Simplified OWR edge group reorganization
This commit is contained in:
@@ -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():
|
new_group = get_group_key(group)
|
||||||
(std, region, axis, terrain, _, count) = group
|
(forward_edges, back_edges) = grouping[group]
|
||||||
(forward_edges, back_edges) = grouping[group]
|
if not world.owKeepSimilar[player]:
|
||||||
(exist_forward_edges, exist_back_edges) = new_grouping[(std, region, axis, terrain, count)]
|
forward_edges = [[i] for l in forward_edges for i in l]
|
||||||
exist_forward_edges.extend(forward_edges)
|
back_edges = [[i] for l in back_edges for i in l]
|
||||||
exist_back_edges.extend(back_edges)
|
(exist_forward_edges, exist_back_edges) = new_grouping[new_group]
|
||||||
new_grouping[(std, region, axis, terrain, count)] = (exist_forward_edges, exist_back_edges)
|
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']):
|
||||||
|
|||||||
Reference in New Issue
Block a user