Merge branch 'DoorDevUnstable' into Ambrosia
This commit is contained in:
@@ -27,7 +27,7 @@ class KeyLayout(object):
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self.item_locations = set()
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self.found_doors = set()
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self.prize_relevant = False
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self.prize_relevant = None
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# bk special?
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# bk required? True if big chests or big doors exists
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@@ -38,7 +38,7 @@ class KeyLayout(object):
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self.max_chests = calc_max_chests(builder, self, world, player)
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self.all_locations = set()
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self.item_locations = set()
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self.prize_relevant = False
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self.prize_relevant = None
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class KeyLogic(object):
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@@ -59,10 +59,11 @@ class KeyLogic(object):
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self.outside_keys = 0
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self.dungeon = dungeon_name
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self.sm_doors = {}
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self.prize_location = None
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def check_placement(self, unplaced_keys, big_key_loc=None):
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def check_placement(self, unplaced_keys, big_key_loc=None, prize_loc=None, cr_count=7):
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for rule in self.placement_rules:
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if not rule.is_satisfiable(self.outside_keys, unplaced_keys, big_key_loc):
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if not rule.is_satisfiable(self.outside_keys, unplaced_keys, big_key_loc, prize_loc, cr_count):
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return False
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if big_key_loc:
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for rule_a, rule_b in itertools.combinations(self.placement_rules, 2):
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@@ -121,6 +122,7 @@ class PlacementRule(object):
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self.check_locations_wo_bk = None
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self.bk_relevant = True
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self.key_reduced = False
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self.prize_relevance = None
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def contradicts(self, rule, unplaced_keys, big_key_loc):
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bk_blocked = big_key_loc in self.bk_conditional_set if self.bk_conditional_set else False
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@@ -155,7 +157,14 @@ class PlacementRule(object):
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left -= rule_needed
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return False
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def is_satisfiable(self, outside_keys, unplaced_keys, big_key_loc):
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def is_satisfiable(self, outside_keys, unplaced_keys, big_key_loc, prize_location, cr_count):
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if self.prize_relevance and prize_location:
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if self.prize_relevance == 'BigBomb':
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if prize_location.item.name not in ['Crystal 5', 'Crystal 6']:
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return True
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elif self.prize_relevance == 'GT':
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if 'Crystal' not in prize_location.item.name or cr_count < 7:
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return True
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bk_blocked = False
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if self.bk_conditional_set:
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for loc in self.bk_conditional_set:
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@@ -259,6 +268,7 @@ def analyze_dungeon(key_layout, world, player):
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find_bk_locked_sections(key_layout, world, player)
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key_logic.bk_chests.update(find_big_chest_locations(key_layout.all_chest_locations))
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key_logic.bk_chests.update(find_big_key_locked_locations(key_layout.all_chest_locations))
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key_logic.prize_location = dungeon_table[key_layout.sector.name].prize
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if world.retro[player] and world.mode[player] != 'standard':
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return
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@@ -283,6 +293,12 @@ def analyze_dungeon(key_layout, world, player):
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if not big_avail:
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if chest_keys == non_big_locs and chest_keys > 0 and available <= possible_smalls and not avail_bigs:
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key_logic.bk_restricted.update(filter_big_chest(key_counter.free_locations))
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# note to self: this is due to the enough_small_locations function in validate_key_layout_sub_loop
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# I don't like this exception here or there
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elif available < possible_smalls and avail_bigs and non_big_locs > 0:
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max_ctr = find_max_counter(key_layout)
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bk_lockdown = [x for x in max_ctr.free_locations if x not in key_counter.free_locations]
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key_logic.bk_restricted.update(filter_big_chest(bk_lockdown))
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# try to relax the rules here? - smallest requirement that doesn't force a softlock
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child_queue = deque()
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for child in key_counter.child_doors.keys():
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@@ -356,6 +372,7 @@ def create_exhaustive_placement_rules(key_layout, world, player):
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rule.bk_conditional_set = blocked_loc
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rule.needed_keys_wo_bk = min_keys
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rule.check_locations_wo_bk = set(filter_big_chest(accessible_loc))
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rule.prize_relevance = key_layout.prize_relevant if rule_prize_relevant(key_counter) else None
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if valid_rule:
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key_logic.placement_rules.append(rule)
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adjust_locations_rules(key_logic, rule, accessible_loc, key_layout, key_counter, max_ctr)
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@@ -363,6 +380,10 @@ def create_exhaustive_placement_rules(key_layout, world, player):
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refine_location_rules(key_layout)
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def rule_prize_relevant(key_counter):
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return not key_counter.prize_doors_opened and not key_counter.prize_received
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def skip_key_counter_due_to_prize(key_layout, key_counter):
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return key_layout.prize_relevant and key_counter.prize_received and not key_counter.prize_doors_opened
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@@ -462,7 +483,7 @@ def refine_placement_rules(key_layout, max_ctr):
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if rule.needed_keys_wo_bk == 0:
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rules_to_remove.append(rule)
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if len(rule.check_locations_wo_bk) < rule.needed_keys_wo_bk or rule.needed_keys_wo_bk > key_layout.max_chests:
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if len(rule.bk_conditional_set) > 0:
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if not rule.prize_relevance and len(rule.bk_conditional_set) > 0:
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key_logic.bk_restricted.update(rule.bk_conditional_set)
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rules_to_remove.append(rule)
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changed = True # impossible for bk to be here, I think
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@@ -1365,6 +1386,15 @@ def forced_big_key_avail(locations):
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return None
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def prize_relevance(key_layout, dungeon_entrance):
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if len(key_layout.start_regions) > 1 and dungeon_entrance and dungeon_table[key_layout.key_logic.dungeon].prize:
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if dungeon_entrance.name in ['Ganons Tower', 'Inverted Ganons Tower']:
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return 'GT'
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elif dungeon_entrance.name == 'Pyramid Fairy':
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return 'BigBomb'
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return None
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# Soft lock stuff
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def validate_key_layout(key_layout, world, player):
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# retro is all good - except for hyrule castle in standard mode
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@@ -1376,12 +1406,11 @@ def validate_key_layout(key_layout, world, player):
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state.big_key_special = check_bk_special(key_layout.sector.regions, world, player)
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for region in key_layout.start_regions:
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dungeon_entrance, portal_door = find_outside_connection(region)
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if (len(key_layout.start_regions) > 1 and dungeon_entrance and
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dungeon_entrance.name in ['Ganons Tower', 'Inverted Ganons Tower', 'Pyramid Fairy']
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and dungeon_table[key_layout.key_logic.dungeon].prize):
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prize_relevant_flag = prize_relevance(key_layout, dungeon_entrance)
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if prize_relevant_flag:
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state.append_door_to_list(portal_door, state.prize_doors)
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state.prize_door_set[portal_door] = dungeon_entrance
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key_layout.prize_relevant = True
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key_layout.prize_relevant = prize_relevant_flag
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else:
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state.visit_region(region, key_checks=True)
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state.add_all_doors_check_keys(region, flat_proposal, world, player)
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@@ -1409,7 +1438,8 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa
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found_forced_bk = state.found_forced_bk()
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smalls_done = not smalls_avail or not enough_small_locations(state, available_small_locations)
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bk_done = state.big_key_opened or num_bigs == 0 or (available_big_locations == 0 and not found_forced_bk)
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if smalls_done and bk_done:
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prize_done = not key_layout.prize_relevant or state.prize_doors_opened
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if smalls_done and bk_done and prize_done:
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return False
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else:
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# todo: pretty sure you should OR these paths together, maybe when there's one location and it can
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@@ -1445,6 +1475,7 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa
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if not valid:
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return False
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# todo: feel like you only open these if the boss is available???
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# todo: or if a crystal isn't valid placement on this boss
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if not state.prize_doors_opened and key_layout.prize_relevant:
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state_copy = state.copy()
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open_a_door(next(iter(state_copy.prize_door_set)), state_copy, flat_proposal, world, player)
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@@ -1539,12 +1570,11 @@ def create_key_counters(key_layout, world, player):
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state.big_key_special = True
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for region in key_layout.start_regions:
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dungeon_entrance, portal_door = find_outside_connection(region)
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if (len(key_layout.start_regions) > 1 and dungeon_entrance and
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dungeon_entrance.name in ['Ganons Tower', 'Inverted Ganons Tower', 'Pyramid Fairy']
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and dungeon_table[key_layout.key_logic.dungeon].prize):
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prize_relevant_flag = prize_relevance(key_layout, dungeon_entrance)
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if prize_relevant_flag:
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state.append_door_to_list(portal_door, state.prize_doors)
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state.prize_door_set[portal_door] = dungeon_entrance
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key_layout.prize_relevant = True
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key_layout.prize_relevant = prize_relevant_flag
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else:
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state.visit_region(region, key_checks=True)
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state.add_all_doors_check_keys(region, flat_proposal, world, player)
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@@ -1610,8 +1640,13 @@ def can_open_door_by_counter(door, counter: KeyCounter, layout, world, player):
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# ttl_small_key_only = len(counter.key_only_locations)
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return cnt_avail_small_locations_by_ctr(ttl_locations, counter, layout, world, player) > 0
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elif door.bigKey:
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available_big_locations = cnt_avail_big_locations_by_ctr(ttl_locations, counter, layout, world, player)
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return not counter.big_key_opened and available_big_locations > 0 and not layout.big_key_special
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if counter.big_key_opened:
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return False
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if layout.big_key_special:
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return any(x for x in counter.other_locations.keys() if x.forced_item and x.forced_item.bigkey)
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else:
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available_big_locations = cnt_avail_big_locations_by_ctr(ttl_locations, counter, layout, world, player)
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return available_big_locations > 0
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else:
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return True
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@@ -1968,8 +2003,10 @@ def validate_key_placement(key_layout, world, player):
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found_prize = any(x for x in counter.important_locations if '- Prize' in x.name)
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if not found_prize and dungeon_table[key_layout.sector.name].prize:
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prize_loc = world.get_location(dungeon_table[key_layout.sector.name].prize, player)
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# todo: pyramid fairy only care about crystals 5 & 6
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found_prize = 'Crystal' not in prize_loc.item.name
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if key_layout.prize_relevant == 'BigBomb':
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found_prize = prize_loc.item.name not in ['Crystal 5', 'Crystal 6']
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elif key_layout.prize_relevant == 'GT':
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found_prize = 'Crystal' not in prize_loc.item.name or world.crystals_needed_for_gt[player] < 7
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else:
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found_prize = False
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can_progress = (not counter.big_key_opened and big_found and any(d.bigKey for d in counter.child_doors)) or \
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