Trap door mode initial work

This commit is contained in:
aerinon
2023-02-16 11:49:29 -07:00
parent 0e82dd73b7
commit f0101c9854
13 changed files with 195 additions and 62 deletions

View File

@@ -1781,58 +1781,61 @@ def shuffle_door_types(door_type_pools, paths, world, player):
def shuffle_trap_doors(door_type_pools, paths, start_regions_map, world, player):
used_doors = set()
for pool, door_type_pool in door_type_pools:
ttl = 0
suggestion_map, trap_map, flex_map = {}, {}, {}
remaining = door_type_pool.traps
if player in world.custom_door_types:
custom_trap_doors = world.custom_door_types[player]['Trap Door']
else:
custom_trap_doors = defaultdict(list)
if world.trap_door_mode[player] != 'oneway':
ttl = 0
suggestion_map, trap_map, flex_map = {}, {}, {}
remaining = door_type_pool.traps
if player in world.custom_door_types:
custom_trap_doors = world.custom_door_types[player]['Trap Door']
else:
custom_trap_doors = defaultdict(list)
for dungeon in pool:
builder = world.dungeon_layouts[player][dungeon]
find_trappable_candidates(builder, world, player)
if custom_trap_doors[dungeon]:
builder.candidates.trap = filter_key_door_pool(builder.candidates.trap, custom_trap_doors[dungeon])
remaining -= len(custom_trap_doors[dungeon])
ttl += len(builder.candidates.trap)
if ttl == 0:
continue
for dungeon in pool:
builder = world.dungeon_layouts[player][dungeon]
proportion = len(builder.candidates.trap)
calc = int(round(proportion * door_type_pool.traps/ttl))
suggested = min(proportion, calc)
remaining -= suggested
suggestion_map[dungeon] = suggested
flex_map[dungeon] = (proportion - suggested) if suggested < proportion else 0
for dungeon in pool:
builder = world.dungeon_layouts[player][dungeon]
valid_traps, trap_number = find_valid_trap_combination(builder, suggestion_map[dungeon],
start_regions_map[dungeon], paths, world, player,
drop=True)
trap_map[dungeon] = valid_traps
if trap_number < suggestion_map[dungeon]:
flex_map[dungeon] = 0
remaining += suggestion_map[dungeon] - trap_number
suggestion_map[dungeon] = trap_number
builder_order = [x for x in pool if flex_map[x] > 0]
random.shuffle(builder_order)
queue = deque(builder_order)
while len(queue) > 0 and remaining > 0:
dungeon = queue.popleft()
builder = world.dungeon_layouts[player][dungeon]
increased = suggestion_map[dungeon] + 1
valid_traps, trap_number = find_valid_trap_combination(builder, increased, start_regions_map[dungeon],
paths, world, player)
if valid_traps:
for dungeon in pool:
builder = world.dungeon_layouts[player][dungeon]
find_trappable_candidates(builder, world, player) # todo:
if custom_trap_doors[dungeon]:
builder.candidates.trap = filter_key_door_pool(builder.candidates.trap, custom_trap_doors[dungeon])
remaining -= len(custom_trap_doors[dungeon])
ttl += len(builder.candidates.trap)
if ttl == 0:
continue
for dungeon in pool:
builder = world.dungeon_layouts[player][dungeon]
proportion = len(builder.candidates.trap)
calc = int(round(proportion * door_type_pool.traps/ttl))
suggested = min(proportion, calc)
remaining -= suggested
suggestion_map[dungeon] = suggested
flex_map[dungeon] = (proportion - suggested) if suggested < proportion else 0
for dungeon in pool:
builder = world.dungeon_layouts[player][dungeon]
valid_traps, trap_number = find_valid_trap_combination(builder, suggestion_map[dungeon],
start_regions_map[dungeon], paths, world, player,
drop=True)
trap_map[dungeon] = valid_traps
remaining -= 1
suggestion_map[dungeon] = increased
flex_map[dungeon] -= 1
if flex_map[dungeon] > 0:
queue.append(dungeon)
# time to re-assign
if trap_number < suggestion_map[dungeon]:
flex_map[dungeon] = 0
remaining += suggestion_map[dungeon] - trap_number
suggestion_map[dungeon] = trap_number
builder_order = [x for x in pool if flex_map[x] > 0]
random.shuffle(builder_order)
queue = deque(builder_order)
while len(queue) > 0 and remaining > 0:
dungeon = queue.popleft()
builder = world.dungeon_layouts[player][dungeon]
increased = suggestion_map[dungeon] + 1
valid_traps, trap_number = find_valid_trap_combination(builder, increased, start_regions_map[dungeon],
paths, world, player)
if valid_traps:
trap_map[dungeon] = valid_traps
remaining -= 1
suggestion_map[dungeon] = increased
flex_map[dungeon] -= 1
if flex_map[dungeon] > 0:
queue.append(dungeon)
# time to re-assign
else:
trap_map = {dungeon: [] for dungeon in pool}
reassign_trap_doors(trap_map, world, player)
for name, traps in trap_map.items():
used_doors.update(traps)
@@ -2138,7 +2141,7 @@ def find_trappable_candidates(builder, world, player):
for ext in world.get_region(r, player).exits:
if ext.door:
d = ext.door
if d.blocked and d.trapFlag != 0 and 'Boss' not in d.name and 'Agahnim' not in d.name:
if d.blocked and d.trapFlag != 0 and exclude_boss_traps(d):
builder.candidates.trap.append(d)
@@ -2281,7 +2284,7 @@ def reassign_trap_doors(trap_map, world, player):
logger = logging.getLogger('')
for name, traps in trap_map.items():
builder = world.dungeon_layouts[player][name]
queue = deque(find_current_trap_doors(builder))
queue = deque(find_current_trap_doors(builder, world, player))
while len(queue) > 0:
d = queue.pop()
if d.type is DoorType.Interior and d not in traps:
@@ -2304,12 +2307,21 @@ def reassign_trap_doors(trap_map, world, player):
logger.debug('Trap Door: %s', d.name)
def find_current_trap_doors(builder):
def exclude_boss_traps(d):
return ' Boss ' not in d.name and ' Agahnim ' not in d.name and d.name not in ['Skull Spike Corner SW',
'Mire Warping Pool ES']
def exclude_logic_traps(d):
return d.name != 'Mire Warping Pool ES'
def find_current_trap_doors(builder, world, player):
checker = exclude_boss_traps if world.trap_door_mode[player] == 'vanilla' else exclude_logic_traps
current_doors = []
for region in builder.master_sector.regions:
for ext in region.exits:
d = ext.door
if d and d.blocked and d.trapFlag != 0: # could exclude removing boss doors here
if d and d.blocked and d.trapFlag != 0 and checker(d):
current_doors.append(d)
return current_doors
@@ -4550,8 +4562,8 @@ door_type_counts = {
'Agahnims Tower': (4, 0, 1, 0, 0, 1, 0),
'Swamp Palace': (6, 0, 0, 2, 0, 0, 0),
'Palace of Darkness': (6, 1, 1, 3, 2, 0, 0),
'Misery Mire': (6, 3, 5, 2, 0, 0, 0),
'Skull Woods': (5, 0, 2, 2, 0, 1, 0),
'Misery Mire': (6, 3, 4, 2, 0, 0, 0),
'Skull Woods': (5, 0, 1, 2, 0, 1, 0),
'Ice Palace': (6, 1, 3, 0, 0, 0, 0),
'Tower of Hera': (1, 1, 0, 0, 0, 0, 0),
'Thieves Town': (3, 1, 2, 1, 1, 0, 0),