Small refinements for key logic

This commit is contained in:
aerinon
2021-07-02 16:13:02 -06:00
parent f15832f85e
commit 7fde95e5d7
5 changed files with 19 additions and 30 deletions

View File

@@ -689,15 +689,20 @@ class CollectionState(object):
rrp = self.reachable_regions[player]
missing_regions = {x: y for x, y in common_regions.items() if x not in rrp}
paths = {}
for k in missing_regions:
rrp[k] = missing_regions[k]
possible_path = terminal_states[0].path[k]
self.path[k] = paths[k] = possible_path
missing_bc = {}
for blocked, crystal in common_bc.items():
if blocked not in bc and self.should_visit(blocked.connected_region, rrp, crystal, player):
if (blocked not in bc and blocked.parent_region in rrp
and self.should_visit(blocked.connected_region, rrp, crystal, player)):
missing_bc[blocked] = crystal
for k in missing_bc:
bc[k] = missing_bc[k]
self.record_dungeon_exploration(player, dungeon_name, checklist, common_doors, missing_regions, missing_bc)
self.record_dungeon_exploration(player, dungeon_name, checklist,
common_doors, missing_regions, missing_bc, paths)
checklist.clear()
@staticmethod
@@ -773,7 +778,7 @@ class CollectionState(object):
exp_key = (prog_set, frozenset(checklist))
if dungeon_name in ec and exp_key in ec[dungeon_name]:
# apply
cnt, miss, common_doors, missing_regions, missing_bc = ec[dungeon_name][exp_key]
common_doors, missing_regions, missing_bc, paths = ec[dungeon_name][exp_key]
terminal_queue = deque()
for door in common_doors:
self.opened_doors[player].add(door)
@@ -793,42 +798,32 @@ class CollectionState(object):
for k in missing_regions:
rrp[k] = missing_regions[k]
for r, path in paths.items():
self.path[r] = path
for k in missing_bc:
bc[k] = missing_bc[k]
return True
return False
def record_dungeon_exploration(self, player, dungeon_name, checklist, common_doors, missing_regions, missing_bc):
def record_dungeon_exploration(self, player, dungeon_name, checklist,
common_doors, missing_regions, missing_bc, paths):
ec = self.world.exp_cache[player]
prog_set = self.reduce_prog_items(player, dungeon_name)
exp_key = (prog_set, frozenset(checklist))
count = 1
misses = 0
# if exp_key in ec:
# if dungeon_name in ec[exp_key]:
# cnt, miss, old_common, old_missing, old_bc, trace = ec[exp_key][dungeon_name]
# if old_common == common_doors and old_missing == missing_regions and old_bc == missing_bc:
# count = cnt + 1
# else:
# misses = miss + 1
ec[dungeon_name][exp_key] = (count, misses, common_doors, missing_regions, missing_bc)
ec[dungeon_name][exp_key] = (common_doors, missing_regions, missing_bc, paths)
def reduce_prog_items(self, player, dungeon_name):
# todo: possibly could include an analysis of dungeon items req. like Hammer, Hookshot, etc
# static logic rules needed most likely
# cross dungeon requirements may be necessary for keysanity - which invalidates the above
# todo: universal smalls where needed
life_count, bottle_count = 0, 0
reduced = Counter()
for item, cnt in self.prog_items.items():
item_name, item_player = item
if item_player == player and self.check_if_progressive(item_name):
if item_name.startswith('Bottle'):
if item_name.startswith('Bottle'): # I think magic requirements can require multiple bottles
bottle_count += cnt
elif item_name.startswith(('Small Key', 'Big Key')):
d_name = 'Escape' if dungeon_name == 'Hyrule Castle' else dungeon_name
if d_name in item_name:
reduced[item] = cnt
elif item_name in ['Boss Heart Container', 'Sanctuary Heart Container', 'Piece of Heart']:
if 'Container' in item_name:
life_count += 1