Fixed some trap doors in logic

Added the one way after validation chest (can't get to the chest from the door)
Started refining some key logic to relax it / tighten it
This commit is contained in:
aerinon
2019-12-02 16:36:15 -07:00
parent c64b2269c0
commit 43ba391df1
6 changed files with 93 additions and 34 deletions

View File

@@ -146,24 +146,35 @@ def analyze_dungeon(key_layout, world, player):
# logic min?
if not key_sphere.bk_locked and big_chest_in_locations(key_counter.free_locations):
key_logic.sm_restricted.update(find_big_chest_locations(key_counter.free_locations))
minimal_keys = None
# todo: this feels like big key doors aren't accounted for - you may or may not find the big_key door at this point
if available + key_counter.used_keys <= possible_smalls:
minimal_keys = available + key_counter.used_keys
# todo: detect forced subsequent keys - see keypuzzles
# try to relax the rules here?
for child in key_sphere.child_doors:
minimal_keys = available + key_counter.used_keys
minimal_satisfied = False
# todo: detect forced subsequent keys - see keypuzzles
# try to relax the rules here? - smallest requirement that doesn't force a softlock
childqueue = collections.deque()
for child in sorted(list(key_sphere.child_doors), key=lambda x: x.name):
next_sphere = key_layout.key_spheres[child.name]
if not empty_sphere(next_sphere) and child not in doors_completed:
if not child.bigKey:
expanded_counter = expand_counter_to_last_door(child, key_counter, key_layout, set())
rule = create_rule(expanded_counter, key_layout, minimal_keys, world)
check_for_self_lock_key(rule, next_sphere, key_layout, world)
bk_restricted_rules(rule, next_sphere, key_counter, key_layout, minimal_keys, world)
key_logic.door_rules[child.name] = rule
doors_completed.add(next_sphere.access_door)
next_counter = increment_key_counter(child, next_sphere, key_counter, key_layout.flat_prop)
queue.append((next_sphere, next_counter))
childqueue.append((child, next_sphere))
while len(childqueue) > 0:
child, next_sphere = childqueue.popleft()
if not child.bigKey:
expanded_counter = expand_counter_to_last_door(child, key_counter, key_layout, set())
parent_rule = find_best_parent_rule(key_layout, child)
if parent_rule is not None:
true_min = max(minimal_keys, parent_rule.small_key_num + 1)
else:
true_min = minimal_keys
last_small_child = len([x for x in childqueue if not x[0].bigKey]) == 0
force_min = not minimal_satisfied and last_small_child
rule = create_rule(expanded_counter, key_layout, true_min, force_min, world)
minimal_satisfied = minimal_satisfied or rule.small_key_num <= minimal_keys
check_for_self_lock_key(rule, next_sphere, key_layout, world)
bk_restricted_rules(rule, next_sphere, key_counter, key_layout, true_min, force_min, world)
key_logic.door_rules[child.name] = rule
doors_completed.add(next_sphere.access_door)
next_counter = increment_key_counter(child, next_sphere, key_counter, key_layout.flat_prop)
queue.append((next_sphere, next_counter))
return key_layout
@@ -191,6 +202,17 @@ def empty_sphere(sphere):
return not sphere.prize_region
def find_best_parent_rule(key_layout, child):
best = None
for door_name, sphere in key_layout.key_spheres.items():
if sphere.access_door is not None and child in sphere.child_doors:
if door_name in key_layout.key_logic.door_rules.keys():
rule = key_layout.key_logic.door_rules[door_name]
if best is None or rule.small_key_num < best.small_key_num:
best = rule
return best
def relative_empty_sphere(sphere, key_counter):
if len(sphere.key_only_locations.difference(key_counter.key_only_locations)) > 0:
return False
@@ -198,7 +220,7 @@ def relative_empty_sphere(sphere, key_counter):
return False
new_child_door = False
for child in sphere.child_doors:
if child not in key_counter.child_doors and child not in key_counter.open_doors and (not child.bigKey or not key_counter.big_key_opened):
if unique_child_door(child, key_counter):
new_child_door = True
break
if new_child_door:
@@ -206,6 +228,36 @@ def relative_empty_sphere(sphere, key_counter):
return True
def unique_child_door(child, key_counter):
if child in key_counter.child_doors or child.dest in key_counter.child_doors:
return False
if child in key_counter.open_doors or child.dest in key_counter.child_doors:
return False
if child.bigKey and key_counter.big_key_opened:
return False
return True
# def relative_empty_sphere2(expanded_sphere, key_counter):
# return len(expanded_sphere.free_locations.difference(key_counter.free_locations)) == 0
#
#
# def expand_sphere(sphere, key_layout):
# counter = KeyCounter(key_layout.max_chests)
# counter.update(sphere)
# queue = collections.deque(counter.child_doors)
# already_queued = set(counter.child_doors)
# while len(queue) > 0:
# child = queue.popleft()
# if child not in counter.open_doors:
# counter = increment_key_counter(child, key_layout.key_spheres[child.name], counter, key_layout.flat_prop)
# for new_door in counter.child_doors:
# if new_door not in already_queued:
# queue.append(new_door)
# already_queued.add(new_door)
# return counter
def increment_key_counter(door, sphere, key_counter, flat_proposal):
new_counter = key_counter.copy()
new_counter.open_door(door, flat_proposal)
@@ -246,12 +298,12 @@ def expand_counter_to_last_door(door, key_counter, key_layout, ignored_doors):
return new_counter
def create_rule(key_counter, key_layout, minimal_keys, world):
def create_rule(key_counter, key_layout, minimal_keys, force_min, world):
chest_keys = available_chest_small_keys(key_counter, key_counter.big_key_opened, world)
available = chest_keys + len(key_counter.key_only_locations) - key_counter.used_keys
possible_smalls = count_unique_small_doors(key_counter, key_layout.flat_prop)
required_keys = min(available, possible_smalls) + key_counter.used_keys
if minimal_keys is None or required_keys <= minimal_keys:
if not force_min or required_keys <= minimal_keys:
return DoorRules(required_keys)
else:
return DoorRules(minimal_keys)
@@ -295,11 +347,11 @@ def available_chest_small_keys(key_counter, bk, world):
return key_counter.max_chests
def bk_restricted_rules(rule, sphere, key_counter, key_layout, minimal_keys, world):
def bk_restricted_rules(rule, sphere, key_counter, key_layout, minimal_keys, force_min, world):
if sphere.bk_locked:
return
expanded_counter = expand_counter_no_big_doors(sphere.access_door, key_counter, key_layout, set())
bk_number = create_rule(expanded_counter, key_layout, minimal_keys, world).small_key_num
bk_number = create_rule(expanded_counter, key_layout, minimal_keys, force_min, world).small_key_num
if bk_number == rule.small_key_num:
return
post_counter = KeyCounter(key_layout.max_chests)
@@ -521,9 +573,10 @@ def validate_vanilla_key_logic(world, player):
def val_hyrule(key_logic, world, player):
val_rule(key_logic.door_rules['Sewers Secret Room Key Door S'], 2)
val_rule(key_logic.door_rules['Sewers Dark Cross Key Door N'], 2)
val_rule(key_logic.door_rules['Hyrule Dungeon Map Room Key Door S'], 2)
val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 3, True, 'Hyrule Castle - Zelda\'s Chest')
val_rule(key_logic.door_rules['Sewers Dark Cross Key Door N'], 3)
val_rule(key_logic.door_rules['Hyrule Dungeon Map Room Key Door S'], 3)
val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 4, True, 'Hyrule Castle - Zelda\'s Chest')
# why is allow_small actually false?
# val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 4)
@@ -537,7 +590,7 @@ def val_eastern(key_logic, world, player):
def val_desert(key_logic, world, player):
val_rule(key_logic.door_rules['Desert East Wing Key Door EN'], 2)
val_rule(key_logic.door_rules['Desert East Wing Key Door EN'], 4)
val_rule(key_logic.door_rules['Desert Tiles 1 Up Stairs'], 2)
val_rule(key_logic.door_rules['Desert Beamos Hall NE'], 3)
val_rule(key_logic.door_rules['Desert Tiles 2 NE'], 4)
@@ -610,7 +663,7 @@ def val_ice(key_logic, world, player):
def val_mire(key_logic, world, player):
mire_west_wing = {'Misery Mire - Big Key Chest', 'Misery Mire - Compass Chest'}
val_rule(key_logic.door_rules['Mire Spikes NW'], 5)
val_rule(key_logic.door_rules['Mire Spikes NW'], 4) # todo: crystal state in key door analysis
val_rule(key_logic.door_rules['Mire Hub WS'], 5, False, None, 4, mire_west_wing)
val_rule(key_logic.door_rules['Mire Conveyor Crystal WS'], 6, False, None, 5, mire_west_wing)
assert world.get_location('Misery Mire - Boss', player) in key_logic.bk_restricted
@@ -641,9 +694,9 @@ def val_ganons(key_logic, world, player):
gt_middle = {'Ganons Tower - Big Key Room - Left', 'Ganons Tower - Big Key Chest', 'Ganons Tower - Big Key Room - Right', 'Ganons Tower - Bob\'s Chest', 'Ganons Tower - Big Chest'}
val_rule(key_logic.door_rules['GT Double Switch EN'], 7, False, None, 5, rando_room.union({'Ganons Tower - Firesnake Room'}))
val_rule(key_logic.door_rules['GT Hookshot ES'], 8, True, 'Ganons Tower - Map Chest', 6, {'Ganons Tower - Map Chest'})
val_rule(key_logic.door_rules['GT Tile Room EN'], 7, False, None, 5, compass_room)
val_rule(key_logic.door_rules['GT Tile Room EN'], 6, False, None, 5, compass_room)
val_rule(key_logic.door_rules['GT Firesnake Room SW'], 8, False, None, 6, rando_room)
val_rule(key_logic.door_rules['GT Conveyor Star Pits EN'], 8, False, None, 6, gt_middle)
val_rule(key_logic.door_rules['GT Conveyor Star Pits EN'], 7, False, None, 6, gt_middle)
val_rule(key_logic.door_rules['GT Mini Helmasaur Room WN'], 7)
val_rule(key_logic.door_rules['GT Crystal Circles SW'], 8)
assert world.get_location('Ganons Tower - Mini Helmasaur Room - Left', player) in key_logic.bk_restricted