Merge remote-tracking branch 'remotes/door_rando/DoorDev' into Dev
This commit is contained in:
@@ -2,7 +2,9 @@ import copy
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from enum import Enum, unique
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import logging
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import json
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from collections import OrderedDict
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from collections import OrderedDict, deque
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from EntranceShuffle import door_addresses
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from _vendor.collections_extended import bag
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from EntranceShuffle import door_addresses
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from Utils import int16_as_bytes
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@@ -373,6 +375,7 @@ class CollectionState(object):
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self.prog_items = bag()
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self.world = parent
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self.reachable_regions = {player: set() for player in range(1, parent.players + 1)}
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self.colored_regions = {player: {} for player in range(1, parent.players + 1)}
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self.events = []
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self.path = {}
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self.locations_checked = set()
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@@ -384,6 +387,7 @@ class CollectionState(object):
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player_regions = self.world.get_regions(player)
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self.stale[player] = False
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rrp = self.reachable_regions[player]
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ccr = self.colored_regions[player]
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new_regions = True
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reachable_regions_count = len(rrp)
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while new_regions:
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@@ -391,13 +395,53 @@ class CollectionState(object):
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for candidate in player_regions:
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if candidate.can_reach_private(self):
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rrp.add(candidate)
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if candidate.type == RegionType.Dungeon:
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c_switch_present = False
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for ext in candidate.exits:
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door = self.world.check_for_door(ext.name, player)
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if door is not None and door.crystal == CrystalBarrier.Either:
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c_switch_present = True
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if c_switch_present:
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ccr[candidate] = CrystalBarrier.Either
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self.spread_crystal_access(candidate, CrystalBarrier.Either, rrp, ccr, player)
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else:
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for entrance in candidate.entrances:
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door = self.world.check_for_door(entrance.name, player)
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if door is None or entrance.parent_region.type != RegionType.Dungeon:
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ccr[candidate] = CrystalBarrier.Orange
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if entrance.parent_region in ccr.keys():
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color_type = ccr[entrance.parent_region]
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current_type = ccr[candidate] if candidate in ccr.keys() else None
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ccr[candidate] = color_type if current_type is None or color_type == current_type else CrystalBarrier.Either
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new_regions = len(rrp) > reachable_regions_count
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reachable_regions_count = len(rrp)
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def spread_crystal_access(self, region, crystal, rrp, ccr, player):
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queue = deque([(region, crystal)])
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visited = set()
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while len(queue) > 0:
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region, crystal = queue.popleft()
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visited.add(region)
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for ext in region.exits:
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connect = ext.connected_region
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if connect not in visited and connect is not None and connect.type == RegionType.Dungeon:
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if connect in rrp and ext.can_reach(self) and connect:
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door = self.world.check_for_door(ext.name, player)
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current_crystal = ccr[connect]
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if door is not None and not door.blocked and current_crystal != crystal and current_crystal != CrystalBarrier.Either:
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if door.crystal in [CrystalBarrier.Either, CrystalBarrier.Null]:
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ccr[connect] = crystal
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queue.append((connect, crystal))
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else:
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queue.append((connect, door.crystal))
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if door.crystal != current_crystal:
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ccr[connect] = CrystalBarrier.Either
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def copy(self):
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ret = CollectionState(self.world)
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ret.prog_items = self.prog_items.copy()
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ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in range(1, self.world.players + 1)}
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ret.colored_regions = {player: copy.copy(self.colored_regions[player]) for player in range(1, self.world.players + 1)}
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ret.events = copy.copy(self.events)
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ret.path = copy.copy(self.path)
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ret.locations_checked = copy.copy(self.locations_checked)
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@@ -418,6 +462,15 @@ class CollectionState(object):
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return spot.can_reach(self)
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def sweep_for_crystal_access(self):
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for player, rrp in self.reachable_regions.items():
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dungeon_regions = [x for x in rrp if x.type == RegionType.Dungeon]
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ccr = self.colored_regions[player]
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for region in dungeon_regions:
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if region in ccr.keys():
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self.spread_crystal_access(region, ccr[region], rrp, ccr, player)
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self.stale[player] = True
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def sweep_for_events(self, key_only=False, locations=None):
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# this may need improvement
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if locations is None:
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@@ -435,6 +488,18 @@ class CollectionState(object):
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self.collect(event.item, True, event)
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new_locations = len(reachable_events) > checked_locations
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checked_locations = len(reachable_events)
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if new_locations:
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self.sweep_for_crystal_access()
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def can_reach_blue(self, region, player):
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if region not in self.colored_regions[player].keys():
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return False
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return self.colored_regions[player][region] in [CrystalBarrier.Blue, CrystalBarrier.Either]
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def can_reach_orange(self, region, player):
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if region not in self.colored_regions[player].keys():
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return False
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return self.colored_regions[player][region] in [CrystalBarrier.Orange, CrystalBarrier.Either]
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def _do_not_flood_the_keys(self, reachable_events):
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adjusted_checks = list(reachable_events)
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@@ -721,7 +786,7 @@ class CollectionState(object):
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class RegionType(Enum):
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LightWorld = 1
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DarkWorld = 2
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Cave = 3 # Also includes Houses
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Cave = 3 # Also includes Houses
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Dungeon = 4
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@property
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@@ -1277,7 +1342,6 @@ class Shop(object):
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def __init__(self, region, room_id, type, shopkeeper_config, custom, locked):
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self.region = region
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self.room_id = room_id
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self.default_door_id = default_door_id
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self.type = type
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self.inventory = [None, None, None]
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self.shopkeeper_config = shopkeeper_config
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@@ -1297,8 +1361,6 @@ class Shop(object):
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config = self.item_count
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if len(entrances) == 1 and entrances[0].name in door_addresses:
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door_id = door_addresses[entrances[0].name][0]+1
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elif self.default_door_id is not None:
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door_id = self.default_door_id
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else:
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door_id = 0
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config |= 0x40 # ignore door id
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