Unification of exploration logic
Crystal stuff for PoD/Hera Minor fixes to key logic
This commit is contained in:
@@ -1027,6 +1027,7 @@ class Location(object):
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from Items import ItemFactory
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self.forced_item = ItemFactory([forced_item], player)[0]
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self.item = self.forced_item
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self.item.location = self
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self.event = True
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else:
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self.forced_item = None
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434
DoorShuffle.py
434
DoorShuffle.py
@@ -628,6 +628,279 @@ def find_proposal(proposal, buckets, candidates):
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# code below is for an algorithm without restarts
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class ExplorableDoor(object):
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def __init__(self, door, crystal):
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self.door = door
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self.crystal = crystal
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def __str__(self):
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return str(self.__unicode__())
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def __unicode__(self):
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return '%s (%s)' % (self.door.name, self.crystal.name)
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class ExplorationState(object):
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def __init__(self):
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self.unattached_doors = []
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self.avail_doors = []
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self.event_doors = []
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self.visited_orange = []
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self.visited_blue = []
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self.events = set()
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self.crystal = CrystalBarrier.Orange
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# key region stuff
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self.door_krs = {}
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# key validation stuff
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self.small_doors = []
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self.big_doors = []
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self.opened_doors = []
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self.big_key_opened = False
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self.big_key_special = False
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self.found_locations = []
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self.ttl_locations = 0
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self.used_locations = 0
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self.key_locations = 0
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self.used_smalls = 0
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def copy(self):
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ret = ExplorationState()
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ret.avail_doors = list(self.avail_doors)
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ret.event_doors = list(self.event_doors)
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ret.visited_orange = list(self.visited_orange)
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ret.visited_blue = list(self.visited_blue)
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ret.events = set(self.events)
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ret.crystal = self.crystal
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ret.door_krs = self.door_krs.copy()
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ret.small_doors = list(self.small_doors)
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ret.big_doors = list(self.big_doors)
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ret.opened_doors = list(self.opened_doors)
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ret.big_key_opened = self.big_key_opened
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ret.big_key_special = self.big_key_special
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ret.ttl_locations = self.ttl_locations
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ret.key_locations = self.key_locations
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ret.used_locations = self.used_locations
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ret.used_smalls = self.used_smalls
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ret.found_locations = list(self.found_locations)
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return ret
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def next_avail_door(self):
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exp_door = self.avail_doors.pop()
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self.crystal = exp_door.crystal
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return exp_door
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def visit_region(self, region, key_region=None, key_checks=False):
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if self.crystal == CrystalBarrier.Either:
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if region not in self.visited_blue:
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self.visited_blue.append(region)
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if region not in self.visited_orange:
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self.visited_orange.append(region)
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elif self.crystal == CrystalBarrier.Orange:
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self.visited_orange.append(region)
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elif self.crystal == CrystalBarrier.Blue:
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self.visited_blue.append(region)
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for location in region.locations:
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if location.name in dungeon_events and location.name not in self.events:
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self.events.add(location.name)
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queue = collections.deque(self.event_doors)
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while len(queue) > 0:
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exp_door = queue.pop()
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if exp_door.door.req_event == location.name:
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self.avail_doors.append(exp_door)
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self.event_doors.remove(exp_door)
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if key_region is not None:
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d_name = exp_door.door.name
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if d_name not in self.door_krs.keys():
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self.door_krs[d_name] = key_region
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if key_checks and location not in self.found_locations:
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if location.name in key_only_locations:
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self.key_locations += 1
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if location.name not in dungeon_events and '- Prize' not in location.name:
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self.ttl_locations += 1
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self.found_locations.append(location)
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if key_checks and region.name == 'Hyrule Dungeon Cellblock' and not self.big_key_opened:
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self.big_key_opened = True
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self.avail_doors.extend(self.big_doors)
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self.big_doors.clear()
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def add_all_doors_check_unattached(self, region, world, player):
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for door in get_doors(world, region, player):
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if self.can_traverse(door):
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if door.dest is None and door not in self.unattached_doors:
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self.append_door_to_list(door, self.unattached_doors)
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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):
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self.append_door_to_list(door, self.event_doors)
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elif not self.in_door_list(door, self.avail_doors):
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self.append_door_to_list(door, self.avail_doors)
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def add_all_doors_check_key_region(self, region, key_region, world, player):
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for door in get_doors(world, region, player):
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if self.can_traverse(door):
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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):
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self.append_door_to_list(door, self.event_doors)
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elif not self.in_door_list(door, self.avail_doors):
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self.append_door_to_list(door, self.avail_doors)
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if door.name not in self.door_krs.keys():
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self.door_krs[door.name] = key_region
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def add_all_doors_check_keys(self, region, key_door_proposal, world, player):
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for door in get_doors(world, region, player):
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if self.can_traverse(door):
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if door in key_door_proposal and not self.in_door_list(door, self.small_doors) and door not in self.opened_doors:
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self.append_door_to_list(door, self.small_doors)
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elif door.bigKey and not self.big_key_opened and not self.in_door_list(door, self.big_doors):
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self.append_door_to_list(door, self.big_doors)
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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):
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self.append_door_to_list(door, self.event_doors)
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elif not self.in_door_list(door, self.avail_doors):
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self.append_door_to_list(door, self.avail_doors)
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def visited(self, region):
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if self.crystal == CrystalBarrier.Either:
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return region in self.visited_blue and region in self.visited_orange
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elif self.crystal == CrystalBarrier.Orange:
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return region in self.visited_orange
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elif self.crystal == CrystalBarrier.Blue:
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return region in self.visited_blue
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return False
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def can_traverse(self, door):
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if door.blocked:
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return False
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if door.crystal not in [CrystalBarrier.Null, CrystalBarrier.Either]:
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return self.crystal == CrystalBarrier.Either or door.crystal == self.crystal
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return True
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def in_door_list(self, door, door_list):
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for d in door_list:
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if d.door == door and d.crystal == self.crystal:
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return True
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return False
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@staticmethod
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def in_door_list_ic(door, door_list):
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for d in door_list:
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if d.door == door:
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return True
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return False
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def append_door_to_list(self, door, door_list):
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if door.crystal == CrystalBarrier.Null:
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door_list.append(ExplorableDoor(door, self.crystal))
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else:
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door_list.append(ExplorableDoor(door, door.crystal))
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def key_door_sort(self, d):
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if d.door.smallKey:
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if d.door in self.opened_doors:
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return 1
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else:
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return 0
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return 2
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def extend_reachable_state(search_regions, state, world, player):
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local_state = state.copy()
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for region in search_regions:
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local_state.visit_region(region)
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local_state.add_all_doors_check_unattached(region, world, player)
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while len(local_state.avail_doors) > 0:
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explorable_door = local_state.next_avail_door()
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entrance = world.get_entrance(explorable_door.door.name, player)
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connect_region = entrance.connected_region
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if connect_region is not None:
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if not local_state.visited(connect_region):
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local_state.visit_region(connect_region)
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local_state.add_all_doors_check_unattached(connect_region, world, player)
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return local_state
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def shuffle_dungeon_no_repeats_new(world, player, available_sectors, entrance_region_names):
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logger = logging.getLogger('')
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random.shuffle(available_sectors)
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for sector in available_sectors:
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random.shuffle(sector.outstanding_doors)
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entrance_regions = []
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# current_sector = None
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for region_name in entrance_region_names:
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entrance_regions.append(world.get_region(region_name, player))
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state = extend_reachable_state(entrance_regions, ExplorationState(), world, player)
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reachable_doors_new = state.unattached_doors
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# Loop until all available doors are used
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while len(reachable_doors_new) > 0:
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# Pick a random available door to connect
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explorable_door = random.choice(reachable_doors_new)
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door = explorable_door.door
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sector = find_sector_for_door(door, available_sectors)
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sector.outstanding_doors.remove(door)
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# door_connected = False
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logger.info('Linking %s', door.name)
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# Find an available region that has a compatible door
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reachable_doors = [d.door for d in reachable_doors_new]
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compatibles = find_all_compatible_door_in_sectors_ex(door, available_sectors, reachable_doors)
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while len(compatibles) > 0:
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connect_sector, connect_door = compatibles.pop()
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logger.info(' Found possible new sector via %s', connect_door.name)
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# Check if valid
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if is_valid(door, connect_door, sector, connect_sector, available_sectors):
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# Apply connection and add the new region's doors to the available list
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maybe_connect_two_way(world, door, connect_door, player)
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reachable_doors_new.remove(explorable_door) # todo: does this remove it from the state list?
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connect_sector.outstanding_doors.remove(connect_door)
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if sector != connect_sector: # combine if not the same
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available_sectors.remove(connect_sector)
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sector.outstanding_doors.extend(connect_sector.outstanding_doors)
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sector.regions.extend(connect_sector.regions)
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if not door.blocked:
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connect_region = world.get_entrance(door.dest.name, player).parent_region
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state = extend_reachable([connect_region], state, world, player)
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break # skips else block below
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logger.info(' Not Linking %s to %s', door.name, connect_door.name)
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if len(compatibles) == 0: # time to try again
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sector.outstanding_doors.insert(0, door)
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if len(reachable_doors_new) <= 1:
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raise Exception('Rejected last option due to dead end... infinite loop ensues')
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else:
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# If there's no available region with a door, use an internal connection
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compatibles = find_all_compatible_door_in_list(door, reachable_doors)
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while len(compatibles) > 0:
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connect_door = compatibles.pop()
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logger.info(' Adding loop via %s', connect_door.name)
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# Check if valid
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if is_loop_valid(door, connect_door, sector, available_sectors):
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maybe_connect_two_way(world, door, connect_door, player)
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reachable_doors_new.remove(explorable_door)
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reachable_doors_new[:] = [ed for ed in reachable_doors_new if ed.door != connect_door]
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connect_sector = find_sector_for_door(connect_door, available_sectors)
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connect_sector.outstanding_doors.remove(connect_door)
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if sector != connect_sector: # combine if not the same
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available_sectors.remove(connect_sector)
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sector.outstanding_doors.extend(connect_sector.outstanding_doors)
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sector.regions.extend(connect_sector.regions)
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break # skips else block with exception
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else:
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logger.info(' Not Linking %s to %s', door.name, connect_door.name)
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sector.outstanding_doors.insert(0, door)
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if len(reachable_doors_new) <= 2:
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raise Exception('Rejected last option due to likely improper loops...')
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else:
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raise Exception('Nothing is apparently compatible with %s', door.name)
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# Check that we used everything, we failed otherwise
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if len(available_sectors) != 1:
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logger.warning('Failed to add all regions/doors to dungeon, generation will likely fail.')
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return available_sectors[0]
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def shuffle_dungeon_no_repeats(world, player, available_sectors, entrance_region_names):
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logger = logging.getLogger('')
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@@ -956,107 +1229,30 @@ def ncr(n, r):
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return numerator / denominator
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class KeyDoorState(object):
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def __init__(self):
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self.avail_doors = []
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self.small_doors = []
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self.big_doors = []
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self.event_doors = []
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self.opened_doors = []
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self.big_key_opened = False
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self.big_key_special = False
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self.visited_regions = set()
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self.ttl_locations = 0
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self.used_locations = 0
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self.key_locations = 0
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self.used_smalls = 0
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self.events = set()
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self.crystal = CrystalBarrier.Orange
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def copy(self):
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ret = KeyDoorState()
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ret.avail_doors = list(self.avail_doors)
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ret.small_doors = list(self.small_doors)
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ret.big_doors = list(self.big_doors)
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ret.opened_doors = list(self.opened_doors)
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ret.big_key_opened = self.big_key_opened
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ret.big_key_special = self.big_key_special
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ret.visited_regions = set(self.visited_regions)
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ret.ttl_locations = self.ttl_locations
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ret.key_locations = self.key_locations
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ret.used_locations = self.used_locations
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ret.used_smalls = self.used_smalls
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ret.events = set(self.events)
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ret.crystal = self.crystal
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return ret
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def validate_key_layout(sector, start_regions, key_door_proposal, world, player):
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flat_proposal = flatten_pair_list(key_door_proposal)
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state = KeyDoorState()
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state = ExplorationState()
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state.key_locations = len(world.get_dungeon(sector.name, player).small_keys)
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state.big_key_special = world.get_region('Hyrule Dungeon Cellblock', player) in sector.regions
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# Everything in a start region is in key region 0.
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for region in start_regions:
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visit_region(state, region)
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count_locations(state, region)
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add_doors_to_lists(region, flat_proposal, state, state.crystal, world, player)
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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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checked_states = set()
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return validate_key_layout_r(state, flat_proposal, checked_states, world, player)
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def visit_region(state, region):
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if state.crystal == CrystalBarrier.Either:
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state.visited_regions.add((region, CrystalBarrier.Orange))
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state.visited_regions.add((region, CrystalBarrier.Blue))
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else:
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state.visited_regions.add((region, state.crystal))
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for location in region.locations:
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if location.name in dungeon_events and location.name not in state.events:
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state.events.add(location.name)
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queue = collections.deque(state.event_doors)
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while len(queue) > 0:
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door, crystal = queue.pop()
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if door.req_event == location.name:
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state.avail_doors.append((door, crystal))
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state.event_doors.remove((door, crystal))
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if region.name == 'Hyrule Dungeon Cellblock' and not state.big_key_opened:
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state.big_key_opened = True
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state.avail_doors.extend(state.big_doors)
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state.big_doors.clear()
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def count_locations(state, region):
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for location in region.locations:
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if location.name in key_only_locations:
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state.key_locations += 1
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if location.name not in dungeon_events and '- Prize' not in location.name:
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state.ttl_locations += 1
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def is_region_visited(state, region):
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if state.crystal == CrystalBarrier.Either:
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return (region, CrystalBarrier.Blue) in state.visited_regions and (region, CrystalBarrier.Orange) in state.visited_regions
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else:
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return (region, state.crystal) in state.visited_regions
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def validate_key_layout_r(state, flat_proposal, checked_states, world, player):
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# improvements: remove recursion to make this iterative
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# store a cache of various states of opened door to increase speed of checks - many are repetitive
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while len(state.avail_doors) > 0:
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door, crystal_state = state.avail_doors.pop()
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exp_door = state.next_avail_door()
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door = exp_door.door
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connect_region = world.get_entrance(door.name, player).connected_region
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if can_traverse(crystal_state, door) and not is_region_visited(state, connect_region):
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visit_region(state, connect_region)
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count_locations(state, connect_region)
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if door.crystal != CrystalBarrier.Null:
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crystal_state = door.crystal
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add_doors_to_lists(connect_region, flat_proposal, state, crystal_state, world, player)
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if state.can_traverse(door) and not state.visited(connect_region):
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state.visit_region(connect_region, key_checks=True)
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state.add_all_doors_check_keys(connect_region, flat_proposal, world, player)
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smalls_avail = len(state.small_doors) > 0
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num_bigs = 1 if len(state.big_doors) > 0 else 0 # all or nothing
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if not smalls_avail and num_bigs == 0:
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@@ -1068,16 +1264,18 @@ def validate_key_layout_r(state, flat_proposal, checked_states, world, player):
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return False
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else:
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if smalls_avail and available_small_locations > 0:
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for d, crystal_sd in state.small_doors:
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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:
|
||||
|
||||
32
Doors.py
32
Doors.py
@@ -454,10 +454,38 @@ def create_doors(world, player):
|
||||
world.get_door('Swamp Drain Left Switch', player).event('Swamp Drain')
|
||||
world.get_door('Swamp Drain Right Switch', player).event('Swamp Drain')
|
||||
world.get_door('Swamp Flooded Room Ladder', player).event('Swamp Drain')
|
||||
#todo - new region for flooded chests???
|
||||
# world.get_door('', player).event('')
|
||||
|
||||
# crystal switches and barriers
|
||||
world.get_door('Hera Lobby Down Stairs', player).c_switch()
|
||||
world.get_door('Hera Lobby Key Stairs', player).c_switch()
|
||||
world.get_door('Hera Lobby Up Stairs', player).c_switch()
|
||||
world.get_door('Hera Basement Cage Up Stairs', player).c_switch()
|
||||
world.get_door('Hera Tile Room Up Stairs', player).c_switch()
|
||||
world.get_door('Hera Tile Room EN', player).c_switch()
|
||||
world.get_door('Hera Tridorm WN', player).c_switch()
|
||||
world.get_door('Hera Tridorm SE', player).c_switch()
|
||||
world.get_door('Hera Beetles Down Stairs', player).c_switch()
|
||||
world.get_door('Hera Beetles WS', player).c_switch()
|
||||
world.get_door('Hera Beetles Holes', player).c_switch()
|
||||
world.get_door('Hera Startile Wide SW', player).c_switch()
|
||||
world.get_door('Hera Startile Wide Up Stairs', player).c_switch()
|
||||
world.get_door('Hera Startile Wide Holes', player).c_switch()
|
||||
|
||||
world.get_door('PoD Arena Main SW', player).c_switch()
|
||||
world.get_door('PoD Arena Bridge SE', player).c_switch()
|
||||
world.get_door('PoD Arena Main NW', player).barrier(CrystalBarrier.Orange)
|
||||
world.get_door('PoD Arena Main NE', player).barrier(CrystalBarrier.Orange)
|
||||
# maybe you can cross this way with blue up??
|
||||
world.get_door('PoD Arena Main Crystal Path', player).barrier(CrystalBarrier.Blue)
|
||||
world.get_door('PoD Arena Crystals E', player).barrier(CrystalBarrier.Blue)
|
||||
world.get_door('PoD Arena Crystal Path', player).barrier(CrystalBarrier.Blue)
|
||||
world.get_door('PoD Sexy Statue W', player).c_switch()
|
||||
world.get_door('PoD Sexy Statue NW', player).c_switch()
|
||||
world.get_door('PoD Bow Statue SW', player).c_switch()
|
||||
world.get_door('PoD Bow Statue Down Ladder', player).c_switch()
|
||||
world.get_door('PoD Dark Pegs Up Ladder', player).c_switch()
|
||||
world.get_door('PoD Dark Pegs WN', player).c_switch()
|
||||
|
||||
world.get_door('Swamp Crystal Switch EN', player).c_switch()
|
||||
world.get_door('Swamp Crystal Switch SE', player).c_switch()
|
||||
world.get_door('Swamp Shortcut Blue Barrier', player).barrier(CrystalBarrier.Blue)
|
||||
|
||||
74
Rules.py
74
Rules.py
@@ -1,8 +1,9 @@
|
||||
import collections
|
||||
from collections import defaultdict
|
||||
import logging
|
||||
from BaseClasses import CollectionState
|
||||
from BaseClasses import CollectionState, DoorType
|
||||
from Dungeons import region_starts
|
||||
from DoorShuffle import ExplorationState
|
||||
|
||||
|
||||
def set_rules(world, player):
|
||||
@@ -1695,72 +1696,79 @@ def generate_key_logic(start_region_names, small_key_name, world, player):
|
||||
logger = logging.getLogger('')
|
||||
# Now that the dungeon layout is done, we need to search again to generate key logic.
|
||||
# TODO: This assumes all start doors are accessible, which isn't always true.
|
||||
# TODO: This can generate solvable-but-really-annoying layouts due to one ways.
|
||||
available_doors = [] # Doors to explore
|
||||
visited_regions = set() # Regions we've been to and don't need to expand
|
||||
state = ExplorationState()
|
||||
# available_doors = [] # Doors to explore
|
||||
# visited_regions = set() # Regions we've been to and don't need to expand
|
||||
current_kr = 0 # Key regions are numbered, starting at 0
|
||||
door_krs = {} # Map of key door name to KR it lives in
|
||||
# door_krs = {} # Map of key door name to KR it lives in
|
||||
kr_parents = {} # Key region to parent map
|
||||
kr_location_counts = defaultdict(int) # Number of locations in each key region
|
||||
# kr_location_counts = defaultdict(int) # Number of locations in each key region
|
||||
# Everything in a start region is in key region 0.
|
||||
for name in start_region_names:
|
||||
region = world.get_region(name, player)
|
||||
visited_regions.add(name)
|
||||
kr_location_counts[current_kr] += len(region.locations)
|
||||
for door in get_doors(world, region, player):
|
||||
if not door.blocked:
|
||||
available_doors.append(door)
|
||||
door_krs[door.name] = current_kr
|
||||
state.visit_region(region, current_kr)
|
||||
state.add_all_doors_check_key_region(region, current_kr, world, player)
|
||||
# Search into the dungeon
|
||||
logger.debug('Begin key region search. %s', small_key_name)
|
||||
while len(available_doors) > 0:
|
||||
while len(state.avail_doors) > 0:
|
||||
# Open as many non-key doors as possible before opening a key door.
|
||||
# This guarantees that we're only exploring one key region at a time.
|
||||
available_doors.sort(key=lambda door: 0 if door.smallKey else 1)
|
||||
door = available_doors.pop()
|
||||
# Bail early if we've been here before or the door is blocked
|
||||
local_kr = door_krs[door.name]
|
||||
state.avail_doors.sort(key=state.key_door_sort)
|
||||
explorable_door = state.next_avail_door()
|
||||
door = explorable_door.door
|
||||
local_kr = state.door_krs[door.name]
|
||||
logger.debug(' kr %s: Door %s', local_kr, door.name)
|
||||
exit = world.get_entrance(door.name, player).connected_region
|
||||
if door.blocked or exit.name in visited_regions:
|
||||
connect_region = world.get_entrance(door.name, player).connected_region
|
||||
# Bail early if we've been here before or the door is blocked
|
||||
if not state.can_traverse(door) or state.visited(connect_region):
|
||||
continue
|
||||
# Once we open a key door, we need a new region.
|
||||
if door.smallKey:
|
||||
if door.smallKey and door not in state.opened_doors: # we tend to open doors in a DFS manner
|
||||
current_kr += 1
|
||||
kr_parents[current_kr] = local_kr
|
||||
local_kr = current_kr
|
||||
state.opened_doors.append(door)
|
||||
if door.dest.smallKey:
|
||||
state.opened_doors.append(door.dest)
|
||||
logger.debug(' New KR %s', current_kr)
|
||||
# Account for the new region
|
||||
visited_regions.add(exit.name)
|
||||
kr_location_counts[local_kr] += len(exit.locations)
|
||||
for new_door in get_doors(world, exit, player):
|
||||
available_doors.append(new_door)
|
||||
door_krs[new_door.name] = local_kr
|
||||
state.visit_region(connect_region, local_kr)
|
||||
state.add_all_doors_check_key_region(connect_region, local_kr, world, player)
|
||||
# kr_location_counts[local_kr] += len(exit.locations)
|
||||
# Now that we have doors divided up into key regions, we can analyze the map
|
||||
# Invert the door -> kr map into one that lists doors by region.
|
||||
kr_doors = defaultdict(list)
|
||||
region_krs = {}
|
||||
for door_name in door_krs:
|
||||
kr = door_krs[door_name]
|
||||
exit = world.get_entrance(door_name, player);
|
||||
for door_name in state.door_krs:
|
||||
kr = state.door_krs[door_name]
|
||||
entrance = world.get_entrance(door_name, player)
|
||||
door = world.check_for_door(door_name, player)
|
||||
region_krs[exit.parent_region.name] = kr
|
||||
ent_name = entrance.parent_region.name
|
||||
if ent_name in region_krs.keys():
|
||||
region_krs[entrance.parent_region.name] = min(region_krs[entrance.parent_region.name], kr)
|
||||
else:
|
||||
region_krs[entrance.parent_region.name] = kr
|
||||
if door.smallKey and not door.blocked:
|
||||
kr_doors[kr].append(exit)
|
||||
kr_doors[kr].append(entrance)
|
||||
kr_keys = defaultdict(int) # Number of keys each region needs
|
||||
for kr in range(0, current_kr + 1):
|
||||
logic_doors = []
|
||||
keys = 0
|
||||
for door in kr_doors[kr]:
|
||||
dest_kr = region_krs[door.connected_region.name]
|
||||
if dest_kr > kr:
|
||||
if dest_kr > kr: # may be the case if dest_kr != parent_kr of kr
|
||||
# This door heads deeper into the dungeon. It needs a full key, and logic
|
||||
keys += 1
|
||||
logic_doors.append(door)
|
||||
elif dest_kr == kr:
|
||||
# This door doesn't get us any deeper, but it's possible to waste a key.
|
||||
# We're going to see its sibling in this search, so add half a key
|
||||
keys += 0.5
|
||||
# If we're going to see its sibling in this search, add half a key
|
||||
actual_door = world.get_door(door.name, player)
|
||||
if actual_door.type == DoorType.SpiralStairs:
|
||||
keys += 1
|
||||
else:
|
||||
keys += 0.5
|
||||
logic_doors.append(door) # this may still need logic
|
||||
# Add key count from parent region
|
||||
if kr in kr_parents:
|
||||
keys += kr_keys[kr_parents[kr]]
|
||||
|
||||
Reference in New Issue
Block a user