PoD and Swamp logical dead end detection improved

This commit is contained in:
aerinon
2019-10-22 15:49:36 -06:00
parent 01a4d4b872
commit 8db8d066b4

View File

@@ -7,7 +7,7 @@ from functools import reduce
from BaseClasses import RegionType, Door, DoorType, Direction, Sector, CrystalBarrier, Polarity, pol_idx, pol_inc
from Dungeons import hyrule_castle_regions, eastern_regions, desert_regions, hera_regions, tower_regions, pod_regions
from Dungeons import dungeon_regions, region_starts, split_region_starts
from Regions import key_only_locations, dungeon_events , flooded_keys, flooded_keys_reverse
from Regions import key_only_locations, dungeon_events, flooded_keys, flooded_keys_reverse
from RoomData import DoorKind, PairedDoor
@@ -111,6 +111,23 @@ oppositemap = {
Direction.Down: Direction.Up,
}
similar_directions = {
Direction.South: [Direction.South],
Direction.North: [Direction.North],
Direction.West: [Direction.West],
Direction.East: [Direction.East],
Direction.Up: [Direction.Down, Direction.Up],
Direction.Down: [Direction.Down, Direction.Up],
}
paired_directions = {
Direction.South: [Direction.North],
Direction.North: [Direction.South],
Direction.West: [Direction.East],
Direction.East: [Direction.West],
Direction.Up: [Direction.Down, Direction.Up],
Direction.Down: [Direction.Down, Direction.Up],
}
def switch_dir(direction):
return oppositemap[direction]
@@ -354,6 +371,15 @@ def get_doors(world, region, player):
return res
def get_entrance_doors(world, region, player):
res = []
for exit in region.entrances:
door = world.check_for_door(exit.name, player)
if door is not None:
res.append(door)
return res
def doors_compatible(a, b):
if a.type != b.type:
return False
@@ -671,6 +697,8 @@ class ExplorationState(object):
self.key_locations = 0
self.used_smalls = 0
self.non_door_entrances = []
def copy(self):
ret = ExplorationState()
ret.unattached_doors = list(self.unattached_doors)
@@ -692,6 +720,8 @@ class ExplorationState(object):
ret.used_locations = self.used_locations
ret.used_smalls = self.used_smalls
ret.found_locations = list(self.found_locations)
ret.non_door_entrances = list(self.non_door_entrances)
return ret
def next_avail_door(self):
@@ -715,11 +745,12 @@ class ExplorationState(object):
self.key_locations += 1
if location.name not in dungeon_events and '- Prize' not in location.name:
self.ttl_locations += 1
self.found_locations.append(location)
if location not in self.found_locations:
self.found_locations.append(location)
if location.name in dungeon_events and location.name not in self.events:
if self.flooded_key_check(location):
self.perform_event(location.name, key_region)
if location.name in flooded_keys_reverse.keys() and flooded_keys_reverse[location.name] in self.found_locations:
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 key_checks and region.name == 'Hyrule Dungeon Cellblock' and not self.big_key_opened:
self.big_key_opened = True
@@ -731,13 +762,14 @@ class ExplorationState(object):
return True
return flooded_keys[location.name] in self.found_locations
def perform_event(self, location_name, key_region):
location = None
def location_found(self, location_name):
for l in self.found_locations:
if l.name == location_name:
location = l
break
self.events.add(location)
return True
return False
def perform_event(self, location_name, key_region):
self.events.add(location_name)
queue = collections.deque(self.event_doors)
while len(queue) > 0:
exp_door = queue.pop()
@@ -749,6 +781,22 @@ class ExplorationState(object):
if d_name not in self.door_krs.keys():
self.door_krs[d_name] = key_region
def add_all_entrance_doors_check_unattached(self, region, world, player):
door_list = [x for x in get_doors(world, region, player) if x.type in [DoorType.Normal, DoorType.SpiralStairs]]
door_list.extend(get_entrance_doors(world, region, player))
for door in door_list:
if self.can_traverse(door):
if door.dest is None and not self.in_door_list_ic(door, self.unattached_doors):
self.append_door_to_list(door, self.unattached_doors)
elif door.req_event is not None and door.req_event not in self.events and not self.in_door_list(door, self.event_doors):
self.append_door_to_list(door, self.event_doors)
elif not self.in_door_list(door, self.avail_doors):
self.append_door_to_list(door, self.avail_doors)
for entrance in region.entrances:
door = world.check_for_door(entrance.name, player)
if door is None:
self.non_door_entrances.append(entrance)
def add_all_doors_check_unattached(self, region, world, player):
for door in get_doors(world, region, player):
if self.can_traverse(door):
@@ -853,6 +901,22 @@ def extend_reachable_state(search_regions, state, world, player):
return local_state
def extend_state_backward(search_regions, state, world, player):
local_state = state.copy()
for region in search_regions:
local_state.visit_region(region)
local_state.add_all_entrance_doors_check_unattached(region, world, player)
while len(local_state.avail_doors) > 0:
explorable_door = local_state.next_avail_door()
entrance = world.get_entrance(explorable_door.door.name, player)
connect_region = entrance.parent_region
if connect_region is not None:
if valid_region_to_explore(connect_region, world) and not local_state.visited(connect_region):
local_state.visit_region(connect_region)
local_state.add_all_entrance_doors_check_unattached(connect_region, world, player)
return local_state
# todo: this sometimes generates two independent parts - that could be valid if the entrances are accessible
# todo: prevent crystal barrier dead ends
def shuffle_dungeon_no_repeats_new(world, player, available_sectors, entrance_region_names):
@@ -1071,31 +1135,72 @@ def logical_dead_end(door_a, door_b, state, world, player, available_sectors, re
if len(new_state.unattached_doors) == 0:
return True
d_type = door_a.type
directions = [door_a.direction, switch_dir(door_a.direction)]
directions = paired_directions[door_a.direction]
hook_directions = similar_directions[door_a.direction]
number_of_hooks = 0
opposing_hooks = 0
for door in new_state.unattached_doors:
if door.door.type == d_type and door.door.direction in directions:
if door.door.type == d_type and door.door.direction in hook_directions:
number_of_hooks += 1
only_dead_ends = True
if door.door.type == d_type and door.door.direction in directions:
opposing_hooks += 1
hooks_needed = 0
visited_regions = set()
outstanding_doors_of_type = 0
if number_of_hooks == 0:
for sector in available_sectors:
for door in sector.outstanding_doors:
if door != door_b and door.type == d_type and door.direction in directions:
outstanding_hooks = 0
only_dead_ends = True
for sector in available_sectors:
for door in sector.outstanding_doors:
if door_of_interest(door, door_b, d_type, directions, hook_directions, new_state):
needed = True
if door.direction in directions:
outstanding_doors_of_type += 1
region = world.get_entrance(door.name, player).parent_region
local_state = extend_reachable_state([region], ExplorationState(), world, player)
region = world.get_entrance(door.name, player).parent_region
local_state = extend_state_backward([region], ExplorationState(), world, player)
if len(local_state.non_door_entrances) > 0 and not door.blocked:
needed = False
else:
for exp_d in local_state.unattached_doors:
if exp_d.door.type != d_type or exp_d.door.direction not in directions and exp_d.door not in reachable_doors:
only_dead_ends = False
if different_direction(exp_d.door, d_type, directions, hook_directions, reachable_doors):
needed = False
break
if not only_dead_ends:
break
if outstanding_doors_of_type > 0 and only_dead_ends:
return True
region_set = set(local_state.visited_orange+local_state.visited_blue)
if needed and len(visited_regions.intersection(region_set)) == 0 and door.direction in directions:
hooks_needed += 1
elif door.direction in hook_directions:
outstanding_hooks += 1
if opposing_hooks > 0 and more_than_one_hook(local_state, hook_directions):
needed = False
visited_regions.update(region_set)
if not needed:
only_dead_ends = False
if outstanding_doors_of_type > 0 and ((number_of_hooks == 0 and only_dead_ends) or hooks_needed > number_of_hooks + outstanding_hooks):
return True
return False
def door_of_interest(door, door_b, d_type, directions, hook_directions, state):
if door == door_b or door.type != d_type:
return False
if door.direction not in directions and door.direction not in hook_directions:
return False
return not state.in_door_list_ic(door, state.unattached_doors)
def different_direction(door, d_type, directions, hook_directions, reachable_doors):
if door in reachable_doors:
return False
return door.type != d_type or (door.direction not in directions and door.direction not in hook_directions)
def more_than_one_hook(state, hook_directions):
cnt = 0
for exp_d in state.unattached_doors:
if exp_d.door.direction in hook_directions:
cnt += 1
return cnt > 1
def pinball_exception(door_a, door_b, sector_a):
if door_a.name == 'Skull Pot Prison SE' and door_b.name == 'Skull Pinball NE':
for r in sector_a.regions: