Starting thinking about a backtracking algorithm

This commit is contained in:
aerinon
2019-09-14 22:27:38 -06:00
parent 97c225ab2f
commit 4982ef0d9c
3 changed files with 108 additions and 1 deletions

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@@ -821,6 +821,20 @@ class Direction(Enum):
Down = 5
pol_idx = {
Direction.North: (0, 'Pos'),
Direction.South: (0, 'Neg'),
Direction.East: (1, 'Pos'),
Direction.West: (1, 'Neg'),
Direction.Up: (2, 'Pos'),
Direction.Down: (2, 'Neg')
}
pol_inc = {
'Pos': lambda x: x + 1,
'Neg': lambda x: x - 1,
}
class Door(object):
def __init__(self, player, name, type, direction, roomIndex, doorIndex, layer, toggle=False):
self.player = player
@@ -847,6 +861,7 @@ class Door(object):
self.dest = None
self.parentChunk = None
self.blocked = False # Indicates if the door is normally blocked off. (Sanc door or always closed)
self.landing = False # Indicates a door only for matching Holes/Warp # Todo: add to those
self.smallKey = False # There's a small key door on this side
self.bigKey = False # There's a big key door on this side
@@ -892,6 +907,20 @@ class Sector(object):
self.regions = []
self.oustandings_doors = []
def polarity(self):
polarity = [0, 0, 0]
for door in self.oustandings_doors:
idx, inc = pol_idx[door.direction]
polarity[idx] = pol_inc[inc](polarity[idx])
return polarity
def magnitude(self):
magnitude = [0, 0, 0]
for door in self.oustandings_doors:
idx, inc = pol_idx[door.direction]
magnitude[idx] = magnitude[idx] + 1
return magnitude
class Boss(object):
def __init__(self, name, enemizer_name, defeat_rule, player):

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@@ -693,8 +693,11 @@ def experiment(world, player):
print(region.name)
for door in sector.oustandings_doors:
print(door.name)
print('pol: ' + str(sector.polarity()))
print('mag: ' + str(sector.magnitude()))
print()
print()
split_up_sectors(dp, desert_default_entrance_sets)
dungeon_region_lists = [hyrule_castle_regions, eastern_regions, desert_regions]
for region_list in dungeon_region_lists:
@@ -747,6 +750,8 @@ def convert_to_sectors(region_names, world, player):
def split_up_sectors(sector_list, entrance_sets):
new_sector_grid = []
leftover_sectors = []
leftover_sectors.extend(sector_list)
for entrance_set in entrance_sets:
new_sector_list = []
for sector in sector_list:
@@ -754,12 +759,84 @@ def split_up_sectors(sector_list, entrance_sets):
for entrance in entrance_set:
if entrance in s_regions:
new_sector_list.append(sector)
leftover_sectors.remove(sector)
break
new_sector_grid.append(new_sector_list)
# appalling I know - how to split up other things
for s_list in new_sector_grid:
print('pol:'+str(sum_vector(s_list, lambda s: s.polarity())))
print('mag:'+str(sum_vector(s_list, lambda s: s.magnitude())))
print('pol:'+str(sum_vector(leftover_sectors, lambda s: s.polarity())))
print('mag:'+str(sum_vector(leftover_sectors, lambda s: s.magnitude())))
return new_sector_grid
def sum_vector(sector_list, func):
sum = [0, 0, 0]
for sector in sector_list:
vector = func(sector)
for i in range(len(sum)):
sum[i] = sum[i] + vector[i]
return sum
# def add_vectors(vector_one, vector_two):
# result = [0]*len(vector_one)
# for i in range(len(result)):
# result[i] = vector_one[i] + vector_two[i]
# return result
def is_polarity_neutral(polarity):
neutral = 0
for value in polarity:
neutral = neutral + value
return neutral == 0
def is_proposal_valid(proposal, buckets, candidates):
# check that proposal is complete
for i in range(len(proposal)):
if proposal[i] is -1:
return False # indicates an incomplete proposal
test_bucket = [[]]*len(buckets)
for bucket_idx in range(len(buckets)):
test_bucket[bucket_idx].extend(buckets[bucket_idx])
for i in range(len(proposal)):
test_bucket[proposal[i]].append(candidates[i])
for test in test_bucket:
valid = is_polarity_neutral(sum_vector(test, lambda s: s.polarity()))
if not valid:
return False
return True
def assignment(buckets, candidates):
random.shuffle(buckets)
random.shuffle(candidates)
proposal = [-1]*len(candidates)
solution = next_proposal(proposal, buckets, candidates)
if solution is None:
raise Exception('Unable to find a proposal')
# todo: use solution to assign to buckets and candidates
# buckets =
def next_proposal(proposal, buckets, candidates):
if is_proposal_valid(proposal, buckets, candidates):
return proposal
next_candidate_idx = proposal.index(-1)
for i in range(len(buckets)): # todo: this produces a weighted solution unfortunately, good for a mode called OneBigHappyDungeon in crossed, not good for a balanced, or random approach
proposal[next_candidate_idx] = i
found_proposal = next_proposal(proposal, buckets, candidates)
if found_proposal is not None:
return found_proposal
return None # there was no valid assignment
# code below is for an algorithm without restarts

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@@ -18,7 +18,8 @@ a5 a0
Modules 04 and 05 skip the PaletteFiltering right above it - moving the pointers slightly might help
Modules 04 and 05 skip the PaletteFiltering right above it - moving the pointers slightly might help - didn't help
mostly for the black fade out
60 a5 b0 c9 07 90 ?? ??
jsl ?? ?? ??