Simplified OWR edge group reorganization

This commit is contained in:
codemann8
2022-05-03 23:40:02 -05:00
parent ee07ac59a7
commit 1c2b27933b

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@@ -661,158 +661,37 @@ def remove_reserved(world, groupedlist, connected_edges, player):
return new_grouping return new_grouping
def reorganize_groups(world, groups, player): def reorganize_groups(world, groups, player):
def get_group_key(group):
#(std, region, axis, terrain, parallel, count) = group
new_group = list(group)
if world.mode[player] != "standard":
new_group[0] = None
if world.owShuffle[player] != 'parallel':
new_group[4] = None
if not world.owKeepSimilar[player]:
new_group[5] = None
return tuple(new_group)
# predefined shuffle groups get reorganized here # predefined shuffle groups get reorganized here
# this restructures the candidate pool based on the chosen settings # this restructures the candidate pool based on the chosen settings
if world.owShuffle[player] == 'full': for grouping in (groups,):
if world.owKeepSimilar[player]: new_grouping = {}
if world.mode[player] == 'standard':
# tuple goes to (A,B,C,D,_,F)
for grouping in (groups,):
new_grouping = {}
for group in grouping.keys(): for group in grouping.keys():
(std, region, axis, terrain, _, count) = group new_grouping[get_group_key(group)] = ([], [])
new_grouping[(std, region, axis, terrain, count)] = ([], [])
for group in grouping.keys(): for group in grouping.keys():
(std, region, axis, terrain, _, count) = group new_group = get_group_key(group)
(forward_edges, back_edges) = grouping[group] (forward_edges, back_edges) = grouping[group]
(exist_forward_edges, exist_back_edges) = new_grouping[(std, region, axis, terrain, count)] if not world.owKeepSimilar[player]:
exist_forward_edges.extend(forward_edges) forward_edges = [[i] for l in forward_edges for i in l]
exist_back_edges.extend(back_edges) back_edges = [[i] for l in back_edges for i in l]
new_grouping[(std, region, axis, terrain, count)] = (exist_forward_edges, exist_back_edges) (exist_forward_edges, exist_back_edges) = new_grouping[new_group]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[new_group] = (exist_forward_edges, exist_back_edges)
return list(new_grouping.values()) return list(new_grouping.values())
else:
# tuple goes to (_,B,C,D,_,F)
for grouping in (groups,):
new_grouping = {}
for group in grouping.keys():
(_, region, axis, terrain, _, count) = group
new_grouping[(region, axis, terrain, count)] = ([], [])
for group in grouping.keys():
(_, region, axis, terrain, _, count) = group
(forward_edges, back_edges) = grouping[group]
(exist_forward_edges, exist_back_edges) = new_grouping[(region, axis, terrain, count)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(region, axis, terrain, count)] = (exist_forward_edges, exist_back_edges)
return list(new_grouping.values())
else:
if world.mode[player] == 'standard':
# tuple goes to (A,B,C,D,_,_)
for grouping in (groups,):
new_grouping = {}
for group in grouping.keys():
(std, region, axis, terrain, _, _) = group
new_grouping[(std, region, axis, terrain)] = ([], [])
for group in grouping.keys():
(std, region, axis, terrain, _, _) = group
(forward_edges, back_edges) = grouping[group]
forward_edges = [[i] for l in forward_edges for i in l]
back_edges = [[i] for l in back_edges for i in l]
(exist_forward_edges, exist_back_edges) = new_grouping[(std, region, axis, terrain)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(std, region, axis, terrain)] = (exist_forward_edges, exist_back_edges)
return list(new_grouping.values())
else:
# tuple goes to (_,B,C,D,_,_)
for grouping in (groups,):
new_grouping = {}
for group in grouping.keys():
(_, region, axis, terrain, _, _) = group
new_grouping[(region, axis, terrain)] = ([], [])
for group in grouping.keys():
(_, region, axis, terrain, _, _) = group
(forward_edges, back_edges) = grouping[group]
forward_edges = [[i] for l in forward_edges for i in l]
back_edges = [[i] for l in back_edges for i in l]
(exist_forward_edges, exist_back_edges) = new_grouping[(region, axis, terrain)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(region, axis, terrain)] = (exist_forward_edges, exist_back_edges)
return list(new_grouping.values())
elif world.owShuffle[player] == 'parallel':
if world.owKeepSimilar[player]:
if world.mode[player] == 'standard':
# tuple stays (A,B,C,D,E,F)
for grouping in (groups,):
return list(grouping.values())
else:
# tuple goes to (_,B,C,D,E,F)
for grouping in (groups,):
new_grouping = {}
for group in grouping.keys():
(_, region, axis, terrain, parallel, count) = group
new_grouping[(region, axis, terrain, parallel, count)] = ([], [])
for group in grouping.keys():
(_, region, axis, terrain, parallel, count) = group
(forward_edges, back_edges) = grouping[group]
(exist_forward_edges, exist_back_edges) = new_grouping[(region, axis, terrain, parallel, count)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(region, axis, terrain, parallel, count)] = (exist_forward_edges, exist_back_edges)
return list(new_grouping.values())
else:
if world.mode[player] == 'standard':
# tuple goes to (A,B,C,D,E,_)
for grouping in (groups,):
new_grouping = {}
for group in grouping.keys():
(std, region, axis, terrain, parallel, _) = group
new_grouping[(std, region, axis, terrain, parallel)] = ([], [])
for group in grouping.keys():
(std, region, axis, terrain, parallel, _) = group
(forward_edges, back_edges) = grouping[group]
forward_edges = [[i] for l in forward_edges for i in l]
back_edges = [[i] for l in back_edges for i in l]
(exist_forward_edges, exist_back_edges) = new_grouping[(std, region, axis, terrain, parallel)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(std, region, axis, terrain, parallel)] = (exist_forward_edges, exist_back_edges)
return list(new_grouping.values())
else:
# tuple goes to (_,B,C,D,E,_)
for grouping in (groups,):
new_grouping = {}
for group in grouping.keys():
(_, region, axis, terrain, parallel, _) = group
new_grouping[(region, axis, terrain, parallel)] = ([], [])
for group in grouping.keys():
(_, region, axis, terrain, parallel, _) = group
(forward_edges, back_edges) = grouping[group]
forward_edges = [[i] for l in forward_edges for i in l]
back_edges = [[i] for l in back_edges for i in l]
(exist_forward_edges, exist_back_edges) = new_grouping[(region, axis, terrain, parallel)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(region, axis, terrain, parallel)] = (exist_forward_edges, exist_back_edges)
return list(new_grouping.values())
else:
raise NotImplementedError('Shuffling not supported yet')
def create_flute_exits(world, player): def create_flute_exits(world, player):
for region in (r for r in world.regions if r.player == player and r.terrain == Terrain.Land and r.name not in ['Zoras Domain', 'Master Sword Meadow', 'Hobo Bridge']): for region in (r for r in world.regions if r.player == player and r.terrain == Terrain.Land and r.name not in ['Zoras Domain', 'Master Sword Meadow', 'Hobo Bridge']):