Implemented Parallel Worlds functionality

This commit is contained in:
codemann8
2021-05-05 15:15:58 -05:00
parent a5e17526da
commit d1b82e5910
3 changed files with 437 additions and 71 deletions

View File

@@ -1,6 +1,7 @@
import random
from BaseClasses import OWEdge, WorldType, Direction, Terrain
from OWEdges import OWEdgeGroups
from Utils import bidict
from OWEdges import OWEdgeGroups, IsParallel
__version__ = '0.1.1.2-u'
@@ -18,55 +19,180 @@ def link_overworld(world, player):
for exitname, destname in default_connections:
connect_two_way(world, exitname, destname, player)
else:
remaining_edges = []
for exitname, destname in default_connections:
remaining_edges.append(exitname)
remaining_edges.append(destname)
connected_edges = []
if world.mode[player] == 'standard':
for exitname, destname in standard_connections:
if world.owKeepSimilar[player] and world.owParallelWorlds[player]:
for exitname, destname in parallelsimilar_connections:
connect_two_way(world, exitname, destname, player)
remaining_edges.remove(exitname)
remaining_edges.remove(destname)
connected_edges.append(exitname)
connected_edges.append(destname)
#TODO: Remove, just for testing
for exitname, destname in test_connections:
connect_two_way(world, exitname, destname, player)
remaining_edges.remove(exitname)
remaining_edges.remove(destname)
connected_edges.append(exitname)
connected_edges.append(destname)
trimmed_groups = remove_reserved(world, OWEdgeGroups, connected_edges, player)
if world.owShuffle[player] == 'full':
#predefined shuffle groups get reorganized here
if world.owKeepSimilar[player]:
#TODO: remove edges from list that are already placed, Std and Plando
# shuffle edges in groups that connect the same pair of tiles
for grouping in (OWEdgeGroups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
groups = list(grouping.values())
if world.owParallelWorlds[player]:
if world.mode[player] == 'standard':
#tuple stays (A,B,C,D,E,F)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
groups = list(grouping.values())
else:
#tuple goes to (_,B,C,D,E,F)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
new_grouping = {}
for group in grouping.keys():
(_, region, axis, terrain, parallel, count) = group
new_grouping[(region, axis, terrain, parallel, count)] = ([], [])
for group in grouping.keys():
(_, region, axis, terrain, parallel, count) = group
(forward_edges, back_edges) = grouping[group]
(exist_forward_edges, exist_back_edges) = new_grouping[(region, axis, terrain, parallel, count)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(region, axis, terrain, parallel, count)] = (exist_forward_edges, exist_back_edges)
groups = list(new_grouping.values())
else:
if world.mode[player] == 'standard':
#tuple stays (A,B,C,D,_,F)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
new_grouping = {}
for group in grouping.keys():
(std, region, axis, terrain, _, count) = group
new_grouping[(std, region, axis, terrain, count)] = ([], [])
for group in grouping.keys():
(std, region, axis, terrain, _, count) = group
(forward_edges, back_edges) = grouping[group]
(exist_forward_edges, exist_back_edges) = new_grouping[(std, region, axis, terrain, count)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(std, region, axis, terrain, count)] = (exist_forward_edges, exist_back_edges)
groups = list(new_grouping.values())
else:
#tuple goes to (_,B,C,D,_,F)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
new_grouping = {}
for group in grouping.keys():
(_, region, axis, terrain, _, count) = group
new_grouping[(region, axis, terrain, count)] = ([], [])
for group in grouping.keys():
(_, region, axis, terrain, _, count) = group
(forward_edges, back_edges) = grouping[group]
(exist_forward_edges, exist_back_edges) = new_grouping[(region, axis, terrain, count)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(region, axis, terrain, count)] = (exist_forward_edges, exist_back_edges)
groups = list(new_grouping.values())
else:
for grouping in (OWEdgeGroups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
new_grouping = {}
if world.owParallelWorlds[player]:
if world.mode[player] == 'standard':
#tuple stays (A,B,C,D,E,_)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
new_grouping = {}
for group in grouping.keys():
(area, dir, terrain, count) = group
new_grouping[(area, dir, terrain)] = ([], [])
for group in grouping.keys():
(forward_edges, back_edges) = grouping[group]
forward_edges = [[i] for l in forward_edges for i in l]
back_edges = [[i] for l in back_edges for i in l]
for (e1, e2) in test_connections:
forward_edges = list(filter(([e1]).__ne__, forward_edges))
forward_edges = list(filter(([e2]).__ne__, forward_edges))
back_edges = list(filter(([e1]).__ne__, back_edges))
back_edges = list(filter(([e2]).__ne__, back_edges))
(area, dir, terrain, _) = group
(exist_forward_edges, exist_back_edges) = new_grouping[(area, dir, terrain)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(area, dir, terrain)] = (exist_forward_edges, exist_back_edges)
for group in grouping.keys():
(std, region, axis, terrain, parallel, _) = group
new_grouping[(std, region, axis, terrain, parallel)] = ([], [])
for group in grouping.keys():
(std, region, axis, terrain, parallel, _) = group
(forward_edges, back_edges) = grouping[group]
forward_edges = [[i] for l in forward_edges for i in l]
back_edges = [[i] for l in back_edges for i in l]
(exist_forward_edges, exist_back_edges) = new_grouping[(std, region, axis, terrain, parallel)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(std, region, axis, terrain, parallel)] = (exist_forward_edges, exist_back_edges)
groups = list(new_grouping.values())
groups = list(new_grouping.values())
else:
#tuple goes to (_,B,C,D,E,_)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
new_grouping = {}
for group in grouping.keys():
(_, region, axis, terrain, parallel, _) = group
new_grouping[(region, axis, terrain, parallel)] = ([], [])
for group in grouping.keys():
(_, region, axis, terrain, parallel, _) = group
(forward_edges, back_edges) = grouping[group]
forward_edges = [[i] for l in forward_edges for i in l]
back_edges = [[i] for l in back_edges for i in l]
(exist_forward_edges, exist_back_edges) = new_grouping[(region, axis, terrain, parallel)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(region, axis, terrain, parallel)] = (exist_forward_edges, exist_back_edges)
groups = list(new_grouping.values())
else:
if world.mode[player] == 'standard':
#tuple stays (A,B,C,D,_,_)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
new_grouping = {}
for group in grouping.keys():
(std, region, axis, terrain, _, _) = group
new_grouping[(std, region, axis, terrain)] = ([], [])
for group in grouping.keys():
(std, region, axis, terrain, _, _) = group
(forward_edges, back_edges) = grouping[group]
forward_edges = [[i] for l in forward_edges for i in l]
back_edges = [[i] for l in back_edges for i in l]
(exist_forward_edges, exist_back_edges) = new_grouping[(std, region, axis, terrain)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(std, region, axis, terrain)] = (exist_forward_edges, exist_back_edges)
groups = list(new_grouping.values())
else:
#tuple goes to (_,B,C,D,_,_)
for grouping in (trimmed_groups, None):
if grouping is not None: #TODO: Figure out why ^ has to be a tuple for this to work
new_grouping = {}
for group in grouping.keys():
(_, region, axis, terrain, _, _) = group
new_grouping[(region, axis, terrain)] = ([], [])
for group in grouping.keys():
(_, region, axis, terrain, _, _) = group
(forward_edges, back_edges) = grouping[group]
forward_edges = [[i] for l in forward_edges for i in l]
back_edges = [[i] for l in back_edges for i in l]
(exist_forward_edges, exist_back_edges) = new_grouping[(region, axis, terrain)]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
new_grouping[(region, axis, terrain)] = (exist_forward_edges, exist_back_edges)
groups = list(new_grouping.values())
#all shuffling occurs here
random.shuffle(groups)
@@ -77,10 +203,14 @@ def link_overworld(world, player):
assert len(forward_set) == len(back_set)
for (forward_edge, back_edge) in zip(forward_set, back_set):
connect_two_way(world, forward_edge, back_edge, player)
remaining_edges.remove(forward_edge)
remaining_edges.remove(back_edge)
assert len(remaining_edges) == 0, remaining_edges
connected_edges.append(forward_edge)
connected_edges.append(back_edge)
if world.owParallelWorlds[player] and forward_edge in parallel_links.keys():
connect_two_way(world, parallel_links[forward_edge], parallel_links[back_edge], player)
connected_edges.append(parallel_links[forward_edge])
connected_edges.append(parallel_links[back_edge])
assert len(connected_edges) == len(default_connections) * 2, connected_edges
else:
raise NotImplementedError('Shuffling not supported yet')
@@ -88,8 +218,8 @@ def connect_custom(world, player):
if hasattr(world, 'custom_overworld') and world.custom_overworld[player]:
for edgename1, edgename2 in world.custom_overworld[player]:
connect_two_way(world, edgename1, edgename2, player)
remaining_edges.remove(edgename1)
remaining_edges.remove(edgename2)
connected_edges.append(edgename1)
connected_edges.append(edgename2)
def connect_simple(world, exitname, regionname, player):
world.get_entrance(exitname, player).connect(world.get_region(regionname, player))
@@ -118,6 +248,38 @@ def connect_two_way(world, edgename1, edgename2, player):
world.spoiler.set_overworld(edgename2, edgename1, 'both', player)
def remove_reserved(world, groupedlist, connected_edges, player):
#TODO: Remove edges set in connect_custom
new_grouping = {}
for group in groupedlist.keys():
new_grouping[group] = ([], [])
for group in groupedlist.keys():
(std, region, axis, terrain, parallel, count) = group
(forward_edges, back_edges) = groupedlist[group]
for edge in connected_edges:
forward_edges = list(list(filter((edge).__ne__, i)) for i in forward_edges)
back_edges = list(list(filter((edge).__ne__, i)) for i in back_edges)
if world.owParallelWorlds[player] and parallel == IsParallel.Yes and region == WorldType.Dark:
for edge in parallel_links:
forward_edges = list(list(filter((parallel_links[edge]).__ne__, i)) for i in forward_edges)
back_edges = list(list(filter((parallel_links[edge]).__ne__, i)) for i in back_edges)
forward_edges = list(filter(([]).__ne__, forward_edges))
back_edges = list(filter(([]).__ne__, back_edges))
#TODO: The lists above can be left with invalid counts of edges, they need to get put into their appropriate group
(exist_forward_edges, exist_back_edges) = new_grouping[group]
exist_forward_edges.extend(forward_edges)
exist_back_edges.extend(back_edges)
if len(exist_forward_edges) > 0:
new_grouping[group] = (exist_forward_edges, exist_back_edges)
return new_grouping
test_connections = [
#('Links House ES', 'Octoballoon WS'),
#('Links House NE', 'Lost Woods Pass SW')
@@ -375,6 +537,147 @@ standard_connections = [('Hyrule Castle SW', 'Central Bonk Rocks NW'),
('Central Bonk Rocks ES', 'Links House WS')
]
parallelsimilar_connections = [('Maze Race ES', 'Kakariko Suburb WS'),
('Dig Game EC', 'Frog WC'),
('Dig Game ES', 'Frog WS')
]
parallel_links = bidict({'Lost Woods SW': 'Skull Woods SW',
'Lost Woods SC': 'Skull Woods SC',
'Lost Woods SE': 'Skull Woods SE',
'Lost Woods EN': 'Skull Woods EN',
'Lumberjack SW': 'Dark Lumberjack SW',
'Lumberjack WN': 'Dark Lumberjack WN',
'West Death Mountain EN': 'West Dark Death Mountain EN',
'West Death Mountain ES': 'West Dark Death Mountain ES',
'East Death Mountain WN': 'East Dark Death Mountain WN',
'East Death Mountain WS': 'East Dark Death Mountain WS',
'East Death Mountain EN': 'East Dark Death Mountain EN',
'Death Mountain TR Pegs WN': 'Turtle Rock WN',
'Mountain Entry NW': 'Bumper Cave NW',
'Mountain Entry SE': 'Bumper Cave SE',
'Zora Approach SE': 'Catfish SE',
'Lost Woods Pass NW': 'Skull Woods Pass NW',
'Lost Woods Pass NE': 'Skull Woods Pass NE',
'Lost Woods Pass SW': 'Skull Woods Pass SW',
'Lost Woods Pass SE': 'Skull Woods Pass SE',
'Kakariko Fortune NE': 'Dark Fortune NE',
'Kakariko Fortune SC': 'Dark Fortune SC',
'Kakariko Fortune EN': 'Dark Fortune EN',
'Kakariko Fortune ES': 'Dark Fortune ES',
'Kakariko Pond NE': 'Outcast Pond NE',
'Kakariko Pond SW': 'Outcast Pond SW',
'Kakariko Pond SE': 'Outcast Pond SE',
'Kakariko Pond WN': 'Outcast Pond WN',
'Kakariko Pond WS': 'Outcast Pond WS',
'Kakariko Pond EN': 'Outcast Pond EN',
'Kakariko Pond ES': 'Outcast Pond ES',
'Sanctuary WN': 'Dark Chapel WN',
'Sanctuary WS': 'Dark Chapel WS',
'Sanctuary EC': 'Dark Chapel EC',
'Graveyard WC': 'Dark Graveyard WC',
'Graveyard EC': 'Dark Graveyard ES',
'River Bend SW': 'Qirn Jump SW',
'River Bend SC': 'Qirn Jump SC',
'River Bend SE': 'Qirn Jump SE',
'River Bend WC': 'Qirn Jump WC',
'River Bend EN': 'Qirn Jump EN',
'River Bend EC': 'Qirn Jump EC',
'River Bend ES': 'Qirn Jump ES',
'Potion Shop WN': 'Dark Witch WN',
'Potion Shop WC': 'Dark Witch WC',
'Potion Shop WS': 'Dark Witch WS',
'Potion Shop EN': 'Dark Witch EN',
'Potion Shop EC': 'Dark Witch EC',
'Zora Warning NE': 'Catfish Approach NE',
'Zora Warning WN': 'Catfish Approach WN',
'Zora Warning WC': 'Catfish Approach WC',
'Kakariko NW': 'Village of Outcasts NW',
'Kakariko NC': 'Village of Outcasts NC',
'Kakariko NE': 'Village of Outcasts NE',
'Kakariko SE': 'Village of Outcasts SE',
'Kakariko ES': 'Village of Outcasts ES',
'Forgotten Forest NW': 'Shield Shop NW',
'Forgotten Forest NE': 'Shield Shop NE',
'Hyrule Castle SW': 'Pyramid SW',
'Hyrule Castle SE': 'Pyramid SE',
'Hyrule Castle ES': 'Pyramid ES',
'Wooden Bridge NW': 'Broken Bridge NW',
'Wooden Bridge NC': 'Broken Bridge NC',
'Wooden Bridge NE': 'Broken Bridge NE',
'Wooden Bridge SW': 'Broken Bridge SW',
'Eastern Palace SW': 'Palace of Darkness SW',
'Eastern Palace SE': 'Palace of Darkness SE',
'Blacksmith WS': 'Hammer Pegs WS',
'Sand Dunes NW': 'Dark Dunes NW',
'Sand Dunes SC': 'Dark Dunes SC',
'Sand Dunes WN': 'Dark Dunes WN',
'Maze Race ES': 'Dig Game ES',
'Kakariko Suburb NE': 'Frog NE',
'Kakariko Suburb WS': 'Frog WS',
'Kakariko Suburb ES': 'Frog ES',
'Flute Boy SW': 'Stumpy SW',
'Flute Boy SC': 'Stumpy SC',
'Flute Boy WS': 'Stumpy WS',
'Central Bonk Rocks NW': 'Dark Bonk Rocks NW',
'Central Bonk Rocks SW': 'Dark Bonk Rocks SW',
'Central Bonk Rocks EN': 'Dark Bonk Rocks EN',
'Central Bonk Rocks EC': 'Dark Bonk Rocks EC',
'Central Bonk Rocks ES': 'Dark Bonk Rocks ES',
'Links House NE': 'Big Bomb Shop NE',
'Links House SC': 'Big Bomb Shop SC',
'Links House WN': 'Big Bomb Shop WN',
'Links House WC': 'Big Bomb Shop WC',
'Links House WS': 'Big Bomb Shop WS',
'Links House ES': 'Big Bomb Shop ES',
'Stone Bridge NC': 'Hammer Bridge NC',
'Stone Bridge SC': 'Hammer Bridge SC',
'Stone Bridge WS': 'Hammer Bridge WS',
'Stone Bridge EN': 'Hammer Bridge EN',
'Stone Bridge EC': 'Hammer Bridge EC',
'Tree Line NW': 'Dark Tree Line NW',
'Tree Line SC': 'Dark Tree Line SC',
'Tree Line SE': 'Dark Tree Line SE',
'Tree Line WN': 'Dark Tree Line WN',
'Tree Line WC': 'Dark Tree Line WC',
'Eastern Nook NE': 'Palace of Darkness Nook NE',
'Cave 45 NW': 'Circle of Bushes NW',
'Cave 45 NC': 'Circle of Bushes NC',
'Cave 45 EC': 'Circle of Bushes EC',
'C Whirlpool NW': 'Dark C Whirlpool NW',
'C Whirlpool SC': 'Dark C Whirlpool SC',
'C Whirlpool WC': 'Dark C Whirlpool WC',
'C Whirlpool EN': 'Dark C Whirlpool EN',
'C Whirlpool EC': 'Dark C Whirlpool EC',
'C Whirlpool ES': 'Dark C Whirlpool ES',
'Statues NC': 'Hype Cave NC',
'Statues SC': 'Hype Cave SC',
'Statues WN': 'Hype Cave WN',
'Statues WC': 'Hype Cave WC',
'Statues WS': 'Hype Cave WS',
'Lake Hylia NW': 'Ice Lake NW',
'Lake Hylia NC': 'Ice Lake NC',
'Lake Hylia NE': 'Ice Lake NE',
'Lake Hylia WS': 'Ice Lake WS',
'Lake Hylia EC': 'Ice Lake EC',
'Lake Hylia ES': 'Ice Lake ES',
'Ice Cave SW': 'Shopping Mall SW',
'Ice Cave SE': 'Shopping Mall SE',
'Desert Pass EC': 'Swamp Nook EC',
'Desert Pass ES': 'Swamp Nook ES',
'Dam NC': 'Swamp NC',
'Dam WC': 'Swamp WC',
'Dam WS': 'Swamp WS',
'Dam EC': 'Swamp EC',
'South Pass WC': 'Dark South Pass WC',
'South Pass NC': 'Dark South Pass NC',
'South Pass ES': 'Dark South Pass ES',
'Octoballoon NW': 'Bomber Corner NW',
'Octoballoon NE': 'Bomber Corner NE',
'Octoballoon WC': 'Bomber Corner WC',
'Octoballoon WS': 'Bomber Corner WS'
})
# non shuffled overworld
default_connections = [('Lost Woods SW', 'Lost Woods Pass NW'),
('Lost Woods SC', 'Lost Woods Pass NE'),