Merge branch 'DoorPerf' of https://github.com/compiling/ALttPEntranceRandomizer into compiling-DoorPerf
This commit is contained in:
270
BaseClasses.py
270
BaseClasses.py
@@ -1,12 +1,18 @@
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import copy
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from enum import Enum, unique, Flag
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import logging
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import json
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from collections import OrderedDict, deque, defaultdict
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import logging
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from collections import OrderedDict, Counter, deque, defaultdict
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from enum import Enum, unique
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try:
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from fast_enum import FastEnum
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except ImportError:
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from enum import Flag
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FastEnum = Flag
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from source.classes.BabelFish import BabelFish
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from EntranceShuffle import door_addresses
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from _vendor.collections_extended import bag
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from EntranceShuffle import door_addresses, indirect_connections
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from Utils import int16_as_bytes
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from Tables import normal_offset_table, spiral_offset_table, multiply_lookup, divisor_lookup
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from RoomData import Room
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@@ -126,6 +132,12 @@ class World(object):
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for region in regions if regions else self.regions:
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region.world = self
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self._region_cache[region.player][region.name] = region
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for exit in region.exits:
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self._entrance_cache[(exit.name, exit.player)] = exit
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def initialize_doors(self, doors):
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for door in doors:
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self._door_cache[(door.name, door.player)] = door
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def get_regions(self, player=None):
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return self.regions if player is None else self._region_cache[player].values()
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@@ -235,41 +247,41 @@ class World(object):
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if ret.has('Golden Sword', item.player):
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pass
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elif ret.has('Tempered Sword', item.player) and self.difficulty_requirements[item.player].progressive_sword_limit >= 4:
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ret.prog_items.add(('Golden Sword', item.player))
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ret.prog_items['Golden Sword', item.player] += 1
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elif ret.has('Master Sword', item.player) and self.difficulty_requirements[item.player].progressive_sword_limit >= 3:
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ret.prog_items.add(('Tempered Sword', item.player))
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ret.prog_items['Tempered Sword', item.player] += 1
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elif ret.has('Fighter Sword', item.player) and self.difficulty_requirements[item.player].progressive_sword_limit >= 2:
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ret.prog_items.add(('Master Sword', item.player))
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ret.prog_items['Master Sword', item.player] += 1
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elif self.difficulty_requirements[item.player].progressive_sword_limit >= 1:
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ret.prog_items.add(('Fighter Sword', item.player))
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ret.prog_items['Fighter Sword', item.player] += 1
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elif 'Glove' in item.name:
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if ret.has('Titans Mitts', item.player):
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pass
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elif ret.has('Power Glove', item.player):
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ret.prog_items.add(('Titans Mitts', item.player))
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ret.prog_items['Titans Mitts', item.player] += 1
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else:
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ret.prog_items.add(('Power Glove', item.player))
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ret.prog_items['Power Glove', item.player] += 1
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elif 'Shield' in item.name:
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if ret.has('Mirror Shield', item.player):
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pass
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elif ret.has('Red Shield', item.player) and self.difficulty_requirements[item.player].progressive_shield_limit >= 3:
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ret.prog_items.add(('Mirror Shield', item.player))
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ret.prog_items['Mirror Shield', item.player] += 1
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elif ret.has('Blue Shield', item.player) and self.difficulty_requirements[item.player].progressive_shield_limit >= 2:
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ret.prog_items.add(('Red Shield', item.player))
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ret.prog_items['Red Shield', item.player] += 1
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elif self.difficulty_requirements[item.player].progressive_shield_limit >= 1:
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ret.prog_items.add(('Blue Shield', item.player))
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ret.prog_items['Blue Shield', item.player] += 1
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elif 'Bow' in item.name:
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if ret.has('Silver Arrows', item.player):
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pass
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elif ret.has('Bow', item.player) and self.difficulty_requirements[item.player].progressive_bow_limit >= 2:
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ret.prog_items.add(('Silver Arrows', item.player))
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ret.prog_items['Silver Arrows', item.player] += 1
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elif self.difficulty_requirements[item.player].progressive_bow_limit >= 1:
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ret.prog_items.add(('Bow', item.player))
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ret.prog_items['Bow', item.player] += 1
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elif item.name.startswith('Bottle'):
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if ret.bottle_count(item.player) < self.difficulty_requirements[item.player].progressive_bottle_limit:
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ret.prog_items.add((item.name, item.player))
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ret.prog_items[item.name, item.player] += 1
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elif item.advancement or item.smallkey or item.bigkey:
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ret.prog_items.add((item.name, item.player))
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ret.prog_items[item.name, item.player] += 1
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for item in self.itempool:
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soft_collect(item)
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@@ -384,7 +396,6 @@ class World(object):
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prog_locations = [location for location in self.get_locations() if location.item is not None and (location.item.advancement or location.event) and location not in state.locations_checked]
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while prog_locations:
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state.sweep_for_crystal_access()
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sphere = []
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# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
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for location in prog_locations:
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@@ -408,11 +419,10 @@ class World(object):
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class CollectionState(object):
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def __init__(self, parent):
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self.prog_items = bag()
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self.prog_items = Counter()
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self.world = parent
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self.reachable_regions = {player: set() for player in range(1, parent.players + 1)}
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self.colored_regions = {player: {} for player in range(1, parent.players + 1)}
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self.blocked_color_regions = {player: set() for player in range(1, parent.players + 1)}
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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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self.path = {}
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self.locations_checked = set()
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@@ -421,88 +431,71 @@ class CollectionState(object):
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self.collect(item, True)
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def update_reachable_regions(self, player):
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player_regions = self.world.get_regions(player)
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self.stale[player] = False
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rrp = self.reachable_regions[player]
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ccr = self.colored_regions[player]
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blocked = self.blocked_color_regions[player]
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new_regions = True
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reachable_regions_count = len(rrp)
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while new_regions:
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player_regions = [region for region in player_regions if region not in rrp]
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for candidate in player_regions:
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if candidate.can_reach_private(self):
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rrp.add(candidate)
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if candidate.type == RegionType.Dungeon:
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c_switch_present = False
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for ext in candidate.exits:
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door = self.world.check_for_door(ext.name, player)
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if door is not None and door.crystal == CrystalBarrier.Either:
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c_switch_present = True
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break
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if c_switch_present:
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ccr[candidate] = CrystalBarrier.Either
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self.spread_crystal_access(candidate, CrystalBarrier.Either, rrp, ccr, player)
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for ext in candidate.exits:
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connect = ext.connected_region
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if connect in rrp and not ext.can_reach(self):
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blocked.add(candidate)
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else:
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color_type = CrystalBarrier.Null
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for entrance in candidate.entrances:
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if entrance.parent_region in rrp:
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if entrance.can_reach(self):
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door = self.world.check_for_door(entrance.name, player)
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if door is None or entrance.parent_region.type != RegionType.Dungeon:
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color_type |= CrystalBarrier.Orange
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elif entrance.parent_region in ccr.keys():
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color_type |= (ccr[entrance.parent_region] & (door.crystal or CrystalBarrier.Either))
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else:
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blocked.add(entrance.parent_region)
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if color_type:
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ccr[candidate] = color_type
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for ext in candidate.exits:
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connect = ext.connected_region
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if connect in rrp and connect in ccr:
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door = self.world.check_for_door(ext.name, player)
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if door is not None and not door.blocked:
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if ext.can_reach(self):
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new_color = ccr[connect] | (ccr[candidate] & (door.crystal or CrystalBarrier.Either))
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if new_color != ccr[connect]:
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self.spread_crystal_access(candidate, new_color, rrp, ccr, player)
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else:
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blocked.add(candidate)
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new_regions = len(rrp) > reachable_regions_count
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reachable_regions_count = len(rrp)
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bc = self.blocked_connections[player]
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def spread_crystal_access(self, region, crystal, rrp, ccr, player):
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queue = deque([(region, crystal)])
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visited = set()
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updated = False
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while len(queue) > 0:
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region, crystal = queue.popleft()
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visited.add(region)
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for ext in region.exits:
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connect = ext.connected_region
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if connect is not None and connect.type == RegionType.Dungeon:
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if connect not in visited and connect in rrp and connect in ccr:
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if ext.can_reach(self):
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door = self.world.check_for_door(ext.name, player)
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# init on first call - this can't be done on construction since the regions don't exist yet
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start = self.world.get_region('Menu', player)
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if not start in rrp:
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rrp[start] = CrystalBarrier.Orange
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for exit in start.exits:
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bc[exit] = CrystalBarrier.Orange
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queue = deque(self.blocked_connections[player].items())
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# run BFS on all connections, and keep track of those blocked by missing items
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while True:
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try:
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connection, crystal_state = queue.popleft()
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new_region = connection.connected_region
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if new_region is None or new_region in rrp and (new_region.type != RegionType.Dungeon or (rrp[new_region] & crystal_state) == crystal_state):
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bc.pop(connection, None)
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elif connection.can_reach(self):
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if new_region.type == RegionType.Dungeon:
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new_crystal_state = crystal_state
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for exit in new_region.exits:
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door = exit.door
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if door is not None and door.crystal == CrystalBarrier.Either:
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new_crystal_state = CrystalBarrier.Either
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break
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if new_region in rrp:
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new_crystal_state |= rrp[new_region]
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rrp[new_region] = new_crystal_state
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for exit in new_region.exits:
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door = exit.door
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if door is not None and not door.blocked:
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current_crystal = ccr[connect]
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new_crystal = current_crystal | (crystal & (door.crystal or CrystalBarrier.Either))
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if current_crystal != new_crystal:
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updated = True
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ccr[connect] = new_crystal
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queue.append((connect, new_crystal))
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return updated
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door_crystal_state = new_crystal_state & (door.crystal or CrystalBarrier.Either)
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bc[exit] = door_crystal_state
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queue.append((exit, door_crystal_state))
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elif door is None:
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queue.append((exit, new_crystal_state))
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else:
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new_crystal_state = CrystalBarrier.Orange
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rrp[new_region] = new_crystal_state
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bc.pop(connection, None)
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for exit in new_region.exits:
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bc[exit] = new_crystal_state
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queue.append((exit, new_crystal_state))
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self.path[new_region] = (new_region.name, self.path.get(connection, None))
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# Retry connections if the new region can unblock them
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if new_region.name in indirect_connections:
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new_entrance = self.world.get_entrance(indirect_connections[new_region.name], player)
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if new_entrance in bc and new_entrance not in queue and new_entrance.parent_region in rrp:
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queue.append((new_entrance, rrp[new_entrance.parent_region]))
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except IndexError:
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break
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def copy(self):
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ret = CollectionState(self.world)
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ret.prog_items = self.prog_items.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.colored_regions = {player: copy.copy(self.colored_regions[player]) for player in range(1, self.world.players + 1)}
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ret.blocked_color_regions = {player: copy.copy(self.blocked_color_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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ret.path = copy.copy(self.path)
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ret.locations_checked = copy.copy(self.locations_checked)
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@@ -523,19 +516,6 @@ class CollectionState(object):
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return spot.can_reach(self)
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def sweep_for_crystal_access(self):
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for player, rrp in self.reachable_regions.items():
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updated = True
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while updated:
|
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if self.stale[player]:
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self.update_reachable_regions(player)
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updated = False
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dungeon_regions = self.blocked_color_regions[player]
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ccr = self.colored_regions[player]
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for region in dungeon_regions.copy():
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if region in ccr.keys():
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updated |= self.spread_crystal_access(region, ccr[region], rrp, ccr, player)
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self.stale[player] = updated
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def sweep_for_events(self, key_only=False, locations=None):
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# this may need improvement
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@@ -554,18 +534,13 @@ class CollectionState(object):
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self.collect(event.item, True, event)
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new_locations = len(reachable_events) > checked_locations
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checked_locations = len(reachable_events)
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if new_locations:
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self.sweep_for_crystal_access()
|
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|
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|
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def can_reach_blue(self, region, player):
|
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if region not in self.colored_regions[player].keys():
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return False
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return self.colored_regions[player][region] in [CrystalBarrier.Blue, CrystalBarrier.Either]
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return region in self.reachable_regions[player] and self.reachable_regions[player][region] in [CrystalBarrier.Blue, CrystalBarrier.Either]
|
||||
|
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def can_reach_orange(self, region, player):
|
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if region not in self.colored_regions[player].keys():
|
||||
return False
|
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return self.colored_regions[player][region] in [CrystalBarrier.Orange, CrystalBarrier.Either]
|
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return region in self.reachable_regions[player] and self.reachable_regions[player][region] in [CrystalBarrier.Orange, CrystalBarrier.Either]
|
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|
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def _do_not_flood_the_keys(self, reachable_events):
|
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adjusted_checks = list(reachable_events)
|
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@@ -584,14 +559,14 @@ class CollectionState(object):
|
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def has(self, item, player, count=1):
|
||||
if count == 1:
|
||||
return (item, player) in self.prog_items
|
||||
return self.prog_items.count((item, player)) >= count
|
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return self.prog_items[item, player] >= count
|
||||
|
||||
def has_key(self, item, player, count=1):
|
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if self.world.retro[player]:
|
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return self.can_buy_unlimited('Small Key (Universal)', player)
|
||||
if count == 1:
|
||||
return (item, player) in self.prog_items
|
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return self.prog_items.count((item, player)) >= count
|
||||
return self.prog_items[item, player] >= count
|
||||
|
||||
def can_buy_unlimited(self, item, player):
|
||||
for shop in self.world.shops:
|
||||
@@ -600,7 +575,7 @@ class CollectionState(object):
|
||||
return False
|
||||
|
||||
def item_count(self, item, player):
|
||||
return self.prog_items.count((item, player))
|
||||
return self.prog_items[item, player]
|
||||
|
||||
def has_crystals(self, count, player):
|
||||
crystals = ['Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7']
|
||||
@@ -634,9 +609,9 @@ class CollectionState(object):
|
||||
|
||||
def can_extend_magic(self, player, smallmagic=16, fullrefill=False): #This reflects the total magic Link has, not the total extra he has.
|
||||
basemagic = 8
|
||||
if self.has('Quarter Magic', player):
|
||||
if self.has('Magic Upgrade (1/4)', player):
|
||||
basemagic = 32
|
||||
elif self.has('Half Magic', player):
|
||||
elif self.has('Magic Upgrade (1/2)', player):
|
||||
basemagic = 16
|
||||
if self.can_buy_unlimited('Green Potion', player) or self.can_buy_unlimited('Blue Potion', player):
|
||||
if self.world.difficulty_adjustments[player] == 'hard' and not fullrefill:
|
||||
@@ -657,9 +632,8 @@ class CollectionState(object):
|
||||
|
||||
def can_shoot_arrows(self, player):
|
||||
if self.world.retro[player]:
|
||||
#TODO: need to decide how we want to handle wooden arrows longer-term (a can-buy-a check, or via dynamic shop location)
|
||||
#FIXME: Should do something about hard+ ganon only silvers. For the moment, i believe they effective grant wooden, so we are safe
|
||||
return self.has('Bow', player) and (self.has('Silver Arrows', player) or self.can_buy_unlimited('Single Arrow', player))
|
||||
#todo: Non-progressive silvers grant wooden arrows, but progressive bows do not. Always require shop arrows to be safe
|
||||
return self.has('Bow', player) and self.can_buy_unlimited('Single Arrow', player)
|
||||
return self.has('Bow', player)
|
||||
|
||||
def can_get_good_bee(self, player):
|
||||
@@ -734,63 +708,63 @@ class CollectionState(object):
|
||||
if self.has('Golden Sword', item.player):
|
||||
pass
|
||||
elif self.has('Tempered Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 4:
|
||||
self.prog_items.add(('Golden Sword', item.player))
|
||||
self.prog_items['Golden Sword', item.player] += 1
|
||||
changed = True
|
||||
elif self.has('Master Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 3:
|
||||
self.prog_items.add(('Tempered Sword', item.player))
|
||||
self.prog_items['Tempered Sword', item.player] += 1
|
||||
changed = True
|
||||
elif self.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2:
|
||||
self.prog_items.add(('Master Sword', item.player))
|
||||
self.prog_items['Master Sword', item.player] += 1
|
||||
changed = True
|
||||
elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1:
|
||||
self.prog_items.add(('Fighter Sword', item.player))
|
||||
self.prog_items['Fighter Sword', item.player] += 1
|
||||
changed = True
|
||||
elif 'Glove' in item.name:
|
||||
if self.has('Titans Mitts', item.player):
|
||||
pass
|
||||
elif self.has('Power Glove', item.player):
|
||||
self.prog_items.add(('Titans Mitts', item.player))
|
||||
self.prog_items['Titans Mitts', item.player] += 1
|
||||
changed = True
|
||||
else:
|
||||
self.prog_items.add(('Power Glove', item.player))
|
||||
self.prog_items['Power Glove', item.player] += 1
|
||||
changed = True
|
||||
elif 'Shield' in item.name:
|
||||
if self.has('Mirror Shield', item.player):
|
||||
pass
|
||||
elif self.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3:
|
||||
self.prog_items.add(('Mirror Shield', item.player))
|
||||
self.prog_items['Mirror Shield', item.player] += 1
|
||||
changed = True
|
||||
elif self.has('Blue Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2:
|
||||
self.prog_items.add(('Red Shield', item.player))
|
||||
self.prog_items['Red Shield', item.player] += 1
|
||||
changed = True
|
||||
elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1:
|
||||
self.prog_items.add(('Blue Shield', item.player))
|
||||
self.prog_items['Blue Shield', item.player] += 1
|
||||
changed = True
|
||||
elif 'Bow' in item.name:
|
||||
if self.has('Silver Arrows', item.player):
|
||||
pass
|
||||
elif self.has('Bow', item.player):
|
||||
self.prog_items.add(('Silver Arrows', item.player))
|
||||
self.prog_items['Silver Arrows', item.player] += 1
|
||||
changed = True
|
||||
else:
|
||||
self.prog_items.add(('Bow', item.player))
|
||||
self.prog_items['Bow', item.player] += 1
|
||||
changed = True
|
||||
elif 'Armor' in item.name:
|
||||
if self.has('Red Mail', item.player):
|
||||
pass
|
||||
elif self.has('Blue Mail', item.player):
|
||||
self.prog_items.add(('Red Mail', item.player))
|
||||
self.prog_items['Red Mail', item.player] += 1
|
||||
changed = True
|
||||
else:
|
||||
self.prog_items.add(('Blue Mail', item.player))
|
||||
self.prog_items['Blue Mail', item.player] += 1
|
||||
changed = True
|
||||
|
||||
elif item.name.startswith('Bottle'):
|
||||
if self.bottle_count(item.player) < self.world.difficulty_requirements[item.player].progressive_bottle_limit:
|
||||
self.prog_items.add((item.name, item.player))
|
||||
self.prog_items[item.name, item.player] += 1
|
||||
changed = True
|
||||
elif event or item.advancement:
|
||||
self.prog_items.add((item.name, item.player))
|
||||
self.prog_items[item.name, item.player] += 1
|
||||
changed = True
|
||||
|
||||
self.stale[item.player] = True
|
||||
@@ -839,13 +813,13 @@ class CollectionState(object):
|
||||
to_remove = None
|
||||
|
||||
if to_remove is not None:
|
||||
try:
|
||||
self.prog_items.remove((to_remove, item.player))
|
||||
except ValueError:
|
||||
return
|
||||
|
||||
self.prog_items[to_remove, item.player] -= 1
|
||||
if self.prog_items[to_remove, item.player] < 1:
|
||||
del (self.prog_items[to_remove, item.player])
|
||||
# invalidate caches, nothing can be trusted anymore now
|
||||
self.reachable_regions[item.player] = set()
|
||||
self.reachable_regions[item.player] = dict()
|
||||
self.blocked_connections[item.player] = set()
|
||||
self.stale[item.player] = True
|
||||
|
||||
def __getattr__(self, item):
|
||||
@@ -935,10 +909,11 @@ class Entrance(object):
|
||||
self.access_rule = lambda state: True
|
||||
self.player = player
|
||||
self.door = None
|
||||
self.hide_path = False
|
||||
|
||||
def can_reach(self, state):
|
||||
if self.parent_region.can_reach(state) and self.access_rule(state):
|
||||
if not self in state.path:
|
||||
if not self.hide_path and not self in state.path:
|
||||
state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
|
||||
return True
|
||||
|
||||
@@ -1135,8 +1110,7 @@ class PolSlot(Enum):
|
||||
EastWest = 1
|
||||
Stairs = 2
|
||||
|
||||
@unique
|
||||
class CrystalBarrier(Flag):
|
||||
class CrystalBarrier(FastEnum):
|
||||
Null = 0 # no special requirement
|
||||
Blue = 1 # blue must be down and explore state set to Blue
|
||||
Orange = 2 # orange must be down and explore state set to Orange
|
||||
|
||||
Reference in New Issue
Block a user