Moved OW shuffle group reorganization to separate function for readability

This commit is contained in:
codemann8
2021-06-07 11:12:31 -05:00
parent de2aff6724
commit 3e9a72e5b7

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@@ -41,166 +41,7 @@ def link_overworld(world, player):
trimmed_groups = remove_reserved(world, OWEdgeGroups, connected_edges, player)
if world.owShuffle[player] == 'full':
#predefined shuffle groups get reorganized here
if world.owKeepSimilar[player]:
if world.mode[player] == 'standard':
#tuple stays (A,B,C,D,_,F)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
new_grouping = {}
for group in grouping.keys():
(std, region, axis, terrain, _, count) = group
new_grouping[(std, region, axis, terrain, count)] = ([], [])
for group in grouping.keys():
(std, region, axis, terrain, _, count) = group
(forward_edges, back_edges) = grouping[group]
(exist_forward_edges, exist_back_edges) = new_grouping[(std, region, axis, terrain, count)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(std, region, axis, terrain, count)] = (exist_forward_edges, exist_back_edges)
groups = list(new_grouping.values())
else:
#tuple goes to (_,B,C,D,_,F)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
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)
groups = list(new_grouping.values())
else:
if world.mode[player] == 'standard':
#tuple stays (A,B,C,D,_,_)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
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)
groups = list(new_grouping.values())
else:
#tuple goes to (_,B,C,D,_,_)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
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)
groups = list(new_grouping.values())
elif world.owShuffle[player] == 'parallel':
#predefined shuffle groups get reorganized here
if world.owKeepSimilar[player]:
if world.mode[player] == 'standard':
#tuple stays (A,B,C,D,E,F)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
groups = list(grouping.values())
else:
#tuple goes to (_,B,C,D,E,F)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
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)
groups = list(new_grouping.values())
else:
if world.mode[player] == 'standard':
#tuple stays (A,B,C,D,E,_)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
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)
groups = list(new_grouping.values())
else:
#tuple goes to (_,B,C,D,E,_)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
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)
groups = list(new_grouping.values())
else:
raise NotImplementedError('Shuffling not supported yet')
groups = reorganize_groups(world, trimmed_groups, player)
#all shuffling occurs here
random.shuffle(groups)
@@ -286,6 +127,168 @@ def remove_reserved(world, groupedlist, connected_edges, player):
return new_grouping
def reorganize_groups(world, groups, player):
if world.owShuffle[player] == 'full':
#predefined shuffle groups get reorganized here
if world.owKeepSimilar[player]:
if world.mode[player] == 'standard':
#tuple stays (A,B,C,D,_,F)
for grouping in (groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
new_grouping = {}
for group in grouping.keys():
(std, region, axis, terrain, _, count) = group
new_grouping[(std, region, axis, terrain, count)] = ([], [])
for group in grouping.keys():
(std, region, axis, terrain, _, count) = group
(forward_edges, back_edges) = grouping[group]
(exist_forward_edges, exist_back_edges) = new_grouping[(std, region, axis, terrain, count)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(std, region, axis, terrain, count)] = (exist_forward_edges, exist_back_edges)
return list(new_grouping.values())
else:
#tuple goes to (_,B,C,D,_,F)
for grouping in (groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
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 stays (A,B,C,D,_,_)
for grouping in (groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
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, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
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':
#predefined shuffle groups get reorganized here
if world.owKeepSimilar[player]:
if world.mode[player] == 'standard':
#tuple stays (A,B,C,D,E,F)
for grouping in (groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
return list(grouping.values())
else:
#tuple goes to (_,B,C,D,E,F)
for grouping in (groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
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 stays (A,B,C,D,E,_)
for grouping in (groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
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, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
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')
test_connections = [
#('Links House ES', 'Octoballoon WS'),
#('Links House NE', 'Lost Woods Pass SW')