Initial work on dungeon prize logic in key layouts

This commit is contained in:
aerinon
2021-07-27 16:00:05 -06:00
parent 8ed6b3fad2
commit 65c583c082
3 changed files with 129 additions and 34 deletions

View File

@@ -807,6 +807,10 @@ class ExplorationState(object):
self.dungeon = dungeon
self.pinball_used = False
self.prize_door_set = {}
self.prize_doors = []
self.prize_doors_opened = False
def copy(self):
ret = ExplorationState(dungeon=self.dungeon)
ret.unattached_doors = list(self.unattached_doors)
@@ -833,6 +837,10 @@ class ExplorationState(object):
ret.non_door_entrances = list(self.non_door_entrances)
ret.dungeon = self.dungeon
ret.pinball_used = self.pinball_used
ret.prize_door_set = dict(self.prize_door_set)
ret.prize_doors = list(self.prize_doors)
ret.prize_doors_opened = self.prize_doors_opened
return ret
def next_avail_door(self):
@@ -868,6 +876,8 @@ class ExplorationState(object):
if location.name in flooded_keys_reverse.keys() and self.location_found(
flooded_keys_reverse[location.name]):
self.perform_event(flooded_keys_reverse[location.name], key_region)
if '- Prize' in location.name:
self.prize_received = True
def flooded_key_check(self, location):
if location.name not in flooded_keys.keys():

View File

@@ -392,6 +392,22 @@ dungeon_bigs = {
'Ganons Tower': 'Big Key (Ganons Tower)'
}
dungeon_prize = {
'Hyrule Castle': None,
'Eastern Palace': 'Eastern Palace - Prize',
'Desert Palace': 'Desert Palace - Prize',
'Tower of Hera': 'Tower of Hera - Prize',
'Agahnims Tower': None,
'Palace of Darkness': 'Palace of Darkness - Prize',
'Swamp Palace': 'Swamp Palace - Prize',
'Skull Woods': 'Skull Woods - Prize',
'Thieves Town': 'Thieves Town - Prize',
'Ice Palace': 'Ice Palace - Prize',
'Misery Mire': 'Misery Mire - Prize',
'Turtle Rock': 'Turtle Rock - Prize',
'Ganons Tower': None
}
dungeon_hints = {
'Hyrule Castle': 'in Hyrule Castle',
'Eastern Palace': 'in Eastern Palace',

View File

@@ -2,9 +2,9 @@ import itertools
import logging
from collections import defaultdict, deque
from BaseClasses import DoorType, dungeon_keys, KeyRuleType
from BaseClasses import DoorType, dungeon_keys, KeyRuleType, RegionType
from Regions import dungeon_events
from Dungeons import dungeon_bigs
from Dungeons import dungeon_bigs, dungeon_prize
from DungeonGenerator import ExplorationState, special_big_key_doors
@@ -26,6 +26,7 @@ class KeyLayout(object):
self.item_locations = set()
self.found_doors = set()
self.prize_relevant = False
# bk special?
# bk required? True if big chests or big doors exists
@@ -36,6 +37,7 @@ class KeyLayout(object):
self.max_chests = calc_max_chests(builder, self, world, player)
self.all_locations = set()
self.item_locations = set()
self.prize_relevant = False
class KeyLogic(object):
@@ -183,6 +185,8 @@ class KeyCounter(object):
self.important_location = False
self.other_locations = {}
self.important_locations = {}
self.prize_doors_opened = False
self.prize_received = False
def used_smalls_loc(self, reserve=0):
return max(self.used_keys + reserve - len(self.key_only_locations), 0)
@@ -242,7 +246,7 @@ def analyze_dungeon(key_layout, world, player):
if world.retro[player] and world.mode[player] != 'standard':
return
original_key_counter = find_counter({}, False, key_layout)
original_key_counter = find_counter({}, False, key_layout, False)
queue = deque([(None, original_key_counter)])
doors_completed = set()
visited_cid = set()
@@ -270,15 +274,18 @@ def analyze_dungeon(key_layout, world, player):
child_queue.append((child, odd_counter, empty_flag))
while len(child_queue) > 0:
child, odd_counter, empty_flag = child_queue.popleft()
if not child.bigKey and child not in doors_completed:
prize_flag = key_counter.prize_doors_opened
if child in key_layout.flat_prop and child not in doors_completed:
best_counter = find_best_counter(child, key_layout, odd_counter, False, empty_flag)
rule = create_rule(best_counter, key_counter, world, player)
create_worst_case_rule(rule, best_counter, world, player)
check_for_self_lock_key(rule, child, best_counter, key_layout, world, player)
bk_restricted_rules(rule, child, odd_counter, empty_flag, key_counter, key_layout, world, player)
key_logic.door_rules[child.name] = rule
elif not child.bigKey and child not in doors_completed:
prize_flag = True
doors_completed.add(child)
next_counter = find_next_counter(child, key_counter, key_layout)
next_counter = find_next_counter(child, key_counter, key_layout, prize_flag)
ctr_id = cid(next_counter, key_layout)
if ctr_id not in visited_cid:
queue.append((child, next_counter))
@@ -300,6 +307,8 @@ def create_exhaustive_placement_rules(key_layout, world, player):
key_logic = key_layout.key_logic
max_ctr = find_max_counter(key_layout)
for code, key_counter in key_layout.key_counters.items():
if key_counter.prize_received and not key_counter.prize_doors_opened:
continue # we have the prize, we are not concerned about this case
accessible_loc = set()
accessible_loc.update(key_counter.free_locations)
accessible_loc.update(key_counter.key_only_locations)
@@ -684,7 +693,7 @@ def find_worst_counter(door, odd_counter, key_counter, key_layout, skip_bk): #
for new_door in door_set:
proposed_doors = {**opened_doors, **dict.fromkeys([new_door, new_door.dest])}
bk_open = bk_opened or new_door.bigKey
new_counter = find_counter(proposed_doors, bk_open, key_layout)
new_counter = find_counter(proposed_doors, bk_open, key_layout, key_counter.prize_doors_opened)
bk_open = new_counter.big_key_opened
if not new_door.bigKey and progressive_ctr(new_counter, last_counter) and relative_empty_counter_2(odd_counter, new_counter):
ignored_doors.add(new_door)
@@ -736,7 +745,7 @@ def key_wasted(new_door, old_door, old_counter, new_counter, key_layout, world,
for new_child in new_children:
proposed_doors = {**opened_doors, **dict.fromkeys([new_child, new_child.dest])}
bk_open = bk_opened or new_door.bigKey
new_counter = find_counter(proposed_doors, bk_open, key_layout)
new_counter = find_counter(proposed_doors, bk_open, key_layout, current_counter.prize_doors_opened)
if key_wasted(new_child, old_door, current_counter, new_counter, key_layout, world, player):
wasted_keys += 1
if new_avail - wasted_keys < old_avail:
@@ -744,10 +753,11 @@ def key_wasted(new_door, old_door, old_counter, new_counter, key_layout, world,
return False
def find_next_counter(new_door, old_counter, key_layout):
def find_next_counter(new_door, old_counter, key_layout, prize_flag=None):
proposed_doors = {**old_counter.open_doors, **dict.fromkeys([new_door, new_door.dest])}
bk_open = old_counter.big_key_opened or new_door.bigKey
return find_counter(proposed_doors, bk_open, key_layout)
prize_flag = prize_flag if prize_flag else old_counter.prize_doors_opened
return find_counter(proposed_doors, bk_open, key_layout, prize_flag)
def check_special_locations(locations):
@@ -835,7 +845,7 @@ def open_all_counter(parent_counter, key_layout, door=None, skipBk=False):
bk_hint = counter.big_key_opened
for d in doors_to_open.keys():
bk_hint = bk_hint or d.bigKey
counter = find_counter(proposed_doors, bk_hint, key_layout)
counter = find_counter(proposed_doors, bk_hint, key_layout, True)
changed = True
return counter
@@ -856,7 +866,7 @@ def open_some_counter(parent_counter, key_layout, ignored_doors):
bk_hint = counter.big_key_opened
for d in doors_to_open.keys():
bk_hint = bk_hint or d.bigKey
counter = find_counter(proposed_doors, bk_hint, key_layout)
counter = find_counter(proposed_doors, bk_hint, key_layout, parent_counter.prize_doors_opened)
changed = True
return counter
@@ -939,12 +949,19 @@ def find_worst_counter_wo_bk(small_key_num, accessible_set, door, odd_ctr, key_c
return worst_counter, post_counter, bk_rule_num
def open_a_door(door, child_state, flat_proposal):
def open_a_door(door, child_state, flat_proposal, world, player):
if door.bigKey or door.name in special_big_key_doors:
child_state.big_key_opened = True
child_state.avail_doors.extend(child_state.big_doors)
child_state.opened_doors.extend(set([d.door for d in child_state.big_doors]))
child_state.big_doors.clear()
elif door in child_state.prize_door_set:
child_state.prize_doors_opened = True
for exp_door in child_state.prize_doors:
new_region = exp_door.door.entrance.parent_region
child_state.visit_region(new_region, key_checks=True)
child_state.add_all_doors_check_keys(new_region, flat_proposal, world, player)
child_state.prize_doors.clear()
else:
child_state.opened_doors.append(door)
doors_to_open = [x for x in child_state.small_doors if x.door == door]
@@ -1002,7 +1019,7 @@ def count_unique_small_doors(key_counter, proposal):
def exist_relevant_big_doors(key_counter, key_layout):
bk_counter = find_counter(key_counter.open_doors, True, key_layout, False)
bk_counter = find_counter(key_counter.open_doors, True, key_layout, key_counter.prize_doors_opened, False)
if bk_counter is not None:
diff = dict_difference(bk_counter.free_locations, key_counter.free_locations)
if len(diff) > 0:
@@ -1338,8 +1355,13 @@ def validate_key_layout(key_layout, world, player):
state.key_locations = key_layout.max_chests
state.big_key_special = check_bk_special(key_layout.sector.regions, world, player)
for region in key_layout.start_regions:
state.visit_region(region, key_checks=True)
state.add_all_doors_check_keys(region, flat_proposal, world, player)
dungeon_entrance, portal_door = find_outside_connection(region)
if dungeon_entrance and dungeon_entrance.name in ['Ganons Tower', 'Inverted Ganons Tower', 'Pyramid Fairy']:
state.append_door_to_list(portal_door, state.prize_doors)
state.prize_door_set[portal_door] = dungeon_entrance
else:
state.visit_region(region, key_checks=True)
state.add_all_doors_check_keys(region, flat_proposal, world, player)
return validate_key_layout_sub_loop(key_layout, state, {}, flat_proposal, None, 0, world, player)
@@ -1370,7 +1392,7 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa
if smalls_avail and available_small_locations > 0:
for exp_door in state.small_doors:
state_copy = state.copy()
open_a_door(exp_door.door, state_copy, flat_proposal)
open_a_door(exp_door.door, state_copy, flat_proposal, world, player)
state_copy.used_smalls += 1
if state_copy.used_smalls > ttl_small_key_only:
state_copy.used_locations += 1
@@ -1385,7 +1407,7 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa
return False
if not state.big_key_opened and (available_big_locations >= num_bigs > 0 or (found_forced_bk and num_bigs > 0)):
state_copy = state.copy()
open_a_door(state.big_doors[0].door, state_copy, flat_proposal)
open_a_door(state.big_doors[0].door, state_copy, flat_proposal, world, player)
if not found_forced_bk:
state_copy.used_locations += 1
code = state_id(state_copy, flat_proposal)
@@ -1397,6 +1419,18 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa
valid = checked_states[code]
if not valid:
return False
if not state.prize_doors_opened and key_layout.prize_relevant:
state_copy = state.copy()
open_a_door(next(iter(state_copy.prize_door_set)), state_copy, flat_proposal, world, player)
code = state_id(state_copy, flat_proposal)
if code not in checked_states.keys():
valid = validate_key_layout_sub_loop(key_layout, state_copy, checked_states, flat_proposal,
state, available_small_locations, world, player)
checked_states[code] = valid
else:
valid = checked_states[code]
if not valid:
return False
return True
@@ -1407,7 +1441,7 @@ def invalid_self_locking_key(key_layout, state, prev_state, prev_avail, world, p
state_copy = state.copy()
while len(new_bk_doors) > 0:
for door in new_bk_doors:
open_a_door(door.door, state_copy, key_layout.flat_prop)
open_a_door(door.door, state_copy, key_layout.flat_prop, world, player)
new_bk_doors = set(state_copy.big_doors).difference(set(prev_state.big_doors))
expand_key_state(state_copy, key_layout.flat_prop, world, player)
new_locations = set(state_copy.found_locations).difference(set(prev_state.found_locations))
@@ -1461,8 +1495,14 @@ def create_key_counters(key_layout, world, player):
state.big_key_special = True
special_region = region
for region in key_layout.start_regions:
state.visit_region(region, key_checks=True)
state.add_all_doors_check_keys(region, flat_proposal, world, player)
dungeon_entrance, portal_door = find_outside_connection(region)
if dungeon_entrance and dungeon_entrance.name in ['Ganons Tower', 'Inverted Ganons Tower', 'Pyramid Fairy']:
state.append_door_to_list(portal_door, state.prize_doors)
state.prize_door_set[portal_door] = dungeon_entrance
key_layout.prize_relevant = True
else:
state.visit_region(region, key_checks=True)
state.add_all_doors_check_keys(region, flat_proposal, world, player)
expand_key_state(state, flat_proposal, world, player)
code = state_id(state, key_layout.flat_prop)
key_counters[code] = create_key_counter(state, key_layout, world, player)
@@ -1478,7 +1518,7 @@ def create_key_counters(key_layout, world, player):
key_layout.key_logic.bk_doors.add(door)
# open the door, if possible
if not door.bigKey or not child_state.big_key_special or child_state.visited_at_all(special_region):
open_a_door(door, child_state, flat_proposal)
open_a_door(door, child_state, flat_proposal, world, player)
expand_key_state(child_state, flat_proposal, world, player)
code = state_id(child_state, key_layout.flat_prop)
if code not in key_counters.keys():
@@ -1488,9 +1528,19 @@ def create_key_counters(key_layout, world, player):
return key_counters
def find_outside_connection(region):
portal = next((x for x in region.entrances if ' Portal' in x.parent_region.name), None)
if portal:
dungeon_entrance = next(x for x in portal.parent_region.entrances
if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld])
portal_entrance = next(x for x in portal.parent_region.entrances if x.parent_region == region)
return dungeon_entrance, portal_entrance.door
return None, None
def create_key_counter(state, key_layout, world, player):
key_counter = KeyCounter(key_layout.max_chests)
key_counter.child_doors.update(dict.fromkeys(unique_doors(state.small_doors+state.big_doors)))
key_counter.child_doors.update(dict.fromkeys(unique_doors(state.small_doors+state.big_doors+state.prize_doors)))
for loc in state.found_locations:
if important_location(loc, world, player):
key_counter.important_location = True
@@ -1507,6 +1557,10 @@ def create_key_counter(state, key_layout, world, player):
key_counter.open_doors.update(dict.fromkeys(state.opened_doors))
key_counter.used_keys = count_unique_sm_doors(state.opened_doors)
key_counter.big_key_opened = state.big_key_opened
if len(state.prize_door_set) > 0 and state.prize_doors_opened:
key_counter.prize_doors_opened = True
if any(x for x in key_counter.important_locations if '- Prize' in x.name):
key_counter.prize_received = True
return key_counter
@@ -1557,11 +1611,13 @@ def state_id(state, flat_proposal):
s_id = '1' if state.big_key_opened else '0'
for d in flat_proposal:
s_id += '1' if d in state.opened_doors else '0'
if len(state.prize_door_set) > 0:
s_id += '1' if state.prize_doors_opened else '0'
return s_id
def find_counter(opened_doors, bk_hint, key_layout, raise_on_error=True):
counter = find_counter_hint(opened_doors, bk_hint, key_layout)
def find_counter(opened_doors, bk_hint, key_layout, prize_flag, raise_on_error=True):
counter = find_counter_hint(opened_doors, bk_hint, key_layout, prize_flag)
if counter is not None:
return counter
more_doors = []
@@ -1570,43 +1626,47 @@ def find_counter(opened_doors, bk_hint, key_layout, raise_on_error=True):
if door.dest not in opened_doors.keys():
more_doors.append(door.dest)
if len(more_doors) > len(opened_doors.keys()):
counter = find_counter_hint(dict.fromkeys(more_doors), bk_hint, key_layout)
counter = find_counter_hint(dict.fromkeys(more_doors), bk_hint, key_layout, prize_flag)
if counter is not None:
return counter
if raise_on_error:
raise Exception('Unable to find door permutation. Init CID: %s' % counter_id(opened_doors, bk_hint, key_layout.flat_prop))
cid = counter_id(opened_doors, bk_hint, key_layout.flat_prop, key_layout.prize_relevant, prize_flag)
raise Exception(f'Unable to find door permutation. Init CID: {cid}')
return None
def find_counter_hint(opened_doors, bk_hint, key_layout):
cid = counter_id(opened_doors, bk_hint, key_layout.flat_prop)
def find_counter_hint(opened_doors, bk_hint, key_layout, prize_flag):
cid = counter_id(opened_doors, bk_hint, key_layout.flat_prop, key_layout.prize_relevant, prize_flag)
if cid in key_layout.key_counters.keys():
return key_layout.key_counters[cid]
if not bk_hint:
cid = counter_id(opened_doors, True, key_layout.flat_prop)
cid = counter_id(opened_doors, True, key_layout.flat_prop, key_layout.prize_relevant, prize_flag)
if cid in key_layout.key_counters.keys():
return key_layout.key_counters[cid]
return None
def find_max_counter(key_layout):
max_counter = find_counter_hint(dict.fromkeys(key_layout.found_doors), False, key_layout)
max_counter = find_counter_hint(dict.fromkeys(key_layout.found_doors), False, key_layout, True)
if max_counter is None:
raise Exception("Max Counter is none - something is amiss")
if len(max_counter.child_doors) > 0:
max_counter = find_counter_hint(dict.fromkeys(key_layout.found_doors), True, key_layout)
max_counter = find_counter_hint(dict.fromkeys(key_layout.found_doors), True, key_layout, True)
return max_counter
def counter_id(opened_doors, bk_unlocked, flat_proposal):
def counter_id(opened_doors, bk_unlocked, flat_proposal, prize_relevant, prize_flag):
s_id = '1' if bk_unlocked else '0'
for d in flat_proposal:
s_id += '1' if d in opened_doors.keys() else '0'
if prize_relevant:
s_id += '1' if prize_flag else '0'
return s_id
def cid(counter, key_layout):
return counter_id(counter.open_doors, counter.big_key_opened, key_layout.flat_prop)
return counter_id(counter.open_doors, counter.big_key_opened, key_layout.flat_prop,
key_layout.prize_relevant, counter.prize_doors_opened)
# class SoftLockException(Exception):
@@ -1816,8 +1876,17 @@ def validate_key_placement(key_layout, world, player):
found_locations = set(i for i in counter.free_locations if big_found or "- Big Chest" not in i.name)
found_keys = sum(1 for i in found_locations if i.item is not None and i.item.name == smallkey_name and i.item.player == player) + \
len(counter.key_only_locations) + keys_outside
if key_layout.prize_relevant:
found_prize = any(x for x in counter.important_locations if '- Prize' in x.name)
if not found_prize:
prize_loc = world.get_location(dungeon_prize[key_layout.sector.name], player)
# todo: pyramid fairy only care about crystals 5 & 6
found_prize = 'Crystal' not in prize_loc.item.name
else:
found_prize = False
can_progress = (not counter.big_key_opened and big_found and any(d.bigKey for d in counter.child_doors)) or \
found_keys > counter.used_keys and any(not d.bigKey for d in counter.child_doors)
found_keys > counter.used_keys and any(not d.bigKey for d in counter.child_doors) or \
(key_layout.prize_relevant and not counter.prize_doors_opened and found_prize)
if not can_progress:
missing_locations = set(max_counter.free_locations.keys()).difference(found_locations)
missing_items = [l for l in missing_locations if l.item is None or (l.item.name != smallkey_name and l.item.name != bigkey_name) or "- Boss" in l.name]