Unification of exploration logic

Crystal stuff for PoD/Hera
Minor fixes to key logic
This commit is contained in:
aerinon
2019-10-15 13:01:32 -06:00
parent a0fdb25b43
commit ce626bd093
4 changed files with 366 additions and 175 deletions

View File

@@ -628,6 +628,279 @@ def find_proposal(proposal, buckets, candidates):
# code below is for an algorithm without restarts
class ExplorableDoor(object):
def __init__(self, door, crystal):
self.door = door
self.crystal = crystal
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
return '%s (%s)' % (self.door.name, self.crystal.name)
class ExplorationState(object):
def __init__(self):
self.unattached_doors = []
self.avail_doors = []
self.event_doors = []
self.visited_orange = []
self.visited_blue = []
self.events = set()
self.crystal = CrystalBarrier.Orange
# 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
def copy(self):
ret = ExplorationState()
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)
return ret
def next_avail_door(self):
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):
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)
for location in region.locations:
if location.name in dungeon_events and location.name not in self.events:
self.events.add(location.name)
queue = collections.deque(self.event_doors)
while len(queue) > 0:
exp_door = queue.pop()
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
if key_checks and location not in self.found_locations:
if location.name in key_only_locations:
self.key_locations += 1
if location.name not in dungeon_events and '- Prize' not in location.name:
self.ttl_locations += 1
self.found_locations.append(location)
if key_checks and region.name == 'Hyrule Dungeon Cellblock' and not self.big_key_opened:
self.big_key_opened = True
self.avail_doors.extend(self.big_doors)
self.big_doors.clear()
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.dest is None and door not in 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_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
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 in key_door_proposal and not self.in_door_list(door, self.small_doors) and door not in self.opened_doors:
self.append_door_to_list(door, self.small_doors)
elif door.bigKey and not self.big_key_opened and 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 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 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 can_traverse(self, door):
if door.blocked:
return False
if door.crystal not in [CrystalBarrier.Null, CrystalBarrier.Either]:
return self.crystal == CrystalBarrier.Either or door.crystal == self.crystal
return True
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
def append_door_to_list(self, door, door_list):
if door.crystal == CrystalBarrier.Null:
door_list.append(ExplorableDoor(door, self.crystal))
else:
door_list.append(ExplorableDoor(door, door.crystal))
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 extend_reachable_state(search_regions, state, world, player):
local_state = state.copy()
for region in search_regions:
local_state.visit_region(region)
local_state.add_all_doors_check_unattached(region, world, player)
while len(local_state.avail_doors) > 0:
explorable_door = local_state.next_avail_door()
entrance = world.get_entrance(explorable_door.door.name, player)
connect_region = entrance.connected_region
if connect_region is not None:
if not local_state.visited(connect_region):
local_state.visit_region(connect_region)
local_state.add_all_doors_check_unattached(connect_region, world, player)
return local_state
def shuffle_dungeon_no_repeats_new(world, player, available_sectors, entrance_region_names):
logger = logging.getLogger('')
random.shuffle(available_sectors)
for sector in available_sectors:
random.shuffle(sector.outstanding_doors)
entrance_regions = []
# current_sector = None
for region_name in entrance_region_names:
entrance_regions.append(world.get_region(region_name, player))
state = extend_reachable_state(entrance_regions, ExplorationState(), world, player)
reachable_doors_new = state.unattached_doors
# Loop until all available doors are used
while len(reachable_doors_new) > 0:
# Pick a random available door to connect
explorable_door = random.choice(reachable_doors_new)
door = explorable_door.door
sector = find_sector_for_door(door, available_sectors)
sector.outstanding_doors.remove(door)
# door_connected = False
logger.info('Linking %s', door.name)
# Find an available region that has a compatible door
reachable_doors = [d.door for d in reachable_doors_new]
compatibles = find_all_compatible_door_in_sectors_ex(door, available_sectors, reachable_doors)
while len(compatibles) > 0:
connect_sector, connect_door = compatibles.pop()
logger.info(' Found possible new sector via %s', connect_door.name)
# Check if valid
if is_valid(door, connect_door, sector, connect_sector, available_sectors):
# Apply connection and add the new region's doors to the available list
maybe_connect_two_way(world, door, connect_door, player)
reachable_doors_new.remove(explorable_door) # todo: does this remove it from the state list?
connect_sector.outstanding_doors.remove(connect_door)
if sector != connect_sector: # combine if not the same
available_sectors.remove(connect_sector)
sector.outstanding_doors.extend(connect_sector.outstanding_doors)
sector.regions.extend(connect_sector.regions)
if not door.blocked:
connect_region = world.get_entrance(door.dest.name, player).parent_region
state = extend_reachable([connect_region], state, world, player)
break # skips else block below
logger.info(' Not Linking %s to %s', door.name, connect_door.name)
if len(compatibles) == 0: # time to try again
sector.outstanding_doors.insert(0, door)
if len(reachable_doors_new) <= 1:
raise Exception('Rejected last option due to dead end... infinite loop ensues')
else:
# If there's no available region with a door, use an internal connection
compatibles = find_all_compatible_door_in_list(door, reachable_doors)
while len(compatibles) > 0:
connect_door = compatibles.pop()
logger.info(' Adding loop via %s', connect_door.name)
# Check if valid
if is_loop_valid(door, connect_door, sector, available_sectors):
maybe_connect_two_way(world, door, connect_door, player)
reachable_doors_new.remove(explorable_door)
reachable_doors_new[:] = [ed for ed in reachable_doors_new if ed.door != connect_door]
connect_sector = find_sector_for_door(connect_door, available_sectors)
connect_sector.outstanding_doors.remove(connect_door)
if sector != connect_sector: # combine if not the same
available_sectors.remove(connect_sector)
sector.outstanding_doors.extend(connect_sector.outstanding_doors)
sector.regions.extend(connect_sector.regions)
break # skips else block with exception
else:
logger.info(' Not Linking %s to %s', door.name, connect_door.name)
sector.outstanding_doors.insert(0, door)
if len(reachable_doors_new) <= 2:
raise Exception('Rejected last option due to likely improper loops...')
else:
raise Exception('Nothing is apparently compatible with %s', door.name)
# Check that we used everything, we failed otherwise
if len(available_sectors) != 1:
logger.warning('Failed to add all regions/doors to dungeon, generation will likely fail.')
return available_sectors[0]
def shuffle_dungeon_no_repeats(world, player, available_sectors, entrance_region_names):
logger = logging.getLogger('')
@@ -956,107 +1229,30 @@ def ncr(n, r):
return numerator / denominator
class KeyDoorState(object):
def __init__(self):
self.avail_doors = []
self.small_doors = []
self.big_doors = []
self.event_doors = []
self.opened_doors = []
self.big_key_opened = False
self.big_key_special = False
self.visited_regions = set()
self.ttl_locations = 0
self.used_locations = 0
self.key_locations = 0
self.used_smalls = 0
self.events = set()
self.crystal = CrystalBarrier.Orange
def copy(self):
ret = KeyDoorState()
ret.avail_doors = list(self.avail_doors)
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.visited_regions = set(self.visited_regions)
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.events = set(self.events)
ret.crystal = self.crystal
return ret
def validate_key_layout(sector, start_regions, key_door_proposal, world, player):
flat_proposal = flatten_pair_list(key_door_proposal)
state = KeyDoorState()
state = ExplorationState()
state.key_locations = len(world.get_dungeon(sector.name, player).small_keys)
state.big_key_special = world.get_region('Hyrule Dungeon Cellblock', player) in sector.regions
# Everything in a start region is in key region 0.
for region in start_regions:
visit_region(state, region)
count_locations(state, region)
add_doors_to_lists(region, flat_proposal, state, state.crystal, world, player)
state.visit_region(region, key_checks=True)
state.add_all_doors_check_keys(region, flat_proposal, world, player)
checked_states = set()
return validate_key_layout_r(state, flat_proposal, checked_states, world, player)
def visit_region(state, region):
if state.crystal == CrystalBarrier.Either:
state.visited_regions.add((region, CrystalBarrier.Orange))
state.visited_regions.add((region, CrystalBarrier.Blue))
else:
state.visited_regions.add((region, state.crystal))
for location in region.locations:
if location.name in dungeon_events and location.name not in state.events:
state.events.add(location.name)
queue = collections.deque(state.event_doors)
while len(queue) > 0:
door, crystal = queue.pop()
if door.req_event == location.name:
state.avail_doors.append((door, crystal))
state.event_doors.remove((door, crystal))
if region.name == 'Hyrule Dungeon Cellblock' and not state.big_key_opened:
state.big_key_opened = True
state.avail_doors.extend(state.big_doors)
state.big_doors.clear()
def count_locations(state, region):
for location in region.locations:
if location.name in key_only_locations:
state.key_locations += 1
if location.name not in dungeon_events and '- Prize' not in location.name:
state.ttl_locations += 1
def is_region_visited(state, region):
if state.crystal == CrystalBarrier.Either:
return (region, CrystalBarrier.Blue) in state.visited_regions and (region, CrystalBarrier.Orange) in state.visited_regions
else:
return (region, state.crystal) in state.visited_regions
def validate_key_layout_r(state, flat_proposal, checked_states, world, player):
# improvements: remove recursion to make this iterative
# store a cache of various states of opened door to increase speed of checks - many are repetitive
while len(state.avail_doors) > 0:
door, crystal_state = state.avail_doors.pop()
exp_door = state.next_avail_door()
door = exp_door.door
connect_region = world.get_entrance(door.name, player).connected_region
if can_traverse(crystal_state, door) and not is_region_visited(state, connect_region):
visit_region(state, connect_region)
count_locations(state, connect_region)
if door.crystal != CrystalBarrier.Null:
crystal_state = door.crystal
add_doors_to_lists(connect_region, flat_proposal, state, crystal_state, world, player)
if state.can_traverse(door) and not state.visited(connect_region):
state.visit_region(connect_region, key_checks=True)
state.add_all_doors_check_keys(connect_region, flat_proposal, world, player)
smalls_avail = len(state.small_doors) > 0
num_bigs = 1 if len(state.big_doors) > 0 else 0 # all or nothing
if not smalls_avail and num_bigs == 0:
@@ -1068,16 +1264,18 @@ def validate_key_layout_r(state, flat_proposal, checked_states, world, player):
return False
else:
if smalls_avail and available_small_locations > 0:
for d, crystal_sd in state.small_doors:
for exp_door in state.small_doors:
state_copy = state.copy()
state_copy.opened_doors.append(d)
state_copy.avail_doors.append((d, crystal_sd))
state_copy.small_doors.remove((d, crystal_sd))
if d.dest in flat_proposal:
state_copy.opened_doors.append(d.dest)
if in_door_list(d.dest, state_copy.small_doors):
state_copy.small_doors[:] = [x for x in state_copy.small_doors if x[0] != d.dest]
state_copy.avail_doors.append((d.dest, crystal_sd))
state_copy.opened_doors.append(exp_door.door)
state_copy.avail_doors.append(exp_door)
state_copy.small_doors.remove(exp_door)
dest_door = exp_door.door.dest
if dest_door in flat_proposal:
state_copy.opened_doors.append(dest_door)
if state_copy.in_door_list_ic(dest_door, state_copy.small_doors):
now_available = [x for x in state_copy.small_doors if x.door == dest_door]
state_copy.small_doors[:] = [x for x in state_copy.small_doors if x.door != dest_door]
state_copy.avail_doors.extend(now_available)
state_copy.used_locations += 1
state_copy.used_smalls += 1
code = state_id(state_copy, flat_proposal)
@@ -1101,52 +1299,6 @@ def validate_key_layout_r(state, flat_proposal, checked_states, world, player):
return valid
def can_traverse(crystal, door):
if door.blocked:
return False
if door.crystal not in [CrystalBarrier.Null, CrystalBarrier.Either]:
return crystal == CrystalBarrier.Either or door.crystal == crystal
return True
def add_doors_to_lists(region, key_door_proposal, state, crystal, world, player):
for door in get_doors(world, region, player):
if can_traverse(crystal, door):
if door in key_door_proposal and not_in_door_list(door, state.small_doors, crystal) and door not in state.opened_doors:
append_door_to_list(door, state.small_doors, crystal)
elif door.bigKey and not state.big_key_opened and not_in_door_list(door, state.big_doors, crystal):
append_door_to_list(door, state.big_doors, crystal)
elif door.req_event is not None and door.req_event not in state.events and not_in_door_list(door, state.event_doors, crystal):
append_door_to_list(door, state.event_doors, crystal)
elif not_in_door_list(door, state.avail_doors, crystal):
append_door_to_list(door, state.avail_doors, crystal)
def in_door_list(door, door_list):
for d, crystal in door_list:
if d == door:
return True
return False
def not_in_door_list(door, door_list, crystal):
if crystal == CrystalBarrier.Either:
return (door, CrystalBarrier.Orange) not in door_list or (door, CrystalBarrier.Blue) not in door_list
else:
return (door, crystal) not in door_list
def append_door_to_list(door, door_list, crystal):
if crystal == CrystalBarrier.Either:
if (door, CrystalBarrier.Blue) not in door_list and (door, CrystalBarrier.Orange) not in door_list:
door_list.append((door, crystal))
elif (door, CrystalBarrier.Blue) not in door_list:
door_list.append((door, CrystalBarrier.Blue))
elif (door, CrystalBarrier.Orange) not in door_list:
door_list.append((door, CrystalBarrier.Orange))
else:
door_list.append((door, crystal))
def state_id(state, flat_proposal):
state_id = '1' if state.big_key_opened else '0'
for d in flat_proposal:
@@ -1180,6 +1332,7 @@ def reassign_key_doors(current_doors, proposal, world, player):
d2 = obj[1]
if d1.type is DoorType.Interior:
change_door_to_small_key(d1, world, player)
d2.smallKey = True # ensure flag is set
else:
names = [d1.name, d2.name]
found = False
@@ -1201,6 +1354,7 @@ def reassign_key_doors(current_doors, proposal, world, player):
d = obj
if d.type is DoorType.Interior:
change_door_to_small_key(d, world, player)
d.dest.smallKey = True # ensure flag is set
elif d.type is DoorType.SpiralStairs:
pass # we don't have spiral stairs candidates yet that aren't already key doors
elif d.type is DoorType.Normal: