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
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@@ -1058,6 +1058,16 @@ class Polarity:
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return False
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return True
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def __hash__(self):
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h = 17
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spot = self.vector[0]
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h *= 31 + (spot if spot >= 0 else spot + 100)
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spot = self.vector[1]
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h *= 43 + (spot if spot >= 0 else spot + 100)
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spot = self.vector[2]
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h *= 73 + (spot if spot >= 0 else spot + 100)
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return h
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def is_neutral(self):
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for i in range(len(self.vector)):
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if self.vector[i] != 0:
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@@ -1116,6 +1126,7 @@ class PolSlot(Enum):
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EastWest = 1
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Stairs = 2
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class CrystalBarrier(FastEnum):
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Null = 0 # no special requirement
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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
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from Items import ItemFactory
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from RoomData import DoorKind, PairedDoor
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from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon, pre_validate
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from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder
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from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder, default_dungeon_entrances
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from KeyDoorShuffle import analyze_dungeon, validate_vanilla_key_logic, build_key_layout, validate_key_layout
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@@ -323,25 +323,35 @@ def within_dungeon(world, player):
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dungeon_builders[key] = simple_dungeon_builder(key, sector_list)
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dungeon_builders[key].entrance_list = list(entrances_map[key])
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recombinant_builders = {}
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handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, world.fish)
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builder_info = None, None, world, player
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handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info)
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main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player)
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paths = determine_required_paths(world, player)
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check_required_paths(paths, world, player)
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# shuffle_key_doors for dungeons
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logging.getLogger('').info(world.fish.translate("cli", "cli", "shuffling.keydoors"))
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start = time.process_time()
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for builder in world.dungeon_layouts[player].values():
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shuffle_key_doors(builder, world, player)
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logging.getLogger('').info('%s: %s', world.fish.translate("cli","cli","keydoor.shuffle.time"), time.process_time()-start)
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logging.getLogger('').info('%s: %s', world.fish.translate("cli", "cli", "keydoor.shuffle.time"), time.process_time()-start)
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smooth_door_pairs(world, player)
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def handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, fish):
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for name, split_list in split_region_starts.items():
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def handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info):
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dungeon_entrances, split_dungeon_entrances, world, player = builder_info
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if dungeon_entrances is None:
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dungeon_entrances = default_dungeon_entrances
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if split_dungeon_entrances is None:
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split_dungeon_entrances = split_region_starts
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builder_info = dungeon_entrances, split_region_starts, world, player
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for name, split_list in split_dungeon_entrances.items():
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builder = dungeon_builders.pop(name)
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recombinant_builders[name] = builder
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split_builders = split_dungeon_builder(builder, split_list, fish)
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split_builders = split_dungeon_builder(builder, split_list, builder_info)
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dungeon_builders.update(split_builders)
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for sub_name, split_entrances in split_list.items():
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sub_builder = dungeon_builders[name+' '+sub_name]
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@@ -358,6 +368,7 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
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enabled_entrances = {}
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sector_queue = deque(dungeon_builders.values())
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last_key, loops = None, 0
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logging.getLogger('').info(world.fish.translate("cli", "cli", "generating.dungeon"))
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while len(sector_queue) > 0:
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builder = sector_queue.popleft()
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split_dungeon = builder.name.startswith('Desert Palace') or builder.name.startswith('Skull Woods')
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@@ -374,7 +385,6 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
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last_key = builder.name
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loops += 1
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else:
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logging.getLogger('').info('%s: %s', world.fish.translate("cli", "cli", "generating.dungeon"), builder.name)
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ds = generate_dungeon(builder, origin_list, split_dungeon, world, player)
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find_new_entrances(ds, entrances_map, connections, potentials, enabled_entrances, world, player)
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ds.name = name
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@@ -510,7 +520,8 @@ def cross_dungeon(world, player):
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key_name = dungeon_keys[builder.name] if loc.name != 'Hyrule Castle - Big Key Drop' else dungeon_bigs[builder.name]
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loc.forced_item = loc.item = ItemFactory(key_name, player)
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recombinant_builders = {}
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handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, world.fish)
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builder_info = None, None, world, player
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handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info)
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main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player)
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@@ -542,6 +553,7 @@ def cross_dungeon(world, player):
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def assign_cross_keys(dungeon_builders, world, player):
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logging.getLogger('').info(world.fish.translate("cli", "cli", "shuffling.keydoors"))
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start = time.process_time()
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total_keys = remaining = 29
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total_candidates = 0
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@@ -594,7 +606,7 @@ def assign_cross_keys(dungeon_builders, world, player):
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while len(queue) > 0 and remaining > 0:
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builder = queue.popleft()
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name = builder.name
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logger.info('Cross Dungeon: Increasing key count by 1 for %s', name)
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logger.debug('Cross Dungeon: Increasing key count by 1 for %s', name)
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builder.key_doors_num += 1
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result = find_valid_combination(builder, start_regions_map[name], world, player, drop_keys=False)
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if result:
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@@ -605,10 +617,10 @@ def assign_cross_keys(dungeon_builders, world, player):
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queue.append(builder)
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queue = deque(sorted(queue, key=lambda b: b.combo_size))
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else:
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logger.info('Cross Dungeon: Increase failed for %s', name)
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logger.debug('Cross Dungeon: Increase failed for %s', name)
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builder.key_doors_num -= 1
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builder.flex = 0
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logger.info('Cross Dungeon: Keys unable to assign in pool %s', remaining)
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logger.debug('Cross Dungeon: Keys unable to assign in pool %s', remaining)
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# Last Step: Adjust Small Key Dungeon Pool
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if not world.retro[player]:
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@@ -621,7 +633,7 @@ def assign_cross_keys(dungeon_builders, world, player):
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dungeon.small_keys = []
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else:
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dungeon.small_keys = [ItemFactory(dungeon_keys[name], player)] * actual_chest_keys
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logging.getLogger('').info('%s: %s', world.fish.translate("cli","cli","keydoor.shuffle.time.crossed"), time.process_time()-start)
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logger.info('%s: %s', world.fish.translate("cli", "cli", "keydoor.shuffle.time.crossed"), time.process_time()-start)
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def reassign_boss(boss_region, boss_key, builder, gt, world, player):
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@@ -778,7 +790,6 @@ def calc_used_dungeon_items(builder):
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def find_valid_combination(builder, start_regions, world, player, drop_keys=True):
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logger = logging.getLogger('')
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logger.info('%s %s', world.fish.translate("cli","cli","shuffling.keydoors"), builder.name)
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# find valid combination of candidates
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if len(builder.candidates) < builder.key_doors_num:
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if not drop_keys:
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File diff suppressed because it is too large
Load Diff
@@ -975,23 +975,26 @@ def filter_big_chest(locations):
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def count_free_locations(state):
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cnt = 0
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for loc in state.found_locations:
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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']:
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cnt += 1
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if '- Prize' not in loc.name and loc.name not in dungeon_events and not loc.forced_item:
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if loc.name not in ['Agahnim 1', 'Agahnim 2']:
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cnt += 1
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return cnt
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def count_locations_exclude_big_chest(state):
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cnt = 0
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for loc in state.found_locations:
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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']:
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cnt += 1
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if '- Big Chest' not in loc.name and '- Prize' not in loc.name and loc.name not in dungeon_events:
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if not loc.forced_item and loc.name not in ['Agahnim 1', 'Agahnim 2', "Hyrule Castle - Zelda's Chest",
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"Thieves' Town - Blind's Cell"]:
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cnt += 1
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return cnt
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def count_key_only_locations(state):
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cnt = 0
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for loc in state.found_locations:
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if loc.name in key_only_locations:
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if loc.forced_item and loc.item.smallkey:
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cnt += 1
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return cnt
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@@ -730,7 +730,7 @@ def create_dungeon_regions(world, player):
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world.get_region('Hera Tridorm', player).crystal_switch = True
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world.get_region('Hera Startile Wide', player).crystal_switch = True
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world.get_region('PoD Arena Main', player).crystal_switch = True
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world.get_region('PoD Arena Bridge', player).crystal_switch = True
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world.get_region('PoD Arena Bridge', player).crystal_switch = True # RANGED Weapon Required
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world.get_region('PoD Sexy Statue', player).crystal_switch = True
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world.get_region('PoD Bow Statue', player).crystal_switch = True # LADDER not accessible (maybe with cane)
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world.get_region('PoD Dark Pegs', player).crystal_switch = True
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@@ -9,7 +9,7 @@
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"shuffling.world": "Shuffling the World about",
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"shuffling.dungeons": "Shuffling dungeons",
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"basic.traversal": "--Basic Traversal",
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"generating.dungeon": "Generating dungeon",
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"generating.dungeon": "Generating dungeons",
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"shuffling.keydoors": "Shuffling Key doors for",
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"lowering.keys.candidates": "Lowering key door count because not enough candidates",
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"lowering.keys.layouts": "Lowering key door count because no valid layouts",
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