Creating a separate copy_world_limited for OWR/ER purposes

This commit is contained in:
codemann8
2022-08-01 20:54:29 -05:00
parent 8a5a092522
commit ddba1cd813
3 changed files with 160 additions and 28 deletions

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@@ -3,6 +3,7 @@ from collections import defaultdict, OrderedDict
import RaceRandom as random import RaceRandom as random
from BaseClasses import CollectionState, RegionType from BaseClasses import CollectionState, RegionType
from OverworldShuffle import build_accessible_region_list from OverworldShuffle import build_accessible_region_list
from DoorShuffle import find_inaccessible_regions
from OWEdges import OWTileRegions from OWEdges import OWTileRegions
from Utils import stack_size3a from Utils import stack_size3a
@@ -831,8 +832,6 @@ def connect_mandatory_exits(world, entrances, caves, must_be_exits, player, must
"""This works inplace""" """This works inplace"""
random.shuffle(entrances) random.shuffle(entrances)
random.shuffle(caves) random.shuffle(caves)
from DoorShuffle import find_inaccessible_regions
used_caves = [] used_caves = []
required_entrances = 0 # Number of entrances reserved for used_caves required_entrances = 0 # Number of entrances reserved for used_caves
@@ -1274,7 +1273,6 @@ def full_shuffle_dungeons(world, Dungeon_Exits, player):
dw_entrances.extend([e for e in dungeon_owid_map[owid][0] if e in entrance_pool]) dw_entrances.extend([e for e in dungeon_owid_map[owid][0] if e in entrance_pool])
# determine must-exit entrances # determine must-exit entrances
from DoorShuffle import find_inaccessible_regions
find_inaccessible_regions(world, player) find_inaccessible_regions(world, player)
lw_must_exit = list() lw_must_exit = list()
@@ -1442,13 +1440,12 @@ def place_old_man(world, pool, player, ignore_list=[]):
def junk_fill_inaccessible(world, player): def junk_fill_inaccessible(world, player):
from Main import copy_world from Main import copy_world_limited
from DoorShuffle import find_inaccessible_regions
find_inaccessible_regions(world, player) find_inaccessible_regions(world, player)
for p in range(1, world.players + 1): for p in range(1, world.players + 1):
world.key_logic[p] = {} world.key_logic[p] = {}
base_world = copy_world(world, True) base_world = copy_world_limited(world)
base_world.override_bomb_check = True base_world.override_bomb_check = True
# remove regions that have a dungeon entrance # remove regions that have a dungeon entrance
@@ -1488,7 +1485,6 @@ def connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, playe
random.shuffle(lw_entrances) random.shuffle(lw_entrances)
random.shuffle(dw_entrances) random.shuffle(dw_entrances)
from DoorShuffle import find_inaccessible_regions
find_inaccessible_regions(world, player) find_inaccessible_regions(world, player)
# remove regions that have a dungeon entrance # remove regions that have a dungeon entrance
@@ -1611,12 +1607,12 @@ def unbias_dungeons(Dungeon_Exits):
def build_accessible_entrance_list(world, start_region, player, assumed_inventory=[], cross_world=False, region_rules=True, exit_rules=True, include_one_ways=False): def build_accessible_entrance_list(world, start_region, player, assumed_inventory=[], cross_world=False, region_rules=True, exit_rules=True, include_one_ways=False):
from Main import copy_world from Main import copy_world_limited
from Items import ItemFactory from Items import ItemFactory
for p in range(1, world.players + 1): for p in range(1, world.players + 1):
world.key_logic[p] = {} world.key_logic[p] = {}
base_world = copy_world(world, True) base_world = copy_world_limited(world)
base_world.override_bomb_check = True base_world.override_bomb_check = True
connect_simple(base_world, 'Links House S&Q', start_region, player) connect_simple(base_world, 'Links House S&Q', start_region, player)
@@ -1719,13 +1715,12 @@ def get_distant_entrances(world, start_entrance, player):
def can_reach(world, entrance_name, region_name, player): def can_reach(world, entrance_name, region_name, player):
from Main import copy_world from Main import copy_world_limited
from Items import ItemFactory from Items import ItemFactory
from DoorShuffle import find_inaccessible_regions
for p in range(1, world.players + 1): for p in range(1, world.players + 1):
world.key_logic[p] = {} world.key_logic[p] = {}
base_world = copy_world(world, True) base_world = copy_world_limited(world)
base_world.override_bomb_check = True base_world.override_bomb_check = True
entrance = world.get_entrance(entrance_name, player) entrance = world.get_entrance(entrance_name, player)

139
Main.py
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@@ -396,7 +396,7 @@ def main(args, seed=None, fish=None):
return world return world
def copy_world(world, partial_copy=False): def copy_world(world):
# ToDo: Not good yet # ToDo: Not good yet
ret = World(world.players, world.owShuffle, world.owCrossed, world.owMixed, world.shuffle, world.doorShuffle, world.logic, world.mode, world.swords, ret = World(world.players, world.owShuffle, world.owCrossed, world.owMixed, world.shuffle, world.doorShuffle, world.logic, world.mode, world.swords,
world.difficulty, world.difficulty_adjustments, world.timer, world.progressive, world.goal, world.algorithm, world.difficulty, world.difficulty_adjustments, world.timer, world.progressive, world.goal, world.algorithm,
@@ -543,10 +543,9 @@ def copy_world(world, partial_copy=False):
ret.dungeon_layouts = world.dungeon_layouts ret.dungeon_layouts = world.dungeon_layouts
ret.key_logic = world.key_logic ret.key_logic = world.key_logic
ret.dungeon_portals = world.dungeon_portals ret.dungeon_portals = world.dungeon_portals
if not partial_copy: for player, portals in world.dungeon_portals.items():
for player, portals in world.dungeon_portals.items(): for portal in portals:
for portal in portals: connect_portal(portal, ret, player)
connect_portal(portal, ret, player)
ret.sanc_portal = world.sanc_portal ret.sanc_portal = world.sanc_portal
from OverworldShuffle import categorize_world_regions from OverworldShuffle import categorize_world_regions
@@ -554,10 +553,132 @@ def copy_world(world, partial_copy=False):
categorize_world_regions(ret, player) categorize_world_regions(ret, player)
set_rules(ret, player) set_rules(ret, player)
if partial_copy: return ret
# undo some of the things that unintentionally affect the original world object
world.key_logic = {}
ret.is_copied_world = True def copy_world_limited(world):
# ToDo: Not good yet
ret = World(world.players, world.owShuffle, world.owCrossed, world.owMixed, world.shuffle, world.doorShuffle, world.logic, world.mode, world.swords,
world.difficulty, world.difficulty_adjustments, world.timer, world.progressive, world.goal, world.algorithm,
world.accessibility, world.shuffle_ganon, world.retro, world.custom, world.customitemarray, world.hints)
ret.teams = world.teams
ret.player_names = copy.deepcopy(world.player_names)
ret.remote_items = world.remote_items.copy()
ret.required_medallions = world.required_medallions.copy()
ret.bottle_refills = world.bottle_refills.copy()
ret.swamp_patch_required = world.swamp_patch_required.copy()
ret.ganon_at_pyramid = world.ganon_at_pyramid.copy()
ret.powder_patch_required = world.powder_patch_required.copy()
ret.ganonstower_vanilla = world.ganonstower_vanilla.copy()
ret.treasure_hunt_count = world.treasure_hunt_count.copy()
ret.treasure_hunt_icon = world.treasure_hunt_icon.copy()
ret.sewer_light_cone = world.sewer_light_cone.copy()
ret.light_world_light_cone = world.light_world_light_cone
ret.dark_world_light_cone = world.dark_world_light_cone
ret.seed = world.seed
ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge.copy()
ret.can_access_trock_front = world.can_access_trock_front.copy()
ret.can_access_trock_big_chest = world.can_access_trock_big_chest.copy()
ret.can_access_trock_middle = world.can_access_trock_middle.copy()
ret.can_take_damage = world.can_take_damage
ret.difficulty_requirements = world.difficulty_requirements.copy()
ret.fix_fake_world = world.fix_fake_world.copy()
ret.lamps_needed_for_dark_rooms = world.lamps_needed_for_dark_rooms
ret.mapshuffle = world.mapshuffle.copy()
ret.compassshuffle = world.compassshuffle.copy()
ret.keyshuffle = world.keyshuffle.copy()
ret.bigkeyshuffle = world.bigkeyshuffle.copy()
ret.bombbag = world.bombbag.copy()
ret.crystals_needed_for_ganon = world.crystals_needed_for_ganon.copy()
ret.crystals_needed_for_gt = world.crystals_needed_for_gt.copy()
ret.crystals_ganon_orig = world.crystals_ganon_orig.copy()
ret.crystals_gt_orig = world.crystals_gt_orig.copy()
ret.owKeepSimilar = world.owKeepSimilar.copy()
ret.owWhirlpoolShuffle = world.owWhirlpoolShuffle.copy()
ret.owFluteShuffle = world.owFluteShuffle.copy()
ret.shuffle_bonk_drops = world.shuffle_bonk_drops.copy()
ret.open_pyramid = world.open_pyramid.copy()
ret.boss_shuffle = world.boss_shuffle.copy()
ret.enemy_shuffle = world.enemy_shuffle.copy()
ret.enemy_health = world.enemy_health.copy()
ret.enemy_damage = world.enemy_damage.copy()
ret.beemizer = world.beemizer.copy()
ret.intensity = world.intensity.copy()
ret.experimental = world.experimental.copy()
ret.shopsanity = world.shopsanity.copy()
ret.dropshuffle = world.dropshuffle.copy()
ret.pottery = world.pottery.copy()
ret.potshuffle = world.potshuffle.copy()
ret.mixed_travel = world.mixed_travel.copy()
ret.standardize_palettes = world.standardize_palettes.copy()
ret.owswaps = world.owswaps.copy()
ret.owflutespots = world.owflutespots.copy()
ret.prizes = world.prizes.copy()
ret.restrict_boss_items = world.restrict_boss_items.copy()
ret.is_copied_world = True
for player in range(1, world.players + 1):
create_regions(ret, player)
update_world_regions(ret, player)
create_flute_exits(ret, player)
create_dungeon_regions(ret, player)
create_shops(ret, player)
create_rooms(ret, player)
create_dungeons(ret, player)
if world.logic[player] in ('owglitches', 'nologic'):
create_owg_connections(ret, player)
# # there are region references here they must be migrated to preserve integrity
# # ret.exp_cache = world.exp_cache.copy()
# copy_dynamic_regions_and_locations(world, ret)
for player in range(1, world.players + 1):
if world.mode[player] == 'standard':
parent = ret.get_region('Menu', player)
target = ret.get_region('Hyrule Castle Secret Entrance', player)
connection = Entrance(player, 'Uncle S&Q', parent)
parent.exits.append(connection)
connection.connect(target)
# connect copied world
copied_locations = {(loc.name, loc.player): loc for loc in ret.get_locations()} # caches all locations
for region in world.regions:
copied_region = ret.get_region(region.name, region.player)
copied_region.is_light_world = region.is_light_world
copied_region.is_dark_world = region.is_dark_world
copied_region.dungeon = region.dungeon
copied_region.locations = [copied_locations[(location.name, location.player)] for location in region.locations]
for location in copied_region.locations:
location.parent_region = copied_region
for entrance in region.entrances:
ret.get_entrance(entrance.name, entrance.player).connect(copied_region)
for item in world.precollected_items:
ret.push_precollected(ItemFactory(item.name, item.player))
# copy progress items in state
ret.state.prog_items = world.state.prog_items.copy()
ret.state.stale = {player: True for player in range(1, world.players + 1)}
ret.owedges = world.owedges.copy()
ret.doors = world.doors.copy()
for door in ret.doors:
entrance = ret.check_for_entrance(door.name, door.player)
if entrance is not None:
entrance.door = door
ret.paired_doors = world.paired_doors.copy()
ret.rooms = world.rooms.copy()
ret.inaccessible_regions = world.inaccessible_regions.copy()
ret.dungeon_layouts = world.dungeon_layouts.copy()
ret.key_logic = world.key_logic.copy()
ret.dungeon_portals = world.dungeon_portals.copy()
ret.sanc_portal = world.sanc_portal.copy()
from OverworldShuffle import categorize_world_regions
for player in range(1, world.players + 1):
categorize_world_regions(ret, player)
set_rules(ret, player)
return ret return ret

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@@ -289,6 +289,8 @@ def link_overworld(world, player):
for whirlpools in whirlpool_candidates: for whirlpools in whirlpool_candidates:
random.shuffle(whirlpools) random.shuffle(whirlpools)
while len(whirlpools): while len(whirlpools):
if len(whirlpools) % 2 == 1:
x=0
from_owid, from_whirlpool, from_region = whirlpools.pop() from_owid, from_whirlpool, from_region = whirlpools.pop()
to_owid, to_whirlpool, to_region = whirlpools.pop() to_owid, to_whirlpool, to_region = whirlpools.pop()
connect_simple(world, from_whirlpool, to_region, player) connect_simple(world, from_whirlpool, to_region, player)
@@ -329,7 +331,7 @@ def link_overworld(world, player):
# layout shuffle # layout shuffle
groups = adjust_edge_groups(world, trimmed_groups, edges_to_swap, player) groups = adjust_edge_groups(world, trimmed_groups, edges_to_swap, player)
tries = 20 tries = 100
valid_layout = False valid_layout = False
connected_edge_cache = connected_edges.copy() connected_edge_cache = connected_edges.copy()
while not valid_layout and tries > 0: while not valid_layout and tries > 0:
@@ -426,6 +428,7 @@ def link_overworld(world, player):
flute_pool.remove(owid) flute_pool.remove(owid)
if ignore_proximity: if ignore_proximity:
logging.getLogger('').warning(f'Warning: Adding flute spot within proximity: {hex(owid)}') logging.getLogger('').warning(f'Warning: Adding flute spot within proximity: {hex(owid)}')
logging.getLogger('').debug(f'Placing flute at: {hex(owid)}')
new_spots.append(owid) new_spots.append(owid)
return True return True
@@ -442,6 +445,7 @@ def link_overworld(world, player):
sector_total -= 1 sector_total -= 1
spots_to_place = min(flute_spots - sector_total, max(1, round((sector[0] * (flute_spots - sector_total) / region_total) + 0.5))) spots_to_place = min(flute_spots - sector_total, max(1, round((sector[0] * (flute_spots - sector_total) / region_total) + 0.5)))
target_spots = len(new_spots) + spots_to_place target_spots = len(new_spots) + spots_to_place
logging.getLogger('').debug(f'Sector of {sector[0]} regions gets {spots_to_place} spot(s)')
if 'Desert Palace Teleporter Ledge' in sector[1] or 'Misery Mire Teleporter Ledge' in sector[1]: if 'Desert Palace Teleporter Ledge' in sector[1] or 'Misery Mire Teleporter Ledge' in sector[1]:
addSpot(0x38, False) # guarantee desert/mire access addSpot(0x38, False) # guarantee desert/mire access
@@ -878,13 +882,13 @@ def can_reach_smith(world, player):
return found return found
def build_sectors(world, player): def build_sectors(world, player):
from Main import copy_world from Main import copy_world_limited
from OWEdges import OWTileRegions from OWEdges import OWTileRegions
# perform accessibility check on duplicate world # perform accessibility check on duplicate world
for p in range(1, world.players + 1): for p in range(1, world.players + 1):
world.key_logic[p] = {} world.key_logic[p] = {}
base_world = copy_world(world, True) base_world = copy_world_limited(world)
# build lists of contiguous regions accessible with full inventory (excl portals/mirror/flute/entrances) # build lists of contiguous regions accessible with full inventory (excl portals/mirror/flute/entrances)
regions = list(OWTileRegions.copy().keys()) regions = list(OWTileRegions.copy().keys())
@@ -928,11 +932,23 @@ def build_sectors(world, player):
sectors2.append(explored_regions) sectors2.append(explored_regions)
sectors[s] = sectors2 sectors[s] = sectors2
#TODO: Keep largest LW sector for Links House consideration, keep sector containing WDM for Old Man consideration
# sector_entrances = list()
# for sector in sectors:
# entrances = list()
# for s2 in sector:
# for region_name in s2:
# region = world.get_region(region_name, player)
# for exit in region.exits:
# if exit.spot_type == 'Entrance' and exit.name in entrance_pool:
# entrances.append(exit.name)
# sector_entrances.append(entrances)
return sectors return sectors
def build_accessible_region_list(world, start_region, player, build_copy_world=False, cross_world=False, region_rules=True, ignore_ledges = False): def build_accessible_region_list(world, start_region, player, build_copy_world=False, cross_world=False, region_rules=True, ignore_ledges = False):
from Main import copy_world
from BaseClasses import CollectionState from BaseClasses import CollectionState
from Main import copy_world_limited
from Items import ItemFactory from Items import ItemFactory
from Utils import stack_size3a from Utils import stack_size3a
@@ -959,7 +975,7 @@ def build_accessible_region_list(world, start_region, player, build_copy_world=F
if build_copy_world: if build_copy_world:
for p in range(1, world.players + 1): for p in range(1, world.players + 1):
world.key_logic[p] = {} world.key_logic[p] = {}
base_world = copy_world(world, True) base_world = copy_world_limited(world)
base_world.override_bomb_check = True base_world.override_bomb_check = True
else: else:
base_world = world base_world = world
@@ -1015,7 +1031,7 @@ def validate_layout(world, player):
entrance_connectors['Bumper Cave Entrance'] = ['West Dark Death Mountain (Bottom)'] entrance_connectors['Bumper Cave Entrance'] = ['West Dark Death Mountain (Bottom)']
entrance_connectors['Mountain Entry Entrance'] = ['Mountain Entry Ledge'] entrance_connectors['Mountain Entry Entrance'] = ['Mountain Entry Ledge']
from Main import copy_world from Main import copy_world_limited
from Utils import stack_size3a from Utils import stack_size3a
from EntranceShuffle import default_dungeon_connections, default_connector_connections, default_item_connections, default_shop_connections, default_drop_connections, default_dropexit_connections from EntranceShuffle import default_dungeon_connections, default_connector_connections, default_item_connections, default_shop_connections, default_drop_connections, default_dropexit_connections
@@ -1048,7 +1064,7 @@ def validate_layout(world, player):
for p in range(1, world.players + 1): for p in range(1, world.players + 1):
world.key_logic[p] = {} world.key_logic[p] = {}
base_world = copy_world(world, True) base_world = copy_world_limited(world)
explored_regions = list() explored_regions = list()
if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull'] or not world.shufflelinks[player]: if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull'] or not world.shufflelinks[player]: