Standard keysanity distribution and generation fixes

Includes new S&Q safety
This commit is contained in:
aerinon
2023-02-14 15:58:52 -07:00
parent 142b82a261
commit a304fd31ac
8 changed files with 86 additions and 33 deletions

View File

@@ -1423,10 +1423,10 @@ class Region(object):
or (item.bigkey and not self.world.bigkeyshuffle[item.player])
or (item.map and not self.world.mapshuffle[item.player])
or (item.compass and not self.world.compassshuffle[item.player]))
sewer_hack = self.world.mode[item.player] == 'standard' and item.name == 'Small Key (Escape)'
if sewer_hack or inside_dungeon_item:
# not all small keys to escape must be in escape
# sewer_hack = self.world.mode[item.player] == 'standard' and item.name == 'Small Key (Escape)'
if inside_dungeon_item:
return self.dungeon and self.dungeon.is_dungeon_item(item) and item.player == self.player
return True
def __str__(self):

View File

@@ -772,6 +772,13 @@ def connect_simple_door(exit_door, region):
special_big_key_doors = ['Hyrule Dungeon Cellblock Door', "Thieves Blind's Cell Door"]
std_special_big_key_doors = ['Hyrule Castle Throne Room Tapestry'] + special_big_key_doors
def get_special_big_key_doors(world, player):
if world.mode[player] == 'standard':
return std_special_big_key_doors
return special_big_key_doors
class ExplorationState(object):
@@ -1002,7 +1009,8 @@ class ExplorationState(object):
if self.can_traverse(door):
if door.controller:
door = door.controller
if (door in big_key_door_proposal or door.name in special_big_key_doors) and not self.big_key_opened:
if (door in big_key_door_proposal
or door.name in get_special_big_key_doors(world, player)) and not self.big_key_opened:
if not self.in_door_list(door, self.big_doors):
self.append_door_to_list(door, self.big_doors)
elif door.req_event is not None and door.req_event not in self.events:
@@ -3554,7 +3562,8 @@ def check_for_valid_layout(builder, sector_list, builder_info):
split_list['Sewers'].remove(temp_builder.throne_door.entrance.parent_region.name)
builder.exception_list = list(sector_list)
return True, {}, package
except (GenerationException, NeutralizingException, OtherGenException):
except (GenerationException, NeutralizingException, OtherGenException) as e:
logging.getLogger('').info(f'Bailing on this layout for', e)
builder.split_dungeon_map = None
builder.valid_proposal = None
if temp_builder.name == 'Hyrule Castle' and temp_builder.throne_door:

36
Fill.py
View File

@@ -143,21 +143,24 @@ def verify_spot_to_fill(location, item_to_place, max_exp_state, single_player_pl
key_pool, world):
if item_to_place.smallkey or item_to_place.bigkey: # a better test to see if a key can go there
location.item = item_to_place
location.event = True
test_state = max_exp_state.copy()
test_state.stale[item_to_place.player] = True
else:
test_state = max_exp_state
if not single_player_placement or location.player == item_to_place.player:
test_state.sweep_for_events()
if location.can_fill(test_state, item_to_place, perform_access_check):
if valid_key_placement(item_to_place, location, key_pool, world):
if valid_key_placement(item_to_place, location, key_pool, test_state, world):
if item_to_place.crystal or valid_dungeon_placement(item_to_place, location, world):
return location
if item_to_place.smallkey or item_to_place.bigkey:
location.item = None
location.event = False
return None
def valid_key_placement(item, location, key_pool, world):
def valid_key_placement(item, location, key_pool, collection_state, world):
if not valid_reserved_placement(item, location, world):
return False
if ((not item.smallkey and not item.bigkey) or item.player != location.player
@@ -174,7 +177,15 @@ def valid_key_placement(item, location, key_pool, world):
prize_loc = world.get_location(key_logic.prize_location, location.player)
cr_count = world.crystals_needed_for_gt[location.player]
wild_keys = world.keyshuffle[item.player] != 'none'
return key_logic.check_placement(unplaced_keys, wild_keys, location if item.bigkey else None, prize_loc, cr_count)
if wild_keys:
reached_keys = {x for x in collection_state.locations_checked
if x.item and x.item.name == key_logic.small_key_name and x.item.player == item.player}
else:
reached_keys = set() # will be calculated using key logic in a moment
self_locking_keys = sum(1 for d, rule in key_logic.door_rules.items() if rule.allow_small
and rule.small_location.item and rule.small_location.item.name == key_logic.small_key_name)
return key_logic.check_placement(unplaced_keys, wild_keys, reached_keys, self_locking_keys,
location if item.bigkey else None, prize_loc, cr_count)
else:
return not item.is_inside_dungeon_item(world)
@@ -205,6 +216,7 @@ def track_outside_keys(item, location, world):
if loc_dungeon and loc_dungeon.name == item_dungeon:
return # this is an inside key
world.key_logic[item.player][item_dungeon].outside_keys += 1
world.key_logic[item.player][item_dungeon].outside_keys_locations.add(location)
def track_dungeon_items(item, location, world):
@@ -345,7 +357,9 @@ def find_spot_for_item(item_to_place, locations, world, base_state, pool,
test_state = maximum_exploration_state
if (not single_player_placement or location.player == item_to_place.player) \
and location.can_fill(test_state, item_to_place, perform_access_check) \
and valid_key_placement(item_to_place, location, pool if (keys_in_itempool and keys_in_itempool[item_to_place.player]) else world.itempool, world):
and valid_key_placement(item_to_place, location,
pool if (keys_in_itempool and keys_in_itempool[item_to_place.player]) else world.itempool,
test_state, world):
return location
if item_to_place.smallkey or item_to_place.bigkey:
location.item = old_item
@@ -424,10 +438,16 @@ def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None
random.shuffle(fill_locations)
fill_locations.reverse()
# Make sure the escape small key is placed first in standard with key shuffle to prevent running out of spots
# todo: crossed
progitempool.sort(key=lambda item: 1 if item.name == 'Small Key (Escape)'
and world.keyshuffle[item.player] != 'none' and world.mode[item.player] == 'standard' else 0)
# Make sure the escape keys ire placed first in standard to prevent running out of spots
def std_item_sort(item):
if world.mode[item.player] == 'standard':
if item.name == 'Small Key (Escape)':
return 1
if item.name == 'Big Key (Escape)':
return 2
return 0
progitempool.sort(key=std_item_sort)
key_pool = [x for x in progitempool if x.smallkey]
# sort maps and compasses to the back -- this may not be viable in equitable & ambrosia

View File

@@ -5,7 +5,7 @@ from collections import defaultdict, deque
from BaseClasses import DoorType, dungeon_keys, KeyRuleType, RegionType
from Regions import dungeon_events
from Dungeons import dungeon_keys, dungeon_bigs, dungeon_table
from DungeonGenerator import ExplorationState, special_big_key_doors, count_locations_exclude_big_chest, prize_or_event
from DungeonGenerator import ExplorationState, get_special_big_key_doors, count_locations_exclude_big_chest, prize_or_event
from DungeonGenerator import reserved_location, blind_boss_unavail
@@ -59,13 +59,16 @@ class KeyLogic(object):
self.placement_rules = []
self.location_rules = {}
self.outside_keys = 0
self.outside_keys_locations = set()
self.dungeon = dungeon_name
self.sm_doors = {}
self.prize_location = None
def check_placement(self, unplaced_keys, wild_keys, big_key_loc=None, prize_loc=None, cr_count=7):
def check_placement(self, unplaced_keys, wild_keys, reached_keys, self_locking_keys,
big_key_loc=None, prize_loc=None, cr_count=7):
for rule in self.placement_rules:
if not rule.is_satisfiable(self.outside_keys, wild_keys, unplaced_keys, big_key_loc, prize_loc, cr_count):
if not rule.is_satisfiable(self.outside_keys_locations, wild_keys, reached_keys, self_locking_keys,
unplaced_keys, big_key_loc, prize_loc, cr_count):
return False
if big_key_loc:
for rule_a, rule_b in itertools.combinations(self.placement_rules, 2):
@@ -159,7 +162,8 @@ class PlacementRule(object):
left -= rule_needed
return False
def is_satisfiable(self, outside_keys, wild_keys, unplaced_keys, big_key_loc, prize_location, cr_count):
def is_satisfiable(self, outside_keys_locations, wild_keys, reached_keys, self_locking_keys, unplaced_keys,
big_key_loc, prize_location, cr_count):
if self.prize_relevance and prize_location:
if self.prize_relevance == 'BigBomb':
if prize_location.item.name not in ['Crystal 5', 'Crystal 6']:
@@ -186,10 +190,11 @@ class PlacementRule(object):
check_locations = self.check_locations_wo_bk if bk_blocked else self.check_locations_w_bk
if not bk_blocked and check_locations is None:
return True
available_keys = outside_keys
available_keys = len(outside_keys_locations)
# todo: sometimes we need an extra empty chest to accomodate the big key too
# dungeon bias seed 563518200 for example
threshold = self.needed_keys_wo_bk if bk_blocked else self.needed_keys_w_bk
threshold -= self_locking_keys
if not wild_keys:
empty_chests = 0
for loc in check_locations:
@@ -200,7 +205,8 @@ class PlacementRule(object):
place_able_keys = min(empty_chests, unplaced_keys)
available_keys += place_able_keys
else:
available_keys += unplaced_keys
available_keys += len(reached_keys.difference(outside_keys_locations)) # already placed small keys
available_keys += unplaced_keys # small keys not yet placed
return available_keys >= threshold
@@ -1002,7 +1008,7 @@ def find_worst_counter_wo_bk(small_key_num, accessible_set, door, odd_ctr, key_c
def open_a_door(door, child_state, flat_proposal, world, player):
if door.bigKey or door.name in special_big_key_doors:
if door.bigKey or door.name in get_special_big_key_doors(world, player):
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]))
@@ -1485,7 +1491,8 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa
else:
ttl_locations = count_locations_exclude_big_chest(state.found_locations, world, player)
ttl_small_key_only = count_small_key_only_locations(state)
available_small_locations = cnt_avail_small_locations(ttl_locations, ttl_small_key_only, state, world, player)
available_small_locations = cnt_avail_small_locations(ttl_locations, ttl_small_key_only, state,
key_layout, world, player)
available_big_locations = cnt_avail_big_locations(ttl_locations, state, world, player)
if invalid_self_locking_key(key_layout, state, prev_state, prev_avail, world, player):
return False
@@ -1615,18 +1622,24 @@ def determine_prize_lock(key_layout, world, player):
key_layout.prize_can_lock = True
def cnt_avail_small_locations(free_locations, key_only, state, world, player):
if world.keyshuffle[player] == 'none':
def cnt_avail_small_locations(free_locations, key_only, state, key_layout, world, player):
std_flag = world.mode[player] == 'standard' and key_layout.sector.name == 'Hyrule Castle'
if world.keyshuffle[player] == 'none' or std_flag:
bk_adj = 1 if state.big_key_opened and not state.big_key_special else 0
avail_chest_keys = min(free_locations - bk_adj, state.key_locations - key_only)
# this is the secret passage, could expand to Uncle/Links House with appropriate logic
std_adj = 1 if std_flag and world.keyshuffle[player] != 'none' else 0
avail_chest_keys = min(free_locations + std_adj - bk_adj, state.key_locations - key_only)
return max(0, avail_chest_keys + key_only - state.used_smalls)
return state.key_locations - state.used_smalls
def cnt_avail_small_locations_by_ctr(free_locations, counter, layout, world, player):
if world.keyshuffle[player] == 'none':
std_flag = world.mode[player] == 'standard' and layout.sector.name == 'Hyrule Castle'
if world.keyshuffle[player] == 'none' or std_flag:
bk_adj = 1 if counter.big_key_opened and not layout.big_key_special else 0
avail_chest_keys = min(free_locations - bk_adj, layout.max_chests)
# this is the secret passage, could expand to Uncle/Links House with appropriate logic
std_adj = 1 if std_flag and world.keyshuffle[player] != 'none' else 0
avail_chest_keys = min(free_locations + std_adj - bk_adj, layout.max_chests)
return max(0, avail_chest_keys + len(counter.key_only_locations) - counter.used_keys)
return layout.max_chests + len(counter.key_only_locations) - counter.used_keys
@@ -1683,10 +1696,10 @@ def create_key_counters(key_layout, world, player):
if door.dest in flat_proposal and door.type != DoorType.SpiralStairs:
key_layout.found_doors.add(door.dest)
child_state = parent_state.copy()
if door.bigKey or door.name in special_big_key_doors:
if door.bigKey or door.name in get_special_big_key_doors(world, player):
key_layout.key_logic.bk_doors.add(door)
# open the door, if possible
if can_open_door(door, child_state, world, player):
if can_open_door(door, child_state, key_layout, world, player):
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)
@@ -1707,14 +1720,15 @@ def find_outside_connection(region):
return None, None
def can_open_door(door, state, world, player):
def can_open_door(door, state, key_layout, world, player):
if state.big_key_opened:
ttl_locations = count_free_locations(state, world, player)
else:
ttl_locations = count_locations_exclude_big_chest(state.found_locations, world, player)
if door.smallKey:
ttl_small_key_only = count_small_key_only_locations(state)
available_small_locations = cnt_avail_small_locations(ttl_locations, ttl_small_key_only, state, world, player)
available_small_locations = cnt_avail_small_locations(ttl_locations, ttl_small_key_only, state,
key_layout, world, player)
return available_small_locations > 0
elif door.bigKey:
available_big_locations = cnt_avail_big_locations(ttl_locations, state, world, player)

2
Rom.py
View File

@@ -37,7 +37,7 @@ from source.dungeon.RoomList import Room0127
JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = '4eeafc915838a7c9c5eff7a1b53d4709'
RANDOMIZERBASEHASH = '6f64fcea052e37b39d6b4bb24ae2f548'
class JsonRom(object):

View File

@@ -1288,7 +1288,7 @@ def standard_rules(world, player):
# zelda should be saved before agahnim is in play
add_rule(world.get_location('Agahnim 1', player), lambda state: state.has('Zelda Delivered', player))
# too restrictive for crossed?
# uncle can't have keys generally because unplaced items aren't used here
def uncle_item_rule(item):
copy_state = CollectionState(world)
copy_state.collect(item)

Binary file not shown.

View File

@@ -320,7 +320,10 @@ def determine_paths_for_dungeon(world, player, all_regions, name):
paths.append('Hyrule Dungeon Cellblock')
paths.append(('Hyrule Dungeon Cellblock', 'Hyrule Castle Throne Room'))
entrance = next(x for x in world.dungeon_portals[player] if x.name == 'Hyrule Castle South')
# todo: in non-er, we can use the other portals too
paths.append(('Hyrule Dungeon Cellblock', entrance.door.entrance.parent_region.name))
paths.append(('Hyrule Castle Throne Room', [entrance.door.entrance.parent_region.name,
'Hyrule Dungeon Cellblock']))
if world.doorShuffle[player] in ['basic'] and name == 'Thieves Town':
paths.append('Thieves Attic Window')
elif 'Thieves Attic Window' in all_r_names:
@@ -434,6 +437,13 @@ def connect_simple_door(exit_door, region):
special_big_key_doors = ['Hyrule Dungeon Cellblock Door', "Thieves Blind's Cell Door"]
std_special_big_key_doors = ['Hyrule Castle Throne Room Tapestry'] + special_big_key_doors
def get_special_big_key_doors(world, player):
if world.mode[player] == 'standard':
return std_special_big_key_doors
return special_big_key_doors
class ExplorationState(object):
@@ -674,7 +684,7 @@ class ExplorationState(object):
if door in key_door_proposal and door not in self.opened_doors:
if not self.in_door_list(door, self.small_doors):
self.append_door_to_list(door, self.small_doors)
elif (door.bigKey or door.name in special_big_key_doors) and not self.big_key_opened:
elif (door.bigKey or door.name in get_special_big_key_doors(world, player)) and not self.big_key_opened:
if not self.in_door_list(door, self.big_doors):
self.append_door_to_list(door, self.big_doors)
elif door.req_event is not None and door.req_event not in self.events: