.parent_sphere = parent_sphere
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p_region = parent_sphere
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parent_doors = set()
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parent_locations = set()
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while p_region is not None:
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parent_doors.update(p_region.child_doors)
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parent_locations.update(p_region.free_locations+p_region.key_only_locations)
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p_region = p_region.parent_region
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p_region = p_region.parent_sphere
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u_doors = unique_doors(state.small_doors+state.big_doors).difference(parent_doors)
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key_region.child_doors.update(u_doors)
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key_sphere.child_doors.update(u_doors)
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region_locations = set(state.found_locations).difference(parent_locations)
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for loc in region_locations:
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if '- Prize' in loc.name or loc.name in ['Agahnim 1', 'Agahnim 2']:
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key_region.prize_region = True
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key_sphere.prize_region = True
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elif loc.event and 'Small Key' in loc.item.name:
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key_region.key_only_locations.append(loc)
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key_sphere.key_only_locations.append(loc)
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elif loc.name not in dungeon_events:
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key_region.free_locations.append(loc)
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key_region.bk_locked = state.big_key_opened
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key_sphere.free_locations.append(loc)
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# todo: Cellblock in a dungeon with a big_key door or chest - Crossed Mode
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key_sphere.bk_locked = state.big_key_opened if not state.big_key_special else False
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if door is not None:
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key_region.access_doors.add(door)
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return key_region
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key_sphere.access_doors.add(door)
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return key_sphere
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def open_a_door(door, child_state, flat_proposal):
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@@ -169,6 +421,7 @@ def open_a_door(door, child_state, flat_proposal):
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child_state.avail_doors.extend(now_available)
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# allows dest doors
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def unique_doors(doors):
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unique_d_set = set()
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for d in doors:
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@@ -177,12 +430,44 @@ def unique_doors(doors):
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return unique_d_set
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# doesn't count dest doors
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def count_unique_small_doors(key_counter, proposal):
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cnt = 0
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counted = set()
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for door in key_counter.child_doors:
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if door in proposal and door not in counted:
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cnt += 1
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counted.add(door)
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counted.add(door.dest)
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return cnt
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def count_locations_big_optional(locations, bk=False):
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cnt = 0
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for loc in locations:
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if bk or '- Big Chest' not in loc.name:
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cnt += 1
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return cnt
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def big_chest_in_locations(locations):
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return len(find_big_chest_locations(locations)) > 0
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def find_big_chest_locations(locations):
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ret = []
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for loc in locations:
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if 'Big Chest' in loc.name:
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ret.append(loc)
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return ret
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||||
|
||||
def expand_key_state(state, flat_proposal, world, player):
|
||||
while len(state.avail_doors) > 0:
|
||||
exp_door = state.next_avail_door()
|
||||
door = exp_door.door
|
||||
connect_region = world.get_entrance(door.name, player).connected_region
|
||||
if state.validate(door, connect_region, world):
|
||||
if state.validate(door, connect_region, world, player):
|
||||
state.visit_region(connect_region, key_checks=True)
|
||||
state.add_all_doors_check_keys(connect_region, flat_proposal, world, player)
|
||||
|
||||
@@ -196,3 +481,68 @@ def flatten_pair_list(paired_list):
|
||||
else:
|
||||
flat_list.append(d)
|
||||
return flat_list
|
||||
|
||||
|
||||
## vanilla validation code
|
||||
|
||||
def validate_vanilla_key_logic(world, player):
|
||||
validators = {
|
||||
'Hyrule Castle': val_unimplemented,
|
||||
'Eastern Palace': val_eastern,
|
||||
'Desert Palace': val_desert,
|
||||
'Tower of Hera': val_hera,
|
||||
'Agahnims Tower': val_tower,
|
||||
'Palace of Darkness': val_unimplemented,
|
||||
'Swamp Palace': val_unimplemented,
|
||||
'Skull Woods': val_unimplemented,
|
||||
'Thieves Town': val_unimplemented,
|
||||
'Ice Palace': val_unimplemented,
|
||||
'Misery Mire': val_unimplemented,
|
||||
'Turtle Rock': val_unimplemented,
|
||||
'Ganons Tower': val_unimplemented
|
||||
}
|
||||
key_logic_dict = world.key_logic[player]
|
||||
for key, key_logic in key_logic_dict.items():
|
||||
validators[key](key_logic)
|
||||
|
||||
|
||||
def val_unimplemented(key_logic):
|
||||
assert True
|
||||
|
||||
|
||||
def val_eastern(key_logic):
|
||||
dark_square_rule = key_logic.door_rules['Eastern Dark Square Key Door WN']
|
||||
assert dark_square_rule.small_key_num == 2
|
||||
# todo: allow big_key behind the door
|
||||
# assert dark_square_rule.alternate_small_key == 1
|
||||
# assert 'Eastern Palace - Big Key Chest' in dark_square_rule.alternat_big_key_loc
|
||||
# assert len(dark_square_rule.alternat_big_key_loc) == 1
|
||||
assert key_logic.door_rules['Eastern Darkness Up Stairs'].small_key_num == 2
|
||||
assert 'Eastern Palace - Big Chest' in key_logic.bk_restricted
|
||||
assert 'Eastern Palace - Boss' in key_logic.bk_restricted
|
||||
assert len(key_logic.bk_restricted) == 2
|
||||
|
||||
|
||||
def val_desert(key_logic):
|
||||
assert key_logic.door_rules['Desert East Wing Key Door EN'].small_key_num == 2
|
||||
assert key_logic.door_rules['Desert Tiles 1 Up Stairs'].small_key_num == 2
|
||||
assert key_logic.door_rules['Desert Beamos Hall NE'].small_key_num == 3
|
||||
assert key_logic.door_rules['Desert Tiles 2 NE'].small_key_num == 4
|
||||
assert 'Desert Palace - Big Chest' in key_logic.bk_restricted
|
||||
assert 'Desert Palace - Boss' in key_logic.bk_restricted
|
||||
assert len(key_logic.bk_restricted) == 2
|
||||
|
||||
|
||||
def val_hera(key_logic):
|
||||
assert key_logic.door_rules['Hera Lobby Key Stairs'].small_key_num == 1
|
||||
assert 'Tower of Hera - Big Chest' in key_logic.bk_restricted
|
||||
assert 'Tower of Hera - Compass Chest' in key_logic.bk_restricted
|
||||
assert 'Tower of Hera - Boss' in key_logic.bk_restricted
|
||||
assert len(key_logic.bk_restricted) == 3
|
||||
|
||||
|
||||
def val_tower(key_logic):
|
||||
assert key_logic.door_rules['Tower Room 03 Up Stairs'].small_key_num == 1
|
||||
assert key_logic.door_rules['Tower Dark Maze ES'].small_key_num == 2
|
||||
assert key_logic.door_rules['Tower Dark Chargers Up Stairs'].small_key_num == 3
|
||||
assert key_logic.door_rules['Tower Circle of Pots WS'].small_key_num == 4
|
||||
|
||||
Reference in New Issue
Block a user