Strict and Partial key logic implementations with new test suite utility
This commit is contained in:
@@ -510,6 +510,7 @@ class CollectionState(object):
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self.world = parent
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if not skip_init:
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self.prog_items = Counter()
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self.forced_keys = Counter()
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self.reachable_regions = {player: dict() for player in range(1, parent.players + 1)}
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self.blocked_connections = {player: dict() for player in range(1, parent.players + 1)}
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self.events = []
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@@ -542,12 +543,13 @@ class CollectionState(object):
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queue = deque(self.blocked_connections[player].items())
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self.traverse_world(queue, rrp, bc, player)
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unresolved_events = [x for y in self.reachable_regions[player] for x in y.locations
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if x.event and x.item and (x.item.smallkey or x.item.bigkey or x.item.advancement)
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and x not in self.locations_checked and x.can_reach(self)]
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unresolved_events = self._do_not_flood_the_keys(unresolved_events)
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if len(unresolved_events) == 0:
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self.check_key_doors_in_dungeons(rrp, player)
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if self.world.key_logic_algorithm[player] == 'default':
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unresolved_events = [x for y in self.reachable_regions[player] for x in y.locations
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if x.event and x.item and (x.item.smallkey or x.item.bigkey or x.item.advancement)
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and x not in self.locations_checked and x.can_reach(self)]
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unresolved_events = self._do_not_flood_the_keys(unresolved_events)
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if len(unresolved_events) == 0:
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self.check_key_doors_in_dungeons(rrp, player)
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def traverse_world(self, queue, rrp, bc, player):
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# run BFS on all connections, and keep track of those blocked by missing items
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@@ -639,6 +641,7 @@ class CollectionState(object):
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def check_key_doors_in_dungeons(self, rrp, player):
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for dungeon_name, checklist in self.dungeons_to_check[player].items():
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# todo: optimization idea - abort exploration if there are unresolved events now
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if self.apply_dungeon_exploration(rrp, player, dungeon_name, checklist):
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continue
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init_door_candidates = self.should_explore_child_state(self, dungeon_name, player)
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@@ -838,6 +841,7 @@ class CollectionState(object):
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def copy(self):
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ret = CollectionState(self.world, skip_init=True)
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ret.prog_items = self.prog_items.copy()
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ret.forced_keys = self.forced_keys.copy()
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ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in range(1, self.world.players + 1)}
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ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in range(1, self.world.players + 1)}
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ret.events = copy.copy(self.events)
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@@ -1045,6 +1049,14 @@ class CollectionState(object):
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return (item, player) in self.prog_items
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return self.prog_items[item, player] >= count
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def has_sm_key_strict(self, item, player, count=1):
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if self.world.keyshuffle[player] == 'universal':
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if self.world.mode[player] == 'standard' and self.world.doorShuffle[player] == 'vanilla' and item == 'Small Key (Escape)':
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return True # Cannot access the shop until escape is finished. This is safe because the key is manually placed in make_custom_item_pool
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return self.can_buy_unlimited('Small Key (Universal)', player)
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obtained = self.prog_items[item, player] - self.forced_keys[item, player]
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return obtained >= count
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def can_buy_unlimited(self, item, player):
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for shop in self.world.shops[player]:
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if shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(self):
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@@ -1241,6 +1253,8 @@ class CollectionState(object):
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def collect(self, item, event=False, location=None):
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if location:
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self.locations_checked.add(location)
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if item and item.smallkey and location.forced_item is not None:
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self.forced_keys[item.name, item.player] += 1
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if not item:
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return
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changed = False
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@@ -2949,7 +2963,7 @@ bow_mode = {'progressive': 0, 'silvers': 1, 'retro': 2, 'retro_silvers': 3}
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# byte 12: POOT TKKK (pseudoboots, overworld_map, trap_door_mode, key_logic_algo)
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overworld_map_mode = {'default': 0, 'compass': 1, 'map': 2}
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trap_door_mode = {'vanilla': 0, 'boss': 1, 'oneway': 2}
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key_logic_algo = {'loose': 0, 'default': 1, 'partial': 2, 'strict': 4}
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key_logic_algo = {'default': 0, 'partial': 1, 'strict': 2}
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# sfx_shuffle and other adjust items does not affect settings code
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64
Fill.py
64
Fill.py
@@ -105,6 +105,8 @@ def fill_restrictive(world, base_state, locations, itempool, key_pool=None, sing
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spot_to_fill = None
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item_locations = filter_locations(item_to_place, locations, world, vanilla)
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verify(item_to_place, item_locations, maximum_exploration_state, single_player_placement,
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perform_access_check, key_pool, world)
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for location in item_locations:
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spot_to_fill = verify_spot_to_fill(location, item_to_place, maximum_exploration_state,
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single_player_placement, perform_access_check, key_pool, world)
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@@ -128,9 +130,6 @@ def fill_restrictive(world, base_state, locations, itempool, key_pool=None, sing
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raise FillError('No more spots to place %s' % item_to_place)
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world.push_item(spot_to_fill, item_to_place, False)
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if item_to_place.smallkey:
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with suppress(ValueError):
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key_pool.remove(item_to_place)
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track_outside_keys(item_to_place, spot_to_fill, world)
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track_dungeon_items(item_to_place, spot_to_fill, world)
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locations.remove(spot_to_fill)
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@@ -144,6 +143,9 @@ def verify_spot_to_fill(location, item_to_place, max_exp_state, single_player_pl
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if item_to_place.smallkey or item_to_place.bigkey: # a better test to see if a key can go there
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location.item = item_to_place
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location.event = True
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if item_to_place.smallkey:
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with suppress(ValueError):
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key_pool.remove(item_to_place)
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test_state = max_exp_state.copy()
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test_state.stale[item_to_place.player] = True
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else:
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@@ -157,6 +159,8 @@ def verify_spot_to_fill(location, item_to_place, max_exp_state, single_player_pl
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if item_to_place.smallkey or item_to_place.bigkey:
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location.item = None
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location.event = False
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if item_to_place.smallkey:
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key_pool.append(item_to_place)
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return None
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@@ -394,11 +398,7 @@ def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None
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random.shuffle(fill_locations)
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random.shuffle(world.itempool)
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if world.item_pool_config.preferred:
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pref = list(world.item_pool_config.preferred.keys())
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pref_len = len(pref)
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world.itempool.sort(key=lambda i: pref_len - pref.index((i.name, i.player))
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if (i.name, i.player) in world.item_pool_config.preferred else 0)
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config_sort(world)
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progitempool = [item for item in world.itempool if item.advancement]
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prioitempool = [item for item in world.itempool if not item.advancement and item.priority]
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restitempool = [item for item in world.itempool if not item.advancement and not item.priority]
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@@ -496,6 +496,20 @@ def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None
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ensure_good_pots(world)
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def config_sort(world):
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if world.item_pool_config.verify:
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config_sort_helper(world, world.item_pool_config.verify)
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elif world.item_pool_config.preferred:
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config_sort_helper(world, world.item_pool_config.preferred)
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def config_sort_helper(world, sort_dict):
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pref = list(sort_dict.keys())
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pref_len = len(pref)
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world.itempool.sort(key=lambda i: pref_len - pref.index((i.name, i.player))
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if (i.name, i.player) in sort_dict else 0)
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def calc_trash_locations(world, player):
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total_count, gt_count = 0, 0
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for loc in world.get_locations():
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@@ -667,6 +681,40 @@ def sell_keys(world, player):
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world.itempool.remove(universal_key)
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def verify(item_to_place, item_locations, state, spp, pac, key_pool, world):
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if world.item_pool_config.verify:
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logger = logging.getLogger('')
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item_name = 'Bottle' if item_to_place.name.startswith('Bottle') else item_to_place.name
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item_player = item_to_place.player
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config = world.item_pool_config
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if (item_name, item_player) in config.verify:
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tests = config.verify[(item_name, item_player)]
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issues = []
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for location in item_locations:
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if location.name in tests:
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expected = tests[location.name]
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spot = verify_spot_to_fill(location, item_to_place, state, spp, pac, key_pool, world)
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if spot and (item_to_place.smallkey or item_to_place.bigkey):
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location.item = None
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location.event = False
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if item_to_place.smallkey:
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key_pool.append(item_to_place)
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if (expected and spot) or (not expected and spot is None):
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logger.debug(f'Placing {item_name} ({item_player}) at {location.name} was {expected}')
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config.verify_count += 1
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if config.verify_count >= config.verify_target:
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exit()
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else:
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issues.append((item_name, item_player, location.name, expected))
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if len(issues) > 0:
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for name, player, loc, expected in issues:
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if expected:
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logger.error(f'Could not place {name} ({player}) at {loc}')
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else:
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logger.error(f'{name} ({player}) should not be allowed at {loc}')
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raise Exception(f'Test failed placing {name}')
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def balance_multiworld_progression(world):
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state = CollectionState(world)
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checked_locations = set()
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@@ -1431,6 +1431,13 @@ def fill_specific_items(world):
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item_player = player if len(item_parts) < 2 else int(item_parts[1])
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item_name = item_parts[0]
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world.item_pool_config.preferred[(item_name, item_player)] = placement['locations']
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elif placement['type'] == 'Verification':
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item = placement['item']
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item_parts = item.split('#')
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item_player = player if len(item_parts) < 2 else int(item_parts[1])
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item_name = item_parts[0]
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world.item_pool_config.verify[(item_name, item_player)] = placement['locations']
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world.item_pool_config.verify_target += len(placement['locations'])
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def get_item_and_event_flag(item, world, player, dungeon_pool, prize_set, prize_pool):
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@@ -158,12 +158,11 @@ CLI: `--trap_door_mode [vanilla|boss|oneway]`
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Determines how small key door logic works.
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* Loose: Skips placement rules checks. Currently, experimental to see what kinds of problems can arise.
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* Default: Current key logic. Assumes worse case usage, placement checks, but assumes you can't get to a chest until you have sufficient keys. (May assume items are unreachable)
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* Partial Protection: Assumes you always have full inventory and worse case usage. This should account for dark room and bunny revival glitches.
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* Strict: For those would like to glitch and be protected from yourselves. Small keys door require all small keys to be available to be in logic.
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CLI: `--key_logic [loose|default|partial|strict]`
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CLI: `--key_logic [default|partial|strict]`
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### Decouple Doors
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21
Rules.py
21
Rules.py
@@ -2076,13 +2076,16 @@ bunny_impassible_doors = {
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def add_key_logic_rules(world, player):
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key_logic = world.key_logic[player]
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eval_func = eval_small_key_door
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if world.key_logic_algorithm[player] == 'strict' and world.keyshuffle[player] == 'wild':
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eval_func = eval_small_key_door_strict
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for d_name, d_logic in key_logic.items():
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for door_name, rule in d_logic.door_rules.items():
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door_entrance = world.get_entrance(door_name, player)
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add_rule(door_entrance, eval_small_key_door(door_name, d_name, player))
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add_rule(door_entrance, eval_func(door_name, d_name, player))
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if door_entrance.door.dependents:
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for dep in door_entrance.door.dependents:
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add_rule(dep.entrance, eval_small_key_door(door_name, d_name, player))
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add_rule(dep.entrance, eval_func(door_name, d_name, player))
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for location in d_logic.bk_restricted:
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if not location.forced_item:
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forbid_item(location, d_logic.bk_name, player)
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@@ -2129,10 +2132,24 @@ def eval_small_key_door_main(state, door_name, dungeon, player):
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return door_openable
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def eval_small_key_door_strict_main(state, door_name, dungeon, player):
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if state.is_door_open(door_name, player):
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return True
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key_layout = state.world.key_layout[player][dungeon]
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number = key_layout.max_chests
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if number <= 0:
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return True
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return state.has_sm_key_strict(key_layout.key_logic.small_key_name, player, number)
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def eval_small_key_door(door_name, dungeon, player):
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return lambda state: eval_small_key_door_main(state, door_name, dungeon, player)
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def eval_small_key_door_strict(door_name, dungeon, player):
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return lambda state: eval_small_key_door_strict_main(state, door_name, dungeon, player)
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def allow_big_key_in_big_chest(bk_name, player):
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return lambda state, item: item.name == bk_name and item.player == player
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@@ -27,7 +27,6 @@
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boss: 0
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oneway: 0
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key_logic_algorithm:
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loose: 0
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default: 1
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partial: 0
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strict: 0
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@@ -202,7 +202,6 @@
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},
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"key_logic_algorithm": {
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"choices": [
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"loose",
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"default",
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"partial",
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"strict"
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@@ -247,7 +247,6 @@
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],
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"key_logic_algorithm": [
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"Key Logic Algorithm (default: %(default)s)",
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"loose: Allow more randomization",
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"default: Balance between safety and randomization",
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"partial: Partial protection when using certain minor glitches",
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"strict: Ensure small keys are available"
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@@ -97,7 +97,6 @@
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"randomizer.dungeon.trap_door_mode.oneway": "Remove Annoying Traps",
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"randomizer.dungeon.key_logic_algorithm": "Key Logic Algorithm",
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"randomizer.dungeon.key_logic_algorithm.loose": "Loose",
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"randomizer.dungeon.key_logic_algorithm.default": "Default",
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"randomizer.dungeon.key_logic_algorithm.partial": "Partial Protection",
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"randomizer.dungeon.key_logic_algorithm.strict": "Strict",
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@@ -57,7 +57,6 @@
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"type": "selectbox",
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"default": "default",
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"options": [
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"loose",
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"default",
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"partial",
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"strict"
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@@ -20,6 +20,9 @@ class ItemPoolConfig(object):
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self.reserved_locations = defaultdict(set)
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self.restricted = {}
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self.preferred = {}
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self.verify = {}
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self.verify_count = 0
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self.verify_target = 0
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self.recorded_choices = []
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@@ -435,6 +438,9 @@ def filter_locations(item_to_place, locations, world, vanilla_skip=False, potion
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if (item_name, item_to_place.player) in config.preferred:
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locs = config.preferred[(item_name, item_to_place.player)]
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return sorted(locations, key=lambda l: 0 if l.name in locs else 1)
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if (item_name, item_to_place.player) in config.verify:
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locs = config.verify[(item_name, item_to_place.player)].keys()
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return sorted(locations, key=lambda l: 0 if l.name in locs else 1)
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return locations
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126
test/NewTestSuite.py
Normal file
126
test/NewTestSuite.py
Normal file
@@ -0,0 +1,126 @@
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import fnmatch
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import os
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import subprocess
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import sys
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import multiprocessing
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import concurrent.futures
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import argparse
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from collections import OrderedDict
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cpu_threads = multiprocessing.cpu_count()
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py_version = f"{sys.version_info.major}.{sys.version_info.minor}"
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def main(args=None):
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successes = []
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errors = []
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task_mapping = []
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tests = OrderedDict()
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successes.append(f"Testing DR (NewTestSuite)")
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print(successes[0])
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# max_attempts = args.count
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pool = concurrent.futures.ThreadPoolExecutor(max_workers=cpu_threads)
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dead_or_alive = 0
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alive = 0
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def test(test_name: str, command: str, test_file: str):
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tests[test_name] = [command]
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base_command = f"python3.8 DungeonRandomizer.py --suppress_rom --suppress_spoiler"
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def gen_seed():
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task_command = base_command + " " + command
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return subprocess.run(task_command, capture_output=True, shell=True, text=True)
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task = pool.submit(gen_seed)
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task.success = False
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task.name = test_name
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task.test_file = test_file
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task.cmd = base_command + " " + command
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task_mapping.append(task)
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for test_suite, test_files in args.test_suite.items():
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for test_file in test_files:
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test(test_suite, f'--customizer {os.path.join(test_suite, test_file)}', test_file)
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from tqdm import tqdm
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with tqdm(concurrent.futures.as_completed(task_mapping),
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total=len(task_mapping), unit="seed(s)",
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desc=f"Success rate: 0.00%") as progressbar:
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for task in progressbar:
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dead_or_alive += 1
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try:
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result = task.result()
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if result.returncode:
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errors.append([task.name + ' ' + task.test_file, task.cmd, result.stderr])
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else:
|
||||
alive += 1
|
||||
task.success = True
|
||||
except Exception as e:
|
||||
raise e
|
||||
|
||||
progressbar.set_description(f"Success rate: {(alive/dead_or_alive)*100:.2f}% - {task.name}")
|
||||
|
||||
def get_results(testname: str):
|
||||
result = ""
|
||||
dead_or_alive = [task.success for task in task_mapping if task.name == testname]
|
||||
alive = [x for x in dead_or_alive if x]
|
||||
success = f"{testname} Rate: {(len(alive) / len(dead_or_alive)) * 100:.2f}%"
|
||||
successes.append(success)
|
||||
print(success)
|
||||
result += f"{(len(alive)/len(dead_or_alive))*100:.2f}%\t"
|
||||
return result.strip()
|
||||
|
||||
results = []
|
||||
for t in tests.keys():
|
||||
results.append(get_results(t))
|
||||
|
||||
for result in results:
|
||||
print(result)
|
||||
successes.append(result)
|
||||
|
||||
return successes, errors
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
successes = []
|
||||
|
||||
parser = argparse.ArgumentParser(add_help=False)
|
||||
# parser.add_argument('--count', default=0, type=lambda value: max(int(value), 0))
|
||||
parser.add_argument('--cpu_threads', default=cpu_threads, type=lambda value: max(int(value), 1))
|
||||
parser.add_argument('--help', default=False, action='store_true')
|
||||
|
||||
args = parser.parse_args()
|
||||
|
||||
if args.help:
|
||||
parser.print_help()
|
||||
exit(0)
|
||||
|
||||
cpu_threads = args.cpu_threads
|
||||
|
||||
test_suites = {}
|
||||
# not sure if it supports subdirectories properly yet
|
||||
for root, dirnames, filenames in os.walk('test/suite'):
|
||||
test_suites[root] = fnmatch.filter(filenames, '*.yaml')
|
||||
|
||||
args = argparse.Namespace()
|
||||
args.test_suite = test_suites
|
||||
s, errors = main(args=args)
|
||||
if successes:
|
||||
successes += [""] * 2
|
||||
successes += s
|
||||
print()
|
||||
|
||||
if errors:
|
||||
with open(f"new-test-suite-errors.txt", 'w') as stream:
|
||||
for error in errors:
|
||||
stream.write(error[0] + "\n")
|
||||
stream.write(error[1] + "\n")
|
||||
stream.write(error[2] + "\n\n")
|
||||
|
||||
with open("new-test-suite-success.txt", "w") as stream:
|
||||
stream.write(str.join("\n", successes))
|
||||
|
||||
input("Press enter to continue")
|
||||
44
test/suite/default_key_logic.yaml
Normal file
44
test/suite/default_key_logic.yaml
Normal file
@@ -0,0 +1,44 @@
|
||||
# Possible improvements: account for items that are possibly in logic
|
||||
# Example: Mire Big Key in harmless means all 6 mire smalls required for fire-locked side,
|
||||
# if you have access to harmless via:
|
||||
# 2 pod smalls + bow, hammer or 3 pod small
|
||||
meta:
|
||||
players: 1
|
||||
settings:
|
||||
1:
|
||||
key_logic_algorithm: default
|
||||
keysanity: True
|
||||
crystals_needed_for_gt: 0 # to skip trash fill
|
||||
placements:
|
||||
1:
|
||||
Hobo: Big Key (Misery Mire)
|
||||
Waterfall Fairy - Left: Small Key (Misery Mire)
|
||||
Waterfall Fairy - Right: Small Key (Misery Mire)
|
||||
Palace of Darkness - Big Chest: Hammer
|
||||
advanced_placements:
|
||||
1:
|
||||
# Contrast with partial_2
|
||||
- type: Verification
|
||||
item: Flippers
|
||||
locations:
|
||||
Misery Mire - Map Chest: True
|
||||
Misery Mire - Main Lobby: True
|
||||
Misery Mire - Bridge Chest: True
|
||||
Misery Mire - Spike Chest: True
|
||||
Misery Mire - Compass Chest: False
|
||||
Misery Mire - Big Key Chest: False
|
||||
Misery Mire - Boss: False
|
||||
# Contrast with partial_3
|
||||
- type: Verification
|
||||
item: Big Key (Ganons Tower)
|
||||
locations:
|
||||
Ganons Tower - Big Key Chest: True
|
||||
Ganons Tower - Big Key Room - Left: True
|
||||
Ganons Tower - Big Key Room - Right: True
|
||||
Ganons Tower - Bob's Chest: True
|
||||
# Normal logic doesn't allow this placement
|
||||
# unless hammer is placed before it - no algorithm does this in non-keysanity, but possible in keysanity
|
||||
- type: Verification
|
||||
item: Small Key (Palace of Darkness)
|
||||
locations:
|
||||
Palace of Darkness - Dark Maze - Bottom: True
|
||||
24
test/suite/partial_key_logic.yaml
Normal file
24
test/suite/partial_key_logic.yaml
Normal file
@@ -0,0 +1,24 @@
|
||||
# Even though Lamp is Flipper-locked, this logic considers that a key could be wasted in the dark in mire
|
||||
# Only fire locked mire is off limits
|
||||
meta:
|
||||
players: 1
|
||||
settings:
|
||||
1:
|
||||
key_logic_algorithm: partial
|
||||
keysanity: true
|
||||
placements:
|
||||
1:
|
||||
Hobo: Lamp
|
||||
Waterfall Fairy - Left: Small Key (Misery Mire)
|
||||
advanced_placements:
|
||||
1:
|
||||
- type: Verification
|
||||
item: Flippers
|
||||
locations:
|
||||
Misery Mire - Map Chest: True
|
||||
Misery Mire - Main Lobby: True
|
||||
Misery Mire - Bridge Chest: True
|
||||
Misery Mire - Spike Chest: True
|
||||
Misery Mire - Compass Chest: False
|
||||
Misery Mire - Big Key Chest: False
|
||||
Misery Mire - Boss: False
|
||||
26
test/suite/partial_key_logic_2.yaml
Normal file
26
test/suite/partial_key_logic_2.yaml
Normal file
@@ -0,0 +1,26 @@
|
||||
# For contrast with default logic
|
||||
# This logic is not yet smart enough to allow the crystal blocked chests with two keys (Spike Pot and one other)
|
||||
meta:
|
||||
players: 1
|
||||
settings:
|
||||
1:
|
||||
key_logic_algorithm: partial
|
||||
keysanity: True
|
||||
placements:
|
||||
1:
|
||||
Hobo: Lamp
|
||||
Waterfall Fairy - Left: Small Key (Misery Mire)
|
||||
Waterfall Fairy - Right: Small Key (Misery Mire)
|
||||
Swamp Palace - Entrance: Big Key (Misery Mire)
|
||||
advanced_placements:
|
||||
1:
|
||||
- type: Verification
|
||||
item: Flippers
|
||||
locations:
|
||||
Misery Mire - Map Chest: False
|
||||
Misery Mire - Main Lobby: False
|
||||
Misery Mire - Bridge Chest: True
|
||||
Misery Mire - Spike Chest: True
|
||||
Misery Mire - Compass Chest: False
|
||||
Misery Mire - Big Key Chest: False
|
||||
Misery Mire - Boss: False
|
||||
160
test/suite/partial_key_logic_3.yaml
Normal file
160
test/suite/partial_key_logic_3.yaml
Normal file
@@ -0,0 +1,160 @@
|
||||
# For contrast with default logic
|
||||
# Examples of valid big key placement that doesn't work with pure worst case scenarios
|
||||
# Basically chests that are obtainable two ways+ of spending keys
|
||||
# (Possible fix: access to the extra door grants access to the mini helma key too)
|
||||
meta:
|
||||
players: 1
|
||||
settings:
|
||||
1:
|
||||
key_logic_algorithm: partial
|
||||
crystals_needed_for_gt: 0 # to skip trash fill
|
||||
advanced_placements:
|
||||
1:
|
||||
- type: Verification
|
||||
item: Big Key (Desert Palace)
|
||||
locations:
|
||||
Desert Palace - Big Chest: False
|
||||
Desert Palace - Big Key Chest: True
|
||||
Desert Palace - Boss: False
|
||||
Desert Palace - Compass Chest: True
|
||||
Desert Palace - Map Chest: True
|
||||
Desert Palace - Torch: True
|
||||
- type: Verification
|
||||
item: Big Key (Eastern Palace)
|
||||
locations:
|
||||
Eastern Palace - Big Chest: False
|
||||
Eastern Palace - Big Key Chest: True
|
||||
Eastern Palace - Boss: False
|
||||
Eastern Palace - Cannonball Chest: True
|
||||
Eastern Palace - Compass Chest: True
|
||||
Eastern Palace - Map Chest: True
|
||||
- type: Verification
|
||||
item: Big Key (Ganons Tower)
|
||||
locations:
|
||||
# These four require not wasting keys upstairs because the big key is down here
|
||||
Ganons Tower - Big Key Chest: False
|
||||
Ganons Tower - Big Key Room - Left: False
|
||||
Ganons Tower - Big Key Room - Right: False
|
||||
Ganons Tower - Bob's Chest: False
|
||||
# These are normal
|
||||
Ganons Tower - Big Chest: False
|
||||
Ganons Tower - Bob's Torch: True
|
||||
Ganons Tower - Compass Room - Bottom Left: True
|
||||
Ganons Tower - Compass Room - Bottom Right: True
|
||||
Ganons Tower - Compass Room - Top Left: True
|
||||
Ganons Tower - Compass Room - Top Right: True
|
||||
Ganons Tower - DMs Room - Bottom Left: True
|
||||
Ganons Tower - DMs Room - Bottom Right: True
|
||||
Ganons Tower - DMs Room - Top Left: True
|
||||
Ganons Tower - DMs Room - Top Right: True
|
||||
Ganons Tower - Firesnake Room: True
|
||||
Ganons Tower - Hope Room - Left: True
|
||||
Ganons Tower - Hope Room - Right: True
|
||||
Ganons Tower - Map Chest: True
|
||||
Ganons Tower - Mini Helmasaur Room - Left: False
|
||||
Ganons Tower - Mini Helmasaur Room - Right: False
|
||||
Ganons Tower - Pre-Moldorm Chest: False
|
||||
Ganons Tower - Randomizer Room - Bottom Left: True
|
||||
Ganons Tower - Randomizer Room - Bottom Right: True
|
||||
Ganons Tower - Randomizer Room - Top Left: True
|
||||
Ganons Tower - Randomizer Room - Top Right: True
|
||||
Ganons Tower - Tile Room: True
|
||||
Ganons Tower - Validation Chest: False
|
||||
- type: Verification
|
||||
item: Big Key (Ice Palace)
|
||||
locations:
|
||||
Ice Palace - Big Chest: False
|
||||
Ice Palace - Big Key Chest: True
|
||||
Ice Palace - Boss: False
|
||||
Ice Palace - Compass Chest: True
|
||||
Ice Palace - Freezor Chest: True
|
||||
Ice Palace - Iced T Room: True
|
||||
Ice Palace - Map Chest: True
|
||||
Ice Palace - Spike Room: True
|
||||
- type: Verification
|
||||
item: Big Key (Misery Mire)
|
||||
locations:
|
||||
Misery Mire - Big Chest: False
|
||||
Misery Mire - Big Key Chest: True
|
||||
Misery Mire - Boss: False
|
||||
Misery Mire - Bridge Chest: True
|
||||
Misery Mire - Compass Chest: True
|
||||
Misery Mire - Main Lobby: True
|
||||
Misery Mire - Map Chest: True
|
||||
Misery Mire - Spike Chest: True
|
||||
- type: Verification
|
||||
item: Big Key (Palace of Darkness)
|
||||
locations:
|
||||
Palace of Darkness - Big Chest: False
|
||||
Palace of Darkness - Big Key Chest: True
|
||||
Palace of Darkness - Boss: False
|
||||
Palace of Darkness - Compass Chest: True
|
||||
Palace of Darkness - Dark Basement - Left: True
|
||||
Palace of Darkness - Dark Basement - Right: True
|
||||
Palace of Darkness - Dark Maze - Bottom: True
|
||||
Palace of Darkness - Dark Maze - Top: True
|
||||
Palace of Darkness - Harmless Hellway: True
|
||||
Palace of Darkness - Map Chest: True
|
||||
Palace of Darkness - Shooter Room: True
|
||||
Palace of Darkness - Stalfos Basement: True
|
||||
Palace of Darkness - The Arena - Bridge: True
|
||||
Palace of Darkness - The Arena - Ledge: True
|
||||
- type: Verification
|
||||
item: Big Key (Skull Woods)
|
||||
locations:
|
||||
Skull Woods - Big Chest: True
|
||||
Skull Woods - Big Key Chest: True
|
||||
Skull Woods - Boss: True
|
||||
Skull Woods - Bridge Room: True
|
||||
Skull Woods - Compass Chest: True
|
||||
Skull Woods - Map Chest: True
|
||||
Skull Woods - Pinball Room: True
|
||||
Skull Woods - Pot Prison: True
|
||||
- type: Verification
|
||||
item: Big Key (Swamp Palace)
|
||||
locations:
|
||||
Swamp Palace - Big Chest: True
|
||||
Swamp Palace - Big Key Chest: True
|
||||
Swamp Palace - Boss: True
|
||||
Swamp Palace - Compass Chest: True
|
||||
Swamp Palace - Entrance: False
|
||||
Swamp Palace - Flooded Room - Left: True
|
||||
Swamp Palace - Flooded Room - Right: True
|
||||
Swamp Palace - Map Chest: True
|
||||
Swamp Palace - Waterfall Room: True
|
||||
Swamp Palace - West Chest: True
|
||||
- type: Verification
|
||||
item: Big Key (Thieves Town)
|
||||
locations:
|
||||
Thieves' Town - Ambush Chest: True
|
||||
Thieves' Town - Attic: False
|
||||
Thieves' Town - Big Chest: False
|
||||
Thieves' Town - Big Key Chest: True
|
||||
Thieves' Town - Blind's Cell: False
|
||||
Thieves' Town - Boss: False
|
||||
Thieves' Town - Compass Chest: True
|
||||
Thieves' Town - Map Chest: True
|
||||
- type: Verification
|
||||
item: Big Key (Tower of Hera)
|
||||
locations:
|
||||
Tower of Hera - Basement Cage: True
|
||||
Tower of Hera - Big Chest: False
|
||||
Tower of Hera - Big Key Chest: True
|
||||
Tower of Hera - Boss: False
|
||||
Tower of Hera - Compass Chest: False
|
||||
Tower of Hera - Map Chest: True
|
||||
- type: Verification
|
||||
item: Big Key (Turtle Rock)
|
||||
locations:
|
||||
Turtle Rock - Big Chest: False
|
||||
Turtle Rock - Big Key Chest: True
|
||||
Turtle Rock - Boss: False
|
||||
Turtle Rock - Chain Chomps: True
|
||||
Turtle Rock - Compass Chest: True
|
||||
Turtle Rock - Crystaroller Room: False
|
||||
Turtle Rock - Eye Bridge - Bottom Left: False
|
||||
Turtle Rock - Eye Bridge - Bottom Right: False
|
||||
Turtle Rock - Eye Bridge - Top Left: False
|
||||
Turtle Rock - Eye Bridge - Top Right: False
|
||||
Turtle Rock - Roller Room - Left: True
|
||||
Turtle Rock - Roller Room - Right: True
|
||||
22
test/suite/strict_key_logic.yaml
Normal file
22
test/suite/strict_key_logic.yaml
Normal file
@@ -0,0 +1,22 @@
|
||||
meta:
|
||||
players: 1
|
||||
settings:
|
||||
1:
|
||||
key_logic_algorithm: strict
|
||||
keysanity: true
|
||||
placements:
|
||||
1:
|
||||
Hobo: Big Key (Misery Mire)
|
||||
Waterfall Fairy - Left: Small Key (Misery Mire)
|
||||
advanced_placements:
|
||||
1:
|
||||
- type: Verification
|
||||
item: Flippers
|
||||
locations:
|
||||
Misery Mire - Map Chest: False
|
||||
Misery Mire - Main Lobby: False
|
||||
Misery Mire - Bridge Chest: True
|
||||
Misery Mire - Spike Chest: True
|
||||
Misery Mire - Compass Chest: False
|
||||
Misery Mire - Big Key Chest: False
|
||||
Misery Mire - Boss: False
|
||||
Reference in New Issue
Block a user