Merge branch 'keylock-validation' of https://github.com/compiling/ALttPEntranceRandomizer into keylock-validation

This commit is contained in:
aerinon
2020-02-19 13:27:20 -07:00
4 changed files with 52 additions and 3 deletions

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@@ -2,7 +2,7 @@ import copy
from enum import Enum, unique, Flag
import logging
import json
from collections import OrderedDict, deque
from collections import OrderedDict, deque, defaultdict
from EntranceShuffle import door_addresses
from _vendor.collections_extended import bag
@@ -70,6 +70,7 @@ class World(object):
self.inaccessible_regions = {}
self.key_logic = {}
self.pool_adjustment = {}
self.key_layout = defaultdict(dict)
for player in range(1, players + 1):
def set_player_attr(attr, val):

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@@ -991,6 +991,7 @@ def find_valid_combination(builder, start_regions, world, player, drop_keys=True
analyze_dungeon(key_layout, world, player)
builder.key_door_proposal = proposal
world.key_logic[player][builder.name] = key_layout.key_logic
world.key_layout[player][builder.name] = key_layout
return True

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@@ -147,8 +147,9 @@ def analyze_dungeon(key_layout, world, player):
if not child.bigKey and child not in doors_completed:
best_counter = find_best_counter(child, odd_counter, key_counter, key_layout, world, player, False, empty_flag)
rule = create_rule(best_counter, key_counter, key_layout, world, player)
if not rule.is_valid:
logging.getLogger('').warning('Key logic for door %s requires too many chests. Seed may be beatable anyway.', child.name)
# todo: seems to be caused by best_counter not opening the big key door when that's logically required. Re-evaluate usage of this
# if not rule.is_valid:
# logging.getLogger('').warning('Key logic for door %s requires too many chests. Seed may be beatable anyway.', child.name)
if smallest_rule is None or rule.small_key_num < smallest_rule:
smallest_rule = rule.small_key_num
check_for_self_lock_key(rule, child, best_counter, key_layout, world, player)
@@ -1233,3 +1234,43 @@ def val_rule(rule, skn, allow=False, loc=None, askn=None, setCheck=None):
assert len(setCheck) == len(rule.alternate_big_key_loc)
for loc in rule.alternate_big_key_loc:
assert loc.name in setCheck
# Soft lock stuff
def validate_key_placement(key_layout, world, player):
if world.retro[player] or world.accessibility[player] == 'none':
return True # Can't keylock in retro. Expected if beatable only.
max_counter = find_max_counter(key_layout)
keys_outside = 0
big_key_outside = False
dungeon = world.get_dungeon(key_layout.sector.name, player)
smallkey_name = 'Small Key (%s)' % (key_layout.sector.name if key_layout.sector.name != 'Hyrule Castle' else 'Escape')
if world.keyshuffle[player]:
keys_outside = key_layout.max_chests - sum(1 for i in max_counter.free_locations if i.item is not None and i.item.name == smallkey_name and i.item.player == player)
if world.bigkeyshuffle[player]:
max_counter = find_max_counter(key_layout)
big_key_outside = dungeon.big_key not in (l.item for l in max_counter.free_locations)
for counter in key_layout.key_counters.values():
if len(counter.child_doors) == 0:
continue
big_found = any(i.item == dungeon.big_key for i in counter.free_locations if "- Big Chest" not in i.name) or big_key_outside
if counter.big_key_opened and not big_found:
continue # Can't get to this state
found_locations = set(i for i in counter.free_locations if big_found or "- Big Chest" not in i.name)
found_keys = sum(1 for i in found_locations if i.item is not None and i.item.name == smallkey_name and i.item.player == player) + \
len(counter.key_only_locations) + keys_outside
can_progress = (not counter.big_key_opened and big_found and any(d.bigKey for d in counter.child_doors)) or \
found_keys > counter.used_keys and any(not d.bigKey for d in counter.child_doors)
if not can_progress:
missing_locations = set(max_counter.free_locations.keys()).difference(found_locations)
missing_items = [l for l in missing_locations if l.item is None or (l.item.name != smallkey_name and l.item != dungeon.big_key) or "- Boss" in l.name]
#missing_key_only = set(max_counter.key_only_locations.keys()).difference(counter.key_only_locations.keys()) # do freestanding keys matter for locations?
if len(missing_items) > 0: #world.accessibility[player]=='locations' and (len(missing_locations)>0 or len(missing_key_only) > 0):
logging.getLogger('').error("Keylock - can't open locations: ")
for i in missing_locations:
logging.getLogger('').error(i)
return False
return True

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@@ -10,6 +10,7 @@ import zlib
from BaseClasses import World, CollectionState, Item, Region, Location, Shop
from Items import ItemFactory
from KeyDoorShuffle import validate_key_placement
from Regions import create_regions, create_shops, mark_light_world_regions, create_dungeon_regions
from InvertedRegions import create_inverted_regions, mark_dark_world_regions
from EntranceShuffle import link_entrances, link_inverted_entrances
@@ -134,6 +135,11 @@ def main(args, seed=None):
else:
fill_dungeons(world)
for player in range(1, world.players+1):
for key_layout in world.key_layout[player].values():
if not validate_key_placement(key_layout, world, player):
raise RuntimeError("Keylock detected: %s (Player %d)" % (key_layout.sector.name, player))
logger.info('Fill the world.')
if args.algorithm == 'flood':