Modeled mirror portal re-entry logic with followers

This commit is contained in:
codemann8
2021-11-23 22:32:17 -06:00
parent 62d6512e9f
commit a563b930cc

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@@ -1584,16 +1584,16 @@ class Entrance(object):
self.temp_path = [] self.temp_path = []
def can_reach(self, state): def can_reach(self, state):
# Destination Pickup OW Only No Ledges Can S&Q # Destination Pickup OW Only No Ledges Can S&Q Allow Mirror
multi_step_locations = { 'Pyramid Crack': ('Big Bomb', True, True, False), multi_step_locations = { 'Pyramid Crack': ('Big Bomb', True, True, False, True),
'Missing Smith': ('Frog', True, False, True), 'Missing Smith': ('Frog', True, False, True, True),
'Middle Aged Man': ('Dark Blacksmith Ruins', True, False, True) } 'Middle Aged Man': ('Dark Blacksmith Ruins', True, False, True, True) }
if self.name in multi_step_locations: if self.name in multi_step_locations:
if self not in state.path: if self not in state.path:
world = self.parent_region.world if self.parent_region else None world = self.parent_region.world
step_location = world.get_location(multi_step_locations[self.name][0], self.player) step_location = world.get_location(multi_step_locations[self.name][0], self.player)
if step_location.can_reach(state) and self.can_reach_thru(state, step_location.parent_region, multi_step_locations[self.name][1], multi_step_locations[self.name][2], multi_step_locations[self.name][3]) and self.access_rule(state): if step_location.can_reach(state) and self.can_reach_thru(state, step_location, multi_step_locations[self.name][1], multi_step_locations[self.name][2], multi_step_locations[self.name][3], multi_step_locations[self.name][4]) and self.access_rule(state):
if not self in state.path: if not self in state.path:
path = state.path.get(step_location.parent_region, (step_location.parent_region.name, None)) path = state.path.get(step_location.parent_region, (step_location.parent_region.name, None))
item_name = step_location.item.name if step_location.item else 'Pick Up Item' item_name = step_location.item.name if step_location.item else 'Pick Up Item'
@@ -1615,8 +1615,8 @@ class Entrance(object):
return False return False
def can_reach_thru(self, state, start_region, ignore_underworld=False, ignore_ledges=False, allow_save_quit=False): def can_reach_thru(self, state, step_location, ignore_underworld=False, ignore_ledges=False, allow_save_quit=False, allow_mirror_reentry=False):
def explore_region(region, path = []): def explore_region(region, destination, path = []):
nonlocal found nonlocal found
if region not in explored_regions: if region not in explored_regions:
explored_regions[region] = path explored_regions[region] = path
@@ -1624,34 +1624,132 @@ class Entrance(object):
if exit.connected_region and (not ignore_ledges or exit.spot_type != 'Ledge') \ if exit.connected_region and (not ignore_ledges or exit.spot_type != 'Ledge') \
and exit.connected_region.name not in ['Dig Game Area'] \ and exit.connected_region.name not in ['Dig Game Area'] \
and exit.access_rule(state): and exit.access_rule(state):
if exit.connected_region == self.parent_region: if exit.connected_region == destination:
found = True found = True
explored_regions[self.parent_region] = path + [exit] explored_regions[destination] = path + [exit]
elif not ignore_underworld or region.type == exit.connected_region.type or exit.connected_region.type not in [RegionType.Cave, RegionType.Dungeon]: elif not ignore_underworld or region.type == exit.connected_region.type or exit.connected_region.type not in [RegionType.Cave, RegionType.Dungeon]:
exits_to_traverse.append(tuple((exit, path))) exits_to_traverse.append(tuple((exit, path)))
def traverse_paths(region, start_path=[]): def traverse_paths(region, destination, start_path=[]):
explore_region(region, start_path) nonlocal explored_regions, exits_to_traverse
while not found and len(exits_to_traverse):
exit, path = exits_to_traverse.pop(0)
explore_region(exit.connected_region, path + [exit])
if found:
self.temp_path = explored_regions[self.parent_region]
found = False
explored_regions = {}
exits_to_traverse = list()
traverse_paths(start_region.entrances[0].parent_region)
if not found and allow_save_quit:
explored_regions = {} explored_regions = {}
exits_to_traverse = list() exits_to_traverse = list()
world = self.parent_region.world if self.parent_region else None explore_region(region, destination, start_path)
exit = world.get_entrance('Links House S&Q', self.player) while not found and len(exits_to_traverse):
traverse_paths(exit.connected_region, [exit]) exit, path = exits_to_traverse.pop(0)
explore_region(exit.connected_region, destination, path + [exit])
if found:
self.temp_path = explored_regions[destination]
#TODO: Implement residual mirror portal placing for the previous leg, to be used for the final destination start_region = step_location.parent_region
explored_regions = {}
exits_to_traverse = list()
found = False
if not found and allow_mirror_reentry and state.has('Magic Mirror', self.player):
# check for path using mirror portal re-entry at location of the follower pickup
# this is checked first as this often the shortest path
follower_region = start_region
if follower_region.type not in [RegionType.LightWorld, RegionType.DarkWorld]:
follower_region = start_region.entrances[0].parent_region
if (follower_region.world.mode[self.player] != 'inverted') == (follower_region.type == RegionType.LightWorld):
from OWEdges import OWTileRegions
from OverworldShuffle import ow_connections
owid = OWTileRegions[follower_region.name]
(mirror_map, other_world) = ow_connections[owid % 0x40]
mirror_map.extend(other_world)
mirror_exit = None
while len(mirror_map):
if mirror_map[0][1] == follower_region.name:
mirror_exit = mirror_map[0][0]
break
mirror_map.pop(0)
if mirror_exit:
mirror_region = follower_region.world.get_entrance(mirror_exit, self.player).parent_region
if mirror_region.can_reach(state):
traverse_paths(mirror_region, self.parent_region)
if found:
path = state.path.get(mirror_region, (mirror_region.name, None))
path = (follower_region.name, (mirror_exit, path))
item_name = step_location.item.name if step_location.item else 'Pick Up Item'
if start_region.name != follower_region.name:
path = (start_region.name, (start_region.entrances[0].name, path))
path = (f'{step_location.parent_region.name} Exit', ('Leave Item Area', (item_name, path)))
else:
path = (item_name, path)
path = ('Use Mirror Portal', (follower_region.name, path))
while len(self.temp_path):
exit = self.temp_path.pop(0)
path = (exit.name, (exit.parent_region.name, path))
item_name = self.connected_region.locations[0].item.name if self.connected_region.locations[0].item else 'Deliver Item'
path = (self.parent_region.name, path)
state.path[self] = (self.name, path)
if not found:
# check normal paths
traverse_paths(start_region.entrances[0].parent_region, self.parent_region)
if not found and allow_save_quit:
# check paths involving save and quit
exit = self.parent_region.world.get_entrance('Links House S&Q', self.player)
traverse_paths(exit.connected_region, self.parent_region, [exit])
if not found and allow_mirror_reentry and state.has('Magic Mirror', self.player):
# check for paths using mirror portal re-entry at location of final destination
# this is checked last as this is the most complicated/exhaustive check
follower_region = start_region
if follower_region.type not in [RegionType.LightWorld, RegionType.DarkWorld]:
follower_region = start_region.entrances[0].parent_region
if (follower_region.world.mode[self.player] != 'inverted') == (follower_region.type == RegionType.LightWorld):
dest_region = self.parent_region
if dest_region.type not in [RegionType.LightWorld, RegionType.DarkWorld]:
dest_region = start_region.entrances[0].parent_region
if (dest_region.world.mode[self.player] != 'inverted') != (dest_region.type == RegionType.LightWorld):
from OWEdges import OWTileRegions
from OverworldShuffle import ow_connections
owid = OWTileRegions[dest_region.name]
(mirror_map, other_world) = ow_connections[owid % 0x40]
mirror_map.extend(other_world)
mirror_map = [(x, d) for (x, d) in mirror_map if x in [e.name for e in dest_region.exits]]
# loop thru potential places to leave a mirror portal
while len(mirror_map) and not found:
mirror_exit = dest_region.world.get_entrance(mirror_map[0][0], self.player)
if mirror_exit.connected_region.type != dest_region.type:
# find path from placed mirror portal to the follower pickup
from Items import ItemFactory
mirror_item = ItemFactory('Magic Mirror', self.player)
while state.prog_items['Magic Mirror', self.player]:
state.remove(mirror_item)
temp_ignore_ledges = ignore_ledges
ignore_ledges = False
traverse_paths(mirror_exit.connected_region, start_region)
ignore_ledges = temp_ignore_ledges
state.collect(mirror_item, True)
if found:
path_to_pickup = self.temp_path
# find path from follower pickup to placed mirror portal
found = False
state.remove(mirror_item)
traverse_paths(follower_region, mirror_exit.connected_region)
state.collect(mirror_item, True)
mirror_map.pop(0)
if found:
path = state.path.get(self.parent_region, (self.parent_region.name, None))
path = (mirror_exit.name, path)
while len(path_to_pickup):
exit = path_to_pickup.pop(0)
path = (exit.name, (exit.parent_region.name, path))
item_name = step_location.item.name if step_location.item else 'Pick Up Item'
path = (f'{step_location.parent_region.name} Exit', (item_name, path))
while len(self.temp_path):
exit = self.temp_path.pop(0)
path = (exit.name, (exit.parent_region.name, path))
path = ('Use Mirror Portal', (mirror_exit.connected_region.name, path))
path = (self.parent_region.name, path)
state.path[self] = (self.name, path)
return found return found
def connect(self, region, addresses=None, target=None, vanilla=None): def connect(self, region, addresses=None, target=None, vanilla=None):