Crossed Dungeon generation work

-Rewrite of step 3b for accuracy - verified acceptable speed
--Can now detect an impossible balance situation and restart
-Eliminated false negatives in step 4 (still need to rework false positives)
-Minor key logic improvement
This commit is contained in:
aerinon
2020-08-04 15:24:24 -06:00
parent 24177fa8b8
commit df52ca2730
6 changed files with 550 additions and 228 deletions

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@@ -1058,6 +1058,16 @@ class Polarity:
return False return False
return True return True
def __hash__(self):
h = 17
spot = self.vector[0]
h *= 31 + (spot if spot >= 0 else spot + 100)
spot = self.vector[1]
h *= 43 + (spot if spot >= 0 else spot + 100)
spot = self.vector[2]
h *= 73 + (spot if spot >= 0 else spot + 100)
return h
def is_neutral(self): def is_neutral(self):
for i in range(len(self.vector)): for i in range(len(self.vector)):
if self.vector[i] != 0: if self.vector[i] != 0:
@@ -1116,6 +1126,7 @@ class PolSlot(Enum):
EastWest = 1 EastWest = 1
Stairs = 2 Stairs = 2
class CrystalBarrier(FastEnum): class CrystalBarrier(FastEnum):
Null = 0 # no special requirement Null = 0 # no special requirement
Blue = 1 # blue must be down and explore state set to Blue Blue = 1 # blue must be down and explore state set to Blue

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@@ -13,7 +13,7 @@ from Dungeons import dungeon_bigs, dungeon_keys, dungeon_hints
from Items import ItemFactory from Items import ItemFactory
from RoomData import DoorKind, PairedDoor from RoomData import DoorKind, PairedDoor
from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon, pre_validate from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon, pre_validate
from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder, default_dungeon_entrances
from KeyDoorShuffle import analyze_dungeon, validate_vanilla_key_logic, build_key_layout, validate_key_layout from KeyDoorShuffle import analyze_dungeon, validate_vanilla_key_logic, build_key_layout, validate_key_layout
@@ -323,25 +323,35 @@ def within_dungeon(world, player):
dungeon_builders[key] = simple_dungeon_builder(key, sector_list) dungeon_builders[key] = simple_dungeon_builder(key, sector_list)
dungeon_builders[key].entrance_list = list(entrances_map[key]) dungeon_builders[key].entrance_list = list(entrances_map[key])
recombinant_builders = {} recombinant_builders = {}
handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, world.fish) builder_info = None, None, world, player
handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info)
main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player) main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player)
paths = determine_required_paths(world, player) paths = determine_required_paths(world, player)
check_required_paths(paths, world, player) check_required_paths(paths, world, player)
# shuffle_key_doors for dungeons # shuffle_key_doors for dungeons
logging.getLogger('').info(world.fish.translate("cli", "cli", "shuffling.keydoors"))
start = time.process_time() start = time.process_time()
for builder in world.dungeon_layouts[player].values(): for builder in world.dungeon_layouts[player].values():
shuffle_key_doors(builder, world, player) shuffle_key_doors(builder, world, player)
logging.getLogger('').info('%s: %s', world.fish.translate("cli","cli","keydoor.shuffle.time"), time.process_time()-start) logging.getLogger('').info('%s: %s', world.fish.translate("cli", "cli", "keydoor.shuffle.time"), time.process_time()-start)
smooth_door_pairs(world, player) smooth_door_pairs(world, player)
def handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, fish): def handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info):
for name, split_list in split_region_starts.items(): dungeon_entrances, split_dungeon_entrances, world, player = builder_info
if dungeon_entrances is None:
dungeon_entrances = default_dungeon_entrances
if split_dungeon_entrances is None:
split_dungeon_entrances = split_region_starts
builder_info = dungeon_entrances, split_region_starts, world, player
for name, split_list in split_dungeon_entrances.items():
builder = dungeon_builders.pop(name) builder = dungeon_builders.pop(name)
recombinant_builders[name] = builder recombinant_builders[name] = builder
split_builders = split_dungeon_builder(builder, split_list, fish)
split_builders = split_dungeon_builder(builder, split_list, builder_info)
dungeon_builders.update(split_builders) dungeon_builders.update(split_builders)
for sub_name, split_entrances in split_list.items(): for sub_name, split_entrances in split_list.items():
sub_builder = dungeon_builders[name+' '+sub_name] sub_builder = dungeon_builders[name+' '+sub_name]
@@ -358,6 +368,7 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
enabled_entrances = {} enabled_entrances = {}
sector_queue = deque(dungeon_builders.values()) sector_queue = deque(dungeon_builders.values())
last_key, loops = None, 0 last_key, loops = None, 0
logging.getLogger('').info(world.fish.translate("cli", "cli", "generating.dungeon"))
while len(sector_queue) > 0: while len(sector_queue) > 0:
builder = sector_queue.popleft() builder = sector_queue.popleft()
split_dungeon = builder.name.startswith('Desert Palace') or builder.name.startswith('Skull Woods') split_dungeon = builder.name.startswith('Desert Palace') or builder.name.startswith('Skull Woods')
@@ -374,7 +385,6 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
last_key = builder.name last_key = builder.name
loops += 1 loops += 1
else: else:
logging.getLogger('').info('%s: %s', world.fish.translate("cli", "cli", "generating.dungeon"), builder.name)
ds = generate_dungeon(builder, origin_list, split_dungeon, world, player) ds = generate_dungeon(builder, origin_list, split_dungeon, world, player)
find_new_entrances(ds, entrances_map, connections, potentials, enabled_entrances, world, player) find_new_entrances(ds, entrances_map, connections, potentials, enabled_entrances, world, player)
ds.name = name ds.name = name
@@ -510,7 +520,8 @@ def cross_dungeon(world, player):
key_name = dungeon_keys[builder.name] if loc.name != 'Hyrule Castle - Big Key Drop' else dungeon_bigs[builder.name] key_name = dungeon_keys[builder.name] if loc.name != 'Hyrule Castle - Big Key Drop' else dungeon_bigs[builder.name]
loc.forced_item = loc.item = ItemFactory(key_name, player) loc.forced_item = loc.item = ItemFactory(key_name, player)
recombinant_builders = {} recombinant_builders = {}
handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, world.fish) builder_info = None, None, world, player
handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info)
main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player) main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player)
@@ -542,6 +553,7 @@ def cross_dungeon(world, player):
def assign_cross_keys(dungeon_builders, world, player): def assign_cross_keys(dungeon_builders, world, player):
logging.getLogger('').info(world.fish.translate("cli", "cli", "shuffling.keydoors"))
start = time.process_time() start = time.process_time()
total_keys = remaining = 29 total_keys = remaining = 29
total_candidates = 0 total_candidates = 0
@@ -594,7 +606,7 @@ def assign_cross_keys(dungeon_builders, world, player):
while len(queue) > 0 and remaining > 0: while len(queue) > 0 and remaining > 0:
builder = queue.popleft() builder = queue.popleft()
name = builder.name name = builder.name
logger.info('Cross Dungeon: Increasing key count by 1 for %s', name) logger.debug('Cross Dungeon: Increasing key count by 1 for %s', name)
builder.key_doors_num += 1 builder.key_doors_num += 1
result = find_valid_combination(builder, start_regions_map[name], world, player, drop_keys=False) result = find_valid_combination(builder, start_regions_map[name], world, player, drop_keys=False)
if result: if result:
@@ -605,10 +617,10 @@ def assign_cross_keys(dungeon_builders, world, player):
queue.append(builder) queue.append(builder)
queue = deque(sorted(queue, key=lambda b: b.combo_size)) queue = deque(sorted(queue, key=lambda b: b.combo_size))
else: else:
logger.info('Cross Dungeon: Increase failed for %s', name) logger.debug('Cross Dungeon: Increase failed for %s', name)
builder.key_doors_num -= 1 builder.key_doors_num -= 1
builder.flex = 0 builder.flex = 0
logger.info('Cross Dungeon: Keys unable to assign in pool %s', remaining) logger.debug('Cross Dungeon: Keys unable to assign in pool %s', remaining)
# Last Step: Adjust Small Key Dungeon Pool # Last Step: Adjust Small Key Dungeon Pool
if not world.retro[player]: if not world.retro[player]:
@@ -621,7 +633,7 @@ def assign_cross_keys(dungeon_builders, world, player):
dungeon.small_keys = [] dungeon.small_keys = []
else: else:
dungeon.small_keys = [ItemFactory(dungeon_keys[name], player)] * actual_chest_keys dungeon.small_keys = [ItemFactory(dungeon_keys[name], player)] * actual_chest_keys
logging.getLogger('').info('%s: %s', world.fish.translate("cli","cli","keydoor.shuffle.time.crossed"), time.process_time()-start) logger.info('%s: %s', world.fish.translate("cli", "cli", "keydoor.shuffle.time.crossed"), time.process_time()-start)
def reassign_boss(boss_region, boss_key, builder, gt, world, player): def reassign_boss(boss_region, boss_key, builder, gt, world, player):
@@ -778,7 +790,6 @@ def calc_used_dungeon_items(builder):
def find_valid_combination(builder, start_regions, world, player, drop_keys=True): def find_valid_combination(builder, start_regions, world, player, drop_keys=True):
logger = logging.getLogger('') logger = logging.getLogger('')
logger.info('%s %s', world.fish.translate("cli","cli","shuffling.keydoors"), builder.name)
# find valid combination of candidates # find valid combination of candidates
if len(builder.candidates) < builder.key_doors_num: if len(builder.candidates) < builder.key_doors_num:
if not drop_keys: if not drop_keys:

File diff suppressed because it is too large Load Diff

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@@ -975,23 +975,26 @@ def filter_big_chest(locations):
def count_free_locations(state): def count_free_locations(state):
cnt = 0 cnt = 0
for loc in state.found_locations: for loc in state.found_locations:
if '- Prize' not in loc.name and loc.name not in dungeon_events and loc.name not in key_only_locations and loc.name not in ['Agahnim 1', 'Agahnim 2', 'Hyrule Castle - Big Key Drop']: if '- Prize' not in loc.name and loc.name not in dungeon_events and not loc.forced_item:
cnt += 1 if loc.name not in ['Agahnim 1', 'Agahnim 2']:
cnt += 1
return cnt return cnt
def count_locations_exclude_big_chest(state): def count_locations_exclude_big_chest(state):
cnt = 0 cnt = 0
for loc in state.found_locations: for loc in state.found_locations:
if '- Big Chest' not in loc.name and '- Prize' not in loc.name and loc.name not in dungeon_events and loc.name not in key_only_locations and loc.name not in ['Agahnim 1', 'Agahnim 2', 'Hyrule Castle - Big Key Drop']: if '- Big Chest' not in loc.name and '- Prize' not in loc.name and loc.name not in dungeon_events:
cnt += 1 if not loc.forced_item and loc.name not in ['Agahnim 1', 'Agahnim 2', "Hyrule Castle - Zelda's Chest",
"Thieves' Town - Blind's Cell"]:
cnt += 1
return cnt return cnt
def count_key_only_locations(state): def count_key_only_locations(state):
cnt = 0 cnt = 0
for loc in state.found_locations: for loc in state.found_locations:
if loc.name in key_only_locations: if loc.forced_item and loc.item.smallkey:
cnt += 1 cnt += 1
return cnt return cnt

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@@ -730,7 +730,7 @@ def create_dungeon_regions(world, player):
world.get_region('Hera Tridorm', player).crystal_switch = True world.get_region('Hera Tridorm', player).crystal_switch = True
world.get_region('Hera Startile Wide', player).crystal_switch = True world.get_region('Hera Startile Wide', player).crystal_switch = True
world.get_region('PoD Arena Main', player).crystal_switch = True world.get_region('PoD Arena Main', player).crystal_switch = True
world.get_region('PoD Arena Bridge', player).crystal_switch = True world.get_region('PoD Arena Bridge', player).crystal_switch = True # RANGED Weapon Required
world.get_region('PoD Sexy Statue', player).crystal_switch = True world.get_region('PoD Sexy Statue', player).crystal_switch = True
world.get_region('PoD Bow Statue', player).crystal_switch = True # LADDER not accessible (maybe with cane) world.get_region('PoD Bow Statue', player).crystal_switch = True # LADDER not accessible (maybe with cane)
world.get_region('PoD Dark Pegs', player).crystal_switch = True world.get_region('PoD Dark Pegs', player).crystal_switch = True

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@@ -9,7 +9,7 @@
"shuffling.world": "Shuffling the World about", "shuffling.world": "Shuffling the World about",
"shuffling.dungeons": "Shuffling dungeons", "shuffling.dungeons": "Shuffling dungeons",
"basic.traversal": "--Basic Traversal", "basic.traversal": "--Basic Traversal",
"generating.dungeon": "Generating dungeon", "generating.dungeon": "Generating dungeons",
"shuffling.keydoors": "Shuffling Key doors for", "shuffling.keydoors": "Shuffling Key doors for",
"lowering.keys.candidates": "Lowering key door count because not enough candidates", "lowering.keys.candidates": "Lowering key door count because not enough candidates",
"lowering.keys.layouts": "Lowering key door count because no valid layouts", "lowering.keys.layouts": "Lowering key door count because no valid layouts",