Merge branch 'DecoupledDoors' into Synthesis
# Conflicts: # BaseClasses.py # DoorShuffle.py
This commit is contained in:
@@ -87,6 +87,7 @@ class CustomSettings(object):
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args.standardize_palettes[p] = get_setting(settings['standardize_palettes'],
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args.standardize_palettes[p])
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args.intensity[p] = get_setting(settings['intensity'], args.intensity[p])
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args.decoupledoors[p] = get_setting(settings['decoupledoors'], args.decoupledoors[p])
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args.dungeon_counters[p] = get_setting(settings['dungeon_counters'], args.dungeon_counters[p])
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args.crystals_gt[p] = get_setting(settings['crystals_gt'], args.crystals_gt[p])
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args.crystals_ganon[p] = get_setting(settings['crystals_ganon'], args.crystals_ganon[p])
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@@ -181,6 +182,7 @@ class CustomSettings(object):
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settings_dict[p]['shuffle'] = world.shuffle[p]
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settings_dict[p]['door_shuffle'] = world.doorShuffle[p]
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settings_dict[p]['intensity'] = world.intensity[p]
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settings_dict[p]['decoupledoors'] = world.decoupledoors[p]
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settings_dict[p]['logic'] = world.logic[p]
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settings_dict[p]['mode'] = world.mode[p]
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settings_dict[p]['swords'] = world.swords[p]
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@@ -95,6 +95,7 @@ SETTINGSTOPROCESS = {
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"bigkeyshuffle": "bigkeyshuffle",
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"dungeondoorshuffle": "door_shuffle",
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"dungeonintensity": "intensity",
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"decoupledoors": "decoupledoors",
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"keydropshuffle": "keydropshuffle",
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"dropshuffle": "dropshuffle",
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"pottery": "pottery",
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848
source/dungeon/DungeonStitcher.py
Normal file
848
source/dungeon/DungeonStitcher.py
Normal file
@@ -0,0 +1,848 @@
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import RaceRandom as random
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import collections
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import logging
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import time
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from BaseClasses import CrystalBarrier, DoorType, Hook, RegionType, Sector
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from BaseClasses import hook_from_door, flooded_keys
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from Regions import dungeon_events, flooded_keys_reverse
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def pre_validate(builder, entrance_region_names, split_dungeon, world, player):
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pass
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# todo: determine the part of check_valid that are necessary here
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def generate_dungeon(builder, entrance_region_names, split_dungeon, world, player):
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if builder.valid_proposal: # we made this earlier in gen, just use it
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proposed_map = builder.valid_proposal
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else:
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proposed_map = generate_dungeon_find_proposal(builder, entrance_region_names, split_dungeon, world, player)
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builder.valid_proposal = proposed_map
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queue = collections.deque(proposed_map.items())
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while len(queue) > 0:
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a, b = queue.popleft()
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if world.decoupledoors[player]:
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connect_doors_one_way(a, b)
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else:
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connect_doors(a, b)
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queue.remove((b, a))
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if len(builder.sectors) == 0:
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return Sector()
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available_sectors = list(builder.sectors)
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master_sector = available_sectors.pop()
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for sub_sector in available_sectors:
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master_sector.regions.extend(sub_sector.regions)
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master_sector.outstanding_doors.clear()
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master_sector.r_name_set = None
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return master_sector
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def generate_dungeon_find_proposal(builder, entrance_region_names, split_dungeon, world, player):
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logger = logging.getLogger('')
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name = builder.name
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logger.debug(f'Generating Dungeon: {name}')
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entrance_regions = convert_regions(entrance_region_names, world, player)
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excluded = {}
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for region in entrance_regions:
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portal = next((x for x in world.dungeon_portals[player] if x.door.entrance.parent_region == region), None)
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if portal:
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if portal.destination:
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excluded[region] = None
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elif len(entrance_regions) > 1:
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p_region = portal.door.entrance.connected_region
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access_region = next(x.parent_region for x in p_region.entrances
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if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld])
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if (access_region.name in world.inaccessible_regions[player] and
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region.name not in world.enabled_entrances[player]):
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excluded[region] = None
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elif len(region.entrances) == 1: # for holes
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access_region = next(x.parent_region for x in region.entrances
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if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld]
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or x.parent_region.name == 'Sewer Drop')
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if access_region.name == 'Sewer Drop':
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access_region = next(x.parent_region for x in access_region.entrances)
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if (access_region.name in world.inaccessible_regions[player] and
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region.name not in world.enabled_entrances[player]):
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excluded[region] = None
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entrance_regions = [x for x in entrance_regions if x not in excluded.keys()]
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doors_to_connect, idx = {}, 0
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all_regions = set()
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bk_special = False
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for sector in builder.sectors:
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for door in sector.outstanding_doors:
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doors_to_connect[door.name] = door, idx
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idx += 1
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all_regions.update(sector.regions)
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bk_special |= check_for_special(sector.regions)
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bk_needed = False
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for sector in builder.sectors:
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bk_needed |= determine_if_bk_needed(sector, split_dungeon, bk_special, world, player)
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finished = False
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# flag if standard and this is hyrule castle
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paths = determine_paths_for_dungeon(world, player, all_regions, name)
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proposed_map = create_random_proposal(doors_to_connect, world, player)
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itr = 0
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hash_code = proposal_hash(doors_to_connect, proposed_map)
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hash_code_set = set()
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start = time.time()
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while not finished:
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if itr > 1000:
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elasped = time.time() - start
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raise GenerationException(f'Generation taking too long. {elasped}. Ref {name}')
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if hash_code in hash_code_set:
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proposed_map = create_random_proposal(doors_to_connect, world, player)
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hash_code = proposal_hash(doors_to_connect, proposed_map)
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if hash_code not in hash_code_set:
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hash_code_set.add(hash_code)
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explored_state = explore_proposal(name, entrance_regions, all_regions, proposed_map, doors_to_connect,
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bk_needed, bk_special, world, player)
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if check_valid(name, explored_state, proposed_map, doors_to_connect, all_regions,
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bk_needed, bk_special, paths, entrance_regions, world, player):
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finished = True
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else:
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proposed_map, hash_code = modify_proposal(proposed_map, explored_state, doors_to_connect,
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hash_code_set, world, player)
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itr += 1
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return proposed_map
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def create_random_proposal(doors_to_connect, world, player):
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logger = logging.getLogger('')
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hooks = [Hook.North, Hook.South, Hook.East, Hook.West, Hook.Stairs]
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primary_bucket = collections.defaultdict(list)
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secondary_bucket = collections.defaultdict(list)
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for name, door in doors_to_connect.items():
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door, idx = door
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primary_bucket[hook_from_door(door)].append(door)
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secondary_bucket[hook_from_door(door)].append(door)
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proposal = {}
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while True:
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hooks_left, left = [], 0
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for hook in hooks:
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hook_len = len(primary_bucket[hook])
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if hook_len > 0:
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hooks_left.append(hook)
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left += hook_len
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if left == 0:
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return proposal
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next_hook = random.choice(hooks_left)
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primary_door = random.choice(primary_bucket[next_hook])
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opp_hook, secondary_door = type_map[next_hook], None
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while (secondary_door is None or secondary_door == primary_door
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or decouple_check(primary_bucket[next_hook], secondary_bucket[opp_hook],
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primary_door, secondary_door, world, player)):
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secondary_door = random.choice(secondary_bucket[opp_hook])
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proposal[primary_door] = secondary_door
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primary_bucket[next_hook].remove(primary_door)
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secondary_bucket[opp_hook].remove(secondary_door)
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if not world.decoupledoors[player]:
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proposal[secondary_door] = primary_door
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primary_bucket[opp_hook].remove(secondary_door)
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secondary_bucket[next_hook].remove(primary_door)
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logger.debug(f'Linking {primary_door.name} <-> {secondary_door.name}')
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else:
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logger.debug(f'Linking {primary_door.name} -> {secondary_door.name}')
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def decouple_check(primary_list, secondary_list, primary_door, secondary_door, world, player):
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if world.decoupledoors[player] and len(primary_list) == 2 and len(secondary_list) == 2:
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primary_alone = next(d for d in primary_list if d != primary_door)
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secondary_alone = next(d for d in secondary_list if d != secondary_door)
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return primary_alone == secondary_alone
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return False
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def proposal_hash(doors_to_connect, proposed_map):
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hash_code = ''
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for name, door_pair in doors_to_connect.items():
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door, idx = door_pair
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hash_code += str(idx) + str(doors_to_connect[proposed_map[door].name][1])
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return hash_code
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def modify_proposal(proposed_map, explored_state, doors_to_connect, hash_code_set, world, player):
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logger = logging.getLogger('')
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hash_code, itr = None, 0
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while hash_code is None or hash_code in hash_code_set:
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if itr > 10:
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proposed_map = create_random_proposal(doors_to_connect, world, player)
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hash_code = proposal_hash(doors_to_connect, proposed_map)
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return proposed_map, hash_code
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visited_bucket = collections.defaultdict(list)
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unvisted_bucket = collections.defaultdict(list)
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visited_choices = []
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unvisted_count = 0
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for door_one, door_two in proposed_map.items():
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if door_one in explored_state.visited_doors:
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visited_bucket[hook_from_door(door_one)].append(door_one)
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visited_choices.append(door_one)
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else:
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unvisted_bucket[hook_from_door(door_one)].append(door_one)
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unvisted_count += 1
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if unvisted_count == 0:
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# something is wrong beyond connectedness, crystal switch puzzle or bk layout - reshuffle
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proposed_map = create_random_proposal(doors_to_connect, world, player)
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hash_code = proposal_hash(doors_to_connect, proposed_map)
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return proposed_map, hash_code
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attempt, opp_hook = None, None
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opp_hook_len = 0
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while opp_hook_len == 0:
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attempt = random.choice(visited_choices)
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opp_hook = type_map[hook_from_door(attempt)]
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opp_hook_len = len(unvisted_bucket[opp_hook])
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unvisted_bucket[opp_hook].sort(key=lambda d: d.name)
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new_door = random.choice(unvisted_bucket[opp_hook])
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old_target = proposed_map[attempt]
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proposed_map[attempt] = new_door
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if not world.decoupledoors[player]:
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old_attempt = proposed_map[new_door]
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else:
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old_attempt = next(x for x in proposed_map if proposed_map[x] == new_door)
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proposed_map[old_attempt] = old_target
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if not world.decoupledoors[player]:
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proposed_map[old_target] = old_attempt
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proposed_map[new_door] = attempt
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hash_code = proposal_hash(doors_to_connect, proposed_map)
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itr += 1
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if not world.decoupledoors[player]:
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logger.debug(f'Re-linking {attempt.name} <-> {new_door.name}')
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logger.debug(f'Re-linking {old_attempt.name} <-> {old_target.name}')
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else:
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logger.debug(f'Re-Linking {attempt.name} -> {new_door.name}')
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logger.debug(f'Re-Linking {old_attempt.name} -> {old_target.name}')
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hash_code_set.add(hash_code)
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return proposed_map, hash_code
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def explore_proposal(name, entrance_regions, all_regions, proposed_map, valid_doors,
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bk_needed, bk_special, world, player):
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start = ExplorationState(dungeon=name)
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start.big_key_special = bk_special
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bk_flag = False if world.bigkeyshuffle[player] and not bk_special else bk_needed
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def exception(d):
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return name == 'Skull Woods 2' and d.name == 'Skull Pinball WS'
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original_state = extend_reachable_state_improved(entrance_regions, start, proposed_map, all_regions,
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valid_doors, bk_flag, world, player, exception)
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return original_state
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def check_valid(name, exploration_state, proposed_map, doors_to_connect, all_regions,
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bk_needed, bk_special, paths, entrance_regions, world, player):
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all_visited = set()
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all_visited.update(exploration_state.visited_blue)
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all_visited.update(exploration_state.visited_orange)
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if len(all_regions.difference(all_visited)) > 0:
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return False
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if not valid_paths(name, paths, entrance_regions, doors_to_connect, all_regions, proposed_map,
|
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bk_needed, bk_special, world, player):
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return False
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return True
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def determine_if_bk_needed(sector, split_dungeon, bk_special, world, player):
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if not split_dungeon or bk_special:
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for region in sector.regions:
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for ext in region.exits:
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door = world.check_for_door(ext.name, player)
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if door is not None and door.bigKey:
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return True
|
||||
return False
|
||||
|
||||
|
||||
def check_for_special(regions):
|
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for region in regions:
|
||||
for loc in region.locations:
|
||||
if loc.forced_big_key():
|
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return True
|
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return False
|
||||
|
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|
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def valid_paths(name, paths, entrance_regions, valid_doors, all_regions, proposed_map,
|
||||
bk_needed, bk_special, world, player):
|
||||
for path in paths:
|
||||
if type(path) is tuple:
|
||||
target = path[1]
|
||||
start_regions = []
|
||||
for region in all_regions:
|
||||
if path[0] == region.name:
|
||||
start_regions.append(region)
|
||||
break
|
||||
else:
|
||||
target = path
|
||||
start_regions = entrance_regions
|
||||
if not valid_path(name, start_regions, target, valid_doors, proposed_map, all_regions,
|
||||
bk_needed, bk_special, world, player):
|
||||
return False
|
||||
return True
|
||||
|
||||
|
||||
def valid_path(name, starting_regions, target, valid_doors, proposed_map, all_regions,
|
||||
bk_needed, bk_special, world, player):
|
||||
target_regions = set()
|
||||
if type(target) is not list:
|
||||
for region in all_regions:
|
||||
if target == region.name:
|
||||
target_regions.add(region)
|
||||
break
|
||||
else:
|
||||
for region in all_regions:
|
||||
if region.name in target:
|
||||
target_regions.add(region)
|
||||
|
||||
start = ExplorationState(dungeon=name)
|
||||
start.big_key_special = bk_special
|
||||
bk_flag = False if world.bigkeyshuffle[player] and not bk_special else bk_needed
|
||||
|
||||
def exception(d):
|
||||
return name == 'Skull Woods 2' and d.name == 'Skull Pinball WS'
|
||||
original_state = extend_reachable_state_improved(starting_regions, start, proposed_map, all_regions,
|
||||
valid_doors, bk_flag, world, player, exception)
|
||||
|
||||
for exp_door in original_state.unattached_doors:
|
||||
if not exp_door.door.blocked:
|
||||
return True # outstanding connection possible
|
||||
for target in target_regions:
|
||||
if original_state.visited_at_all(target):
|
||||
return True
|
||||
return False # couldn't find an outstanding door or the target
|
||||
|
||||
|
||||
boss_path_checks = ['Eastern Boss', 'Desert Boss', 'Hera Boss', 'Tower Agahnim 1', 'PoD Boss', 'Swamp Boss',
|
||||
'Skull Boss', 'Ice Boss', 'Mire Boss', 'TR Boss', 'GT Agahnim 2']
|
||||
|
||||
# pinball is allowed to orphan you
|
||||
drop_path_checks = ['Skull Pot Circle', 'Skull Left Drop', 'Skull Back Drop', 'Sewers Rat Path']
|
||||
|
||||
|
||||
def determine_paths_for_dungeon(world, player, all_regions, name):
|
||||
all_r_names = set(x.name for x in all_regions)
|
||||
paths = []
|
||||
non_hole_portals = []
|
||||
for portal in world.dungeon_portals[player]:
|
||||
if portal.door.entrance.parent_region in all_regions:
|
||||
non_hole_portals.append(portal.door.entrance.parent_region.name)
|
||||
if portal.destination:
|
||||
paths.append(portal.door.entrance.parent_region.name)
|
||||
if world.mode[player] == 'standard' and name == 'Hyrule Castle':
|
||||
paths.append('Hyrule Dungeon Cellblock')
|
||||
paths.append(('Hyrule Dungeon Cellblock', 'Sanctuary'))
|
||||
if world.doorShuffle[player] in ['basic'] and name == 'Thieves Town':
|
||||
paths.append('Thieves Attic Window')
|
||||
elif 'Thieves Attic Window' in all_r_names:
|
||||
paths.append('Thieves Attic Window')
|
||||
for boss in boss_path_checks:
|
||||
if boss in all_r_names:
|
||||
paths.append(boss)
|
||||
if 'Thieves Boss' in all_r_names:
|
||||
paths.append('Thieves Boss')
|
||||
if world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind':
|
||||
paths.append(('Thieves Blind\'s Cell', 'Thieves Boss'))
|
||||
for drop_check in drop_path_checks:
|
||||
if drop_check in all_r_names:
|
||||
paths.append((drop_check, non_hole_portals))
|
||||
return paths
|
||||
|
||||
|
||||
def convert_regions(region_names, world, player):
|
||||
region_list = []
|
||||
for name in region_names:
|
||||
region_list.append(world.get_region(name, player))
|
||||
return region_list
|
||||
|
||||
|
||||
type_map = {
|
||||
Hook.Stairs: Hook.Stairs,
|
||||
Hook.North: Hook.South,
|
||||
Hook.South: Hook.North,
|
||||
Hook.West: Hook.East,
|
||||
Hook.East: Hook.West
|
||||
}
|
||||
|
||||
|
||||
def connect_doors(a, b):
|
||||
# Return on unsupported types.
|
||||
if a.type in [DoorType.Hole, DoorType.Warp, DoorType.Interior, DoorType.Logical]:
|
||||
return
|
||||
# Connect supported types
|
||||
if a.type in [DoorType.Normal, DoorType.SpiralStairs, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
|
||||
if a.blocked:
|
||||
connect_one_way(b.entrance, a.entrance)
|
||||
elif b.blocked:
|
||||
connect_one_way(a.entrance, b.entrance)
|
||||
else:
|
||||
connect_two_way(a.entrance, b.entrance)
|
||||
dep_doors, target = [], None
|
||||
if len(a.dependents) > 0:
|
||||
dep_doors, target = a.dependents, b
|
||||
elif len(b.dependents) > 0:
|
||||
dep_doors, target = b.dependents, a
|
||||
if target is not None:
|
||||
target_region = target.entrance.parent_region
|
||||
for dep in dep_doors:
|
||||
connect_simple_door(dep, target_region)
|
||||
return
|
||||
# If we failed to account for a type, panic
|
||||
raise RuntimeError('Unknown door type ' + a.type.name)
|
||||
|
||||
|
||||
def connect_doors_one_way(a, b):
|
||||
# Return on unsupported types.
|
||||
if a.type in [DoorType.Hole, DoorType.Warp, DoorType.Interior, DoorType.Logical]:
|
||||
return
|
||||
# Connect supported types
|
||||
if a.type in [DoorType.Normal, DoorType.SpiralStairs, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
|
||||
if not a.blocked:
|
||||
connect_one_way(a.entrance, b.entrance)
|
||||
dep_doors, target = [], None
|
||||
if len(a.dependents) > 0:
|
||||
dep_doors, target = a.dependents, b
|
||||
if target is not None:
|
||||
target_region = target.entrance.parent_region
|
||||
for dep in dep_doors:
|
||||
connect_simple_door(dep, target_region)
|
||||
return
|
||||
# If we failed to account for a type, panic
|
||||
raise RuntimeError('Unknown door type ' + a.type.name)
|
||||
|
||||
|
||||
def connect_two_way(entrance, ext):
|
||||
|
||||
# if these were already connected somewhere, remove the backreference
|
||||
if entrance.connected_region is not None:
|
||||
entrance.connected_region.entrances.remove(entrance)
|
||||
if ext.connected_region is not None:
|
||||
ext.connected_region.entrances.remove(ext)
|
||||
|
||||
entrance.connect(ext.parent_region)
|
||||
ext.connect(entrance.parent_region)
|
||||
if entrance.parent_region.dungeon:
|
||||
ext.parent_region.dungeon = entrance.parent_region.dungeon
|
||||
x = entrance.door
|
||||
y = ext.door
|
||||
if x is not None:
|
||||
x.dest = y
|
||||
if y is not None:
|
||||
y.dest = x
|
||||
|
||||
|
||||
def connect_one_way(entrance, ext):
|
||||
|
||||
# if these were already connected somewhere, remove the backreference
|
||||
if entrance.connected_region is not None:
|
||||
entrance.connected_region.entrances.remove(entrance)
|
||||
|
||||
entrance.connect(ext.parent_region)
|
||||
if entrance.parent_region.dungeon:
|
||||
ext.parent_region.dungeon = entrance.parent_region.dungeon
|
||||
x = entrance.door
|
||||
if x is not None:
|
||||
x.dest = ext.door
|
||||
|
||||
|
||||
def connect_simple_door(exit_door, region):
|
||||
exit_door.entrance.connect(region)
|
||||
exit_door.dest = region
|
||||
|
||||
|
||||
special_big_key_doors = ['Hyrule Dungeon Cellblock Door', "Thieves Blind's Cell Door"]
|
||||
|
||||
|
||||
class ExplorationState(object):
|
||||
|
||||
def __init__(self, init_crystal=CrystalBarrier.Orange, dungeon=None):
|
||||
|
||||
self.unattached_doors = []
|
||||
self.avail_doors = []
|
||||
self.event_doors = []
|
||||
|
||||
self.visited_orange = []
|
||||
self.visited_blue = []
|
||||
self.visited_doors = set()
|
||||
self.events = set()
|
||||
self.crystal = init_crystal
|
||||
|
||||
# key region stuff
|
||||
self.door_krs = {}
|
||||
|
||||
# key validation stuff
|
||||
self.small_doors = []
|
||||
self.big_doors = []
|
||||
self.opened_doors = []
|
||||
self.big_key_opened = False
|
||||
self.big_key_special = False
|
||||
|
||||
self.found_locations = []
|
||||
self.ttl_locations = 0
|
||||
self.used_locations = 0
|
||||
self.key_locations = 0
|
||||
self.used_smalls = 0
|
||||
self.bk_found = set()
|
||||
|
||||
self.non_door_entrances = []
|
||||
self.dungeon = dungeon
|
||||
self.pinball_used = False
|
||||
|
||||
self.prize_door_set = {}
|
||||
self.prize_doors = []
|
||||
self.prize_doors_opened = False
|
||||
|
||||
def copy(self):
|
||||
ret = ExplorationState(dungeon=self.dungeon)
|
||||
ret.unattached_doors = list(self.unattached_doors)
|
||||
ret.avail_doors = list(self.avail_doors)
|
||||
ret.event_doors = list(self.event_doors)
|
||||
ret.visited_orange = list(self.visited_orange)
|
||||
ret.visited_blue = list(self.visited_blue)
|
||||
ret.events = set(self.events)
|
||||
ret.crystal = self.crystal
|
||||
ret.door_krs = self.door_krs.copy()
|
||||
|
||||
ret.small_doors = list(self.small_doors)
|
||||
ret.big_doors = list(self.big_doors)
|
||||
ret.opened_doors = list(self.opened_doors)
|
||||
ret.big_key_opened = self.big_key_opened
|
||||
ret.big_key_special = self.big_key_special
|
||||
ret.ttl_locations = self.ttl_locations
|
||||
ret.key_locations = self.key_locations
|
||||
ret.used_locations = self.used_locations
|
||||
ret.used_smalls = self.used_smalls
|
||||
ret.found_locations = list(self.found_locations)
|
||||
ret.bk_found = set(self.bk_found)
|
||||
|
||||
ret.non_door_entrances = list(self.non_door_entrances)
|
||||
ret.dungeon = self.dungeon
|
||||
ret.pinball_used = self.pinball_used
|
||||
|
||||
ret.prize_door_set = dict(self.prize_door_set)
|
||||
ret.prize_doors = list(self.prize_doors)
|
||||
ret.prize_doors_opened = self.prize_doors_opened
|
||||
return ret
|
||||
|
||||
def next_avail_door(self):
|
||||
self.avail_doors.sort(key=lambda x: 0 if x.flag else 1 if x.door.bigKey else 2)
|
||||
exp_door = self.avail_doors.pop()
|
||||
self.crystal = exp_door.crystal
|
||||
return exp_door
|
||||
|
||||
def visit_region(self, region, key_region=None, key_checks=False, bk_flag=False):
|
||||
if region.type != RegionType.Dungeon:
|
||||
self.crystal = CrystalBarrier.Orange
|
||||
if self.crystal == CrystalBarrier.Either:
|
||||
if region not in self.visited_blue:
|
||||
self.visited_blue.append(region)
|
||||
if region not in self.visited_orange:
|
||||
self.visited_orange.append(region)
|
||||
elif self.crystal == CrystalBarrier.Orange:
|
||||
self.visited_orange.append(region)
|
||||
elif self.crystal == CrystalBarrier.Blue:
|
||||
self.visited_blue.append(region)
|
||||
if region.type == RegionType.Dungeon:
|
||||
for location in region.locations:
|
||||
if key_checks and location not in self.found_locations:
|
||||
if location.forced_item and 'Small Key' in location.item.name:
|
||||
self.key_locations += 1
|
||||
if location.name not in dungeon_events and '- Prize' not in location.name and location.name not in ['Agahnim 1', 'Agahnim 2']:
|
||||
self.ttl_locations += 1
|
||||
if location not in self.found_locations: # todo: special logic for TT Boss?
|
||||
self.found_locations.append(location)
|
||||
if not bk_flag:
|
||||
self.bk_found.add(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 self.location_found(
|
||||
flooded_keys_reverse[location.name]):
|
||||
self.perform_event(flooded_keys_reverse[location.name], key_region)
|
||||
if '- Prize' in location.name:
|
||||
self.prize_received = True
|
||||
|
||||
def flooded_key_check(self, location):
|
||||
if location.name not in flooded_keys.keys():
|
||||
return True
|
||||
return flooded_keys[location.name] in [x.name for x in self.found_locations]
|
||||
|
||||
def location_found(self, location_name):
|
||||
for l in self.found_locations:
|
||||
if l.name == location_name:
|
||||
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.popleft()
|
||||
if exp_door.door.req_event == location_name:
|
||||
self.avail_doors.append(exp_door)
|
||||
self.event_doors.remove(exp_door)
|
||||
if key_region is not None:
|
||||
d_name = exp_door.door.name
|
||||
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):
|
||||
if door.controller is not None:
|
||||
door = door.controller
|
||||
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)
|
||||
|
||||
def add_all_doors_check_proposed(self, region, proposed_map, valid_doors, flag, world, player, exception):
|
||||
for door in get_doors(world, region, player):
|
||||
if door in proposed_map and door.name in valid_doors:
|
||||
self.visited_doors.add(door)
|
||||
if door.blocked and exception(door):
|
||||
self.pinball_used = True
|
||||
if self.can_traverse(door, exception):
|
||||
if door.controller is not None:
|
||||
door = door.controller
|
||||
if door.dest is None and door not in proposed_map.keys() and door.name in valid_doors:
|
||||
if not self.in_door_list_ic(door, self.unattached_doors):
|
||||
self.append_door_to_list(door, self.unattached_doors, flag)
|
||||
else:
|
||||
other = self.find_door_in_list(door, self.unattached_doors)
|
||||
if self.crystal != other.crystal:
|
||||
other.crystal = CrystalBarrier.Either
|
||||
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, flag)
|
||||
elif not self.in_door_list(door, self.avail_doors):
|
||||
self.append_door_to_list(door, self.avail_doors, flag)
|
||||
|
||||
def add_all_doors_check_key_region(self, region, key_region, world, player):
|
||||
for door in get_doors(world, region, player):
|
||||
if self.can_traverse(door):
|
||||
if 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)
|
||||
if door.name not in self.door_krs.keys():
|
||||
self.door_krs[door.name] = key_region
|
||||
else:
|
||||
if door.name not in self.door_krs.keys():
|
||||
self.door_krs[door.name] = key_region
|
||||
|
||||
def add_all_doors_check_keys(self, region, key_door_proposal, world, player):
|
||||
for door in get_doors(world, region, player):
|
||||
if self.can_traverse(door):
|
||||
if door.controller:
|
||||
door = door.controller
|
||||
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:
|
||||
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:
|
||||
if 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)
|
||||
|
||||
def visited(self, region):
|
||||
if self.crystal == CrystalBarrier.Either:
|
||||
return region in self.visited_blue and region in self.visited_orange
|
||||
elif self.crystal == CrystalBarrier.Orange:
|
||||
return region in self.visited_orange
|
||||
elif self.crystal == CrystalBarrier.Blue:
|
||||
return region in self.visited_blue
|
||||
return False
|
||||
|
||||
def visited_at_all(self, region):
|
||||
return region in self.visited_blue or region in self.visited_orange
|
||||
|
||||
def found_forced_bk(self):
|
||||
for location in self.found_locations:
|
||||
if location.forced_big_key():
|
||||
return True
|
||||
return False
|
||||
|
||||
def can_traverse(self, door, exception=None):
|
||||
if door.blocked:
|
||||
return exception(door) if exception else False
|
||||
if door.crystal not in [CrystalBarrier.Null, CrystalBarrier.Either]:
|
||||
return self.crystal == CrystalBarrier.Either or door.crystal == self.crystal
|
||||
return True
|
||||
|
||||
def count_locations_exclude_specials(self, world, player):
|
||||
return count_locations_exclude_big_chest(self.found_locations, world, player)
|
||||
|
||||
def validate(self, door, region, world, player):
|
||||
return self.can_traverse(door) and not self.visited(region) and valid_region_to_explore(region, self.dungeon,
|
||||
world, player)
|
||||
|
||||
def in_door_list(self, door, door_list):
|
||||
for d in door_list:
|
||||
if d.door == door and d.crystal == self.crystal:
|
||||
return True
|
||||
return False
|
||||
|
||||
@staticmethod
|
||||
def in_door_list_ic(door, door_list):
|
||||
for d in door_list:
|
||||
if d.door == door:
|
||||
return True
|
||||
return False
|
||||
|
||||
@staticmethod
|
||||
def find_door_in_list(door, door_list):
|
||||
for d in door_list:
|
||||
if d.door == door:
|
||||
return d
|
||||
return None
|
||||
|
||||
def append_door_to_list(self, door, door_list, flag=False):
|
||||
if door.crystal == CrystalBarrier.Null:
|
||||
door_list.append(ExplorableDoor(door, self.crystal, flag))
|
||||
else:
|
||||
door_list.append(ExplorableDoor(door, door.crystal, flag))
|
||||
|
||||
def key_door_sort(self, d):
|
||||
if d.door.smallKey:
|
||||
if d.door in self.opened_doors:
|
||||
return 1
|
||||
else:
|
||||
return 0
|
||||
return 2
|
||||
|
||||
|
||||
def count_locations_exclude_big_chest(locations, world, player):
|
||||
cnt = 0
|
||||
for loc in locations:
|
||||
if ('- Big Chest' not in loc.name and not loc.forced_item and not reserved_location(loc, world, player)
|
||||
and not prize_or_event(loc) and not blind_boss_unavail(loc, locations, world, player)):
|
||||
cnt += 1
|
||||
return cnt
|
||||
|
||||
|
||||
def prize_or_event(loc):
|
||||
return loc.name in dungeon_events or '- Prize' in loc.name or loc.name in ['Agahnim 1', 'Agahnim 2']
|
||||
|
||||
|
||||
def reserved_location(loc, world, player):
|
||||
return hasattr(world, 'item_pool_config') and loc.name in world.item_pool_config.reserved_locations[player]
|
||||
|
||||
|
||||
def blind_boss_unavail(loc, locations, world, player):
|
||||
if loc.name == "Thieves' Town - Boss":
|
||||
return (loc.parent_region.dungeon.boss.name == 'Blind' and
|
||||
(not any(x for x in locations if x.name == 'Suspicious Maiden') or
|
||||
(world.get_region('Thieves Attic Window', player).dungeon.name == 'Thieves Town' and
|
||||
not any(x for x in locations if x.name == 'Attic Cracked Floor'))))
|
||||
return False
|
||||
|
||||
|
||||
class ExplorableDoor(object):
|
||||
|
||||
def __init__(self, door, crystal, flag):
|
||||
self.door = door
|
||||
self.crystal = crystal
|
||||
self.flag = flag
|
||||
|
||||
def __str__(self):
|
||||
return str(self.__unicode__())
|
||||
|
||||
def __unicode__(self):
|
||||
return '%s (%s)' % (self.door.name, self.crystal.name)
|
||||
|
||||
|
||||
def extend_reachable_state_improved(search_regions, state, proposed_map, all_regions, valid_doors, bk_flag, world, player, exception):
|
||||
local_state = state.copy()
|
||||
for region in search_regions:
|
||||
local_state.visit_region(region)
|
||||
local_state.add_all_doors_check_proposed(region, proposed_map, valid_doors, False, world, player, exception)
|
||||
while len(local_state.avail_doors) > 0:
|
||||
explorable_door = local_state.next_avail_door()
|
||||
if explorable_door.door.bigKey:
|
||||
if bk_flag:
|
||||
big_not_found = (not special_big_key_found(local_state) if local_state.big_key_special
|
||||
else local_state.count_locations_exclude_specials(world, player) == 0)
|
||||
if big_not_found:
|
||||
continue # we can't open this door
|
||||
if explorable_door.door in proposed_map:
|
||||
connect_region = world.get_entrance(proposed_map[explorable_door.door].name, player).parent_region
|
||||
else:
|
||||
connect_region = world.get_entrance(explorable_door.door.name, player).connected_region
|
||||
if connect_region is not None:
|
||||
if valid_region_to_explore_in_regions(connect_region, all_regions, world, player) and not local_state.visited(
|
||||
connect_region):
|
||||
flag = explorable_door.flag or explorable_door.door.bigKey
|
||||
local_state.visit_region(connect_region, bk_flag=flag)
|
||||
local_state.add_all_doors_check_proposed(connect_region, proposed_map, valid_doors, flag, world, player, exception)
|
||||
return local_state
|
||||
|
||||
|
||||
def special_big_key_found(state):
|
||||
for location in state.found_locations:
|
||||
if location.forced_item and location.forced_item.bigkey:
|
||||
return True
|
||||
return False
|
||||
|
||||
|
||||
def valid_region_to_explore_in_regions(region, all_regions, world, player):
|
||||
if region is None:
|
||||
return False
|
||||
return ((region.type == RegionType.Dungeon and region in all_regions)
|
||||
or region.name in world.inaccessible_regions[player]
|
||||
or (region.name == 'Hyrule Castle Ledge' and world.mode[player] == 'standard'))
|
||||
|
||||
|
||||
def valid_region_to_explore(region, name, world, player):
|
||||
if region is None:
|
||||
return False
|
||||
return ((region.type == RegionType.Dungeon and region.dungeon and region.dungeon.name in name)
|
||||
or region.name in world.inaccessible_regions[player]
|
||||
or (region.name == 'Hyrule Castle Ledge' and world.mode[player] == 'standard'))
|
||||
|
||||
|
||||
def get_doors(world, region, player):
|
||||
res = []
|
||||
for ext in region.exits:
|
||||
door = world.check_for_door(ext.name, player)
|
||||
if door is not None:
|
||||
res.append(door)
|
||||
return res
|
||||
|
||||
|
||||
def get_entrance_doors(world, region, player):
|
||||
res = []
|
||||
for ext in region.entrances:
|
||||
door = world.check_for_door(ext.name, player)
|
||||
if door is not None:
|
||||
res.append(door)
|
||||
return res
|
||||
|
||||
|
||||
class GenerationException(Exception):
|
||||
pass
|
||||
|
||||
|
||||
@@ -77,6 +77,7 @@ def roll_settings(weights):
|
||||
door_shuffle = get_choice('door_shuffle')
|
||||
ret.door_shuffle = door_shuffle if door_shuffle != 'none' else 'vanilla'
|
||||
ret.intensity = get_choice('intensity')
|
||||
ret.decoupledoors = get_choice('decoupledoors') == 'on'
|
||||
ret.experimental = get_choice('experimental') == 'on'
|
||||
ret.collection_rate = get_choice('collection_rate') == 'on'
|
||||
|
||||
|
||||
Reference in New Issue
Block a user