Key logic overhaul - hope to have fixed many key locks
Specific keysanity fix Fixed issue with crossed that created extra keys
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@@ -109,6 +109,8 @@ def analyze_dungeon(key_layout, world, player):
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original_key_counter = find_counter({}, False, key_layout)
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queue = deque([(None, original_key_counter)])
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doors_completed = set()
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visited_cid = set()
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visited_cid.add(cid(original_key_counter, key_layout))
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while len(queue) > 0:
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queue = deque(sorted(queue, key=queue_sorter))
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@@ -131,25 +133,28 @@ def analyze_dungeon(key_layout, world, player):
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for child in key_counter.child_doors.keys():
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if not child.bigKey or not key_layout.big_key_special or key_counter.big_key_opened:
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odd_counter = create_odd_key_counter(child, key_counter, key_layout, world)
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if child not in doors_completed:
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child_queue.append((child, odd_counter))
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empty_flag = empty_counter(odd_counter)
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child_queue.append((child, odd_counter, empty_flag))
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if child in doors_completed and child in key_logic.door_rules.keys():
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rule = key_logic.door_rules[child]
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if smallest_rule is None or rule.small_key_num < smallest_rule:
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smallest_rule = rule.small_key_num
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while len(child_queue) > 0:
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child, odd_counter = child_queue.popleft()
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if not child.bigKey:
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best_counter = find_best_counter(child, odd_counter, key_counter, key_layout, world, False)
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child, odd_counter, empty_flag = child_queue.popleft()
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if not child.bigKey and child not in doors_completed:
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best_counter = find_best_counter(child, odd_counter, key_counter, key_layout, world, False, empty_flag)
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rule = create_rule(best_counter, key_counter, key_layout, world)
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if smallest_rule is None or rule.small_key_num < smallest_rule:
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smallest_rule = rule.small_key_num
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check_for_self_lock_key(rule, child, best_counter, key_layout, world)
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bk_restricted_rules(rule, child, odd_counter, key_counter, key_layout, world)
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bk_restricted_rules(rule, child, odd_counter, empty_flag, key_counter, key_layout, world)
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key_logic.door_rules[child.name] = rule
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doors_completed.add(child)
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next_counter = find_next_counter(child, key_counter, key_layout)
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queue.append((child, next_counter))
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ctr_id = cid(next_counter, key_layout)
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if ctr_id not in visited_cid:
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queue.append((child, next_counter))
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visited_cid.add(ctr_id)
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possible_smalls_collected = len(key_counter.key_only_locations) + non_big_locs
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if not key_counter.big_key_opened:
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if smallest_rule is not None and smallest_rule >= possible_smalls_collected and not avail_bigs:
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@@ -183,6 +188,8 @@ def queue_sorter_2(queue_item):
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def find_bk_locked_sections(key_layout, world):
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if key_layout.big_key_special:
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return
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key_counters = key_layout.key_counters
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key_logic = key_layout.key_logic
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@@ -230,7 +237,7 @@ def unique_child_door(child, key_counter):
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return True
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def find_best_counter(door, odd_counter, key_counter, key_layout, world, skip_bk): # try to waste as many keys as possible?
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def find_best_counter(door, odd_counter, key_counter, key_layout, world, skip_bk, empty_flag): # try to waste as many keys as possible?
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ignored_doors = {door, door.dest} if door is not None else {}
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finished = False
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opened_doors = dict(key_counter.open_doors)
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@@ -248,15 +255,14 @@ def find_best_counter(door, odd_counter, key_counter, key_layout, world, skip_bk
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new_counter = find_counter(proposed_doors, bk_open, key_layout)
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bk_open = new_counter.big_key_opened
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# this means the new_door invalidates the door / leads to the same stuff
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if relative_empty_counter(odd_counter, new_counter):
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if not empty_flag and relative_empty_counter(odd_counter, new_counter):
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ignored_doors.add(new_door)
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elif empty_flag or key_wasted(new_door, door, last_counter, new_counter, key_layout, world):
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last_counter = new_counter
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opened_doors = proposed_doors
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bk_opened = bk_open
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else:
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if not key_wasted(new_door, door, last_counter, new_counter, key_layout, world):
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ignored_doors.add(new_door)
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else:
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last_counter = new_counter
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opened_doors = proposed_doors
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bk_opened = bk_open
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ignored_doors.add(new_door)
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return last_counter
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@@ -441,10 +447,10 @@ def available_chest_small_keys_logic(key_counter, world, sm_restricted):
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return key_counter.max_chests
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def bk_restricted_rules(rule, door, odd_counter, key_counter, key_layout, world):
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def bk_restricted_rules(rule, door, odd_counter, empty_flag, key_counter, key_layout, world):
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if key_counter.big_key_opened:
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return
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best_counter = find_best_counter(door, odd_counter, key_counter, key_layout, world, True)
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best_counter = find_best_counter(door, odd_counter, key_counter, key_layout, world, True, empty_flag)
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bk_number = create_rule(best_counter, key_counter, key_layout, world).small_key_num
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if bk_number == rule.small_key_num:
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return
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@@ -521,6 +527,9 @@ def exist_relevant_big_doors(key_counter, key_layout):
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diff = dict_difference(bk_counter.key_only_locations, key_counter.key_only_locations)
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if len(diff) > 0:
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return True
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diff = dict_difference(bk_counter.child_doors, key_counter.child_doors)
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if len(diff) > 0:
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return True
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return False
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@@ -659,6 +668,7 @@ def adjust_key_location_mins(key_layout, min_rules, getter, setter):
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def check_rules_deep(original_counter, key_layout, world):
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key_logic = key_layout.key_logic
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big_locations = {x for x in key_layout.all_chest_locations if x not in key_logic.bk_restricted}
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queue = deque([original_counter])
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completed = set()
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completed.add(cid(original_counter, key_layout))
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@@ -670,19 +680,28 @@ def check_rules_deep(original_counter, key_layout, world):
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bail += 1
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if bail > 10:
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raise Exception('Key logic issue, during deep rule check: %s' % key_layout.sector.name)
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else:
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bail = 0
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last_counter = counter
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chest_keys = available_chest_small_keys_logic(counter, world, key_logic.sm_restricted)
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big_avail = counter.big_key_opened
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big_maybe_not_found = not counter.big_key_opened
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if not key_layout.big_key_special and not big_avail:
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for location in counter.free_locations:
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if location not in key_logic.bk_restricted:
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big_avail = True
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break
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outstanding_big_locs = {x for x in big_locations if x not in counter.free_locations}
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if big_maybe_not_found:
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if len(outstanding_big_locs) == 0:
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big_maybe_not_found = False
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big_uses_chest = big_avail and not key_layout.big_key_special
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collected_alt = len(counter.key_only_locations) + chest_keys
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if big_uses_chest and chest_keys == count_locations_big_optional(counter.free_locations, counter.big_key_opened):
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chest_keys -= 1
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collected = len(counter.key_only_locations) + chest_keys
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can_progress = len(counter.child_doors) == 0
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smalls_opened = False
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small_rules = []
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for door in counter.child_doors.keys():
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can_open = False
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@@ -691,33 +710,62 @@ def check_rules_deep(original_counter, key_layout, world):
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elif door.name in key_logic.door_rules.keys():
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rule = key_logic.door_rules[door.name]
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small_rules.append(rule)
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# todo: satisfies alternate big key rule?
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if collected >= rule.small_key_num or \
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(rule.allow_small and collected >= rule.small_key_num-1 and chest_keys < key_layout.max_chests):
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if rule_satisfied(rule, collected, collected_alt, outstanding_big_locs, chest_keys, key_layout):
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can_open = True
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smalls_opened = True
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elif not door.bigKey:
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can_open = True
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if can_open:
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can_progress = True
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can_progress = smalls_opened or not big_maybe_not_found
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next_counter = find_next_counter(door, counter, key_layout)
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c_id = cid(next_counter, key_layout)
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if c_id not in completed:
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completed.add(c_id)
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queue.append(next_counter)
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if not can_progress:
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smallest_rules = []
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min_num = None
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for rule in small_rules:
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if min_num is None or rule.small_key_num <= min_num:
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if min_num is not None and rule.small_key_num < min_num:
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min_num = rule.small_key_num
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smallest_rules.clear()
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elif min_num is None:
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min_num = rule.small_key_num
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smallest_rules.append(rule)
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for rule in smallest_rules:
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rule.small_key_num = collected
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queue.append(counter) # run it through again
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if len(small_rules) > 0: # zero could be indicative of a problem, but also, the big key is now required
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reduce_rules(small_rules, collected, collected_alt)
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queue.append(counter) # run it through again
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else:
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raise Exception('Possible problem with generation or bk rules')
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def rule_satisfied(rule, collected, collected_alt, outstanding_big_locs, chest_keys, key_layout):
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if collected >= rule.small_key_num:
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return True
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if rule.allow_small and collected >= rule.small_key_num-1 and chest_keys < key_layout.max_chests:
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return True
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rule_diff = outstanding_big_locs.difference(rule.alternate_big_key_loc)
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if rule.alternate_small_key is not None and len(rule_diff) == 0 and collected >= rule.alternate_small_key:
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return True
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if collected_alt > collected:
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if collected_alt >= rule.small_key_num:
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return True
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if rule.allow_small and collected_alt >= rule.small_key_num-1 and chest_keys+1 < key_layout.max_chests:
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return True
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if rule.alternate_small_key is not None and len(rule_diff) == 0 and collected_alt >= rule.alternate_small_key:
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return True
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return False
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def reduce_rules(small_rules, collected, collected_alt):
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smallest_rules = []
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min_num = None
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for rule in small_rules:
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if min_num is None or rule.small_key_num <= min_num:
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if min_num is not None and rule.small_key_num < min_num:
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min_num = rule.small_key_num
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smallest_rules.clear()
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elif min_num is None:
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min_num = rule.small_key_num
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smallest_rules.append(rule)
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for rule in smallest_rules:
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if rule.allow_small: # we are already reducing it
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rule.allow_small = False
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if min_num > collected_alt > collected:
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rule.small_key_num = collected_alt
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else:
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rule.small_key_num = collected
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# Soft lock stuff
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@@ -776,7 +824,7 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa
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def cnt_avail_small_locations(key_layout, ttl_locations, state, world):
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if not world.keysanity and world.mode != 'retro':
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return min(ttl_locations - state.used_locations, state.key_locations - state.used_smalls)
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return key_layout.max_chests + state.key_locations - state.used_smalls
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return state.key_locations - state.used_smalls
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def cnt_avail_big_locations(ttl_locations, state, world):
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@@ -1073,9 +1121,9 @@ def val_ganons(key_logic, world, player):
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compass_room = {'Ganons Tower - Compass Room - Top Left', 'Ganons Tower - Compass Room - Top Right', 'Ganons Tower - Compass Room - Bottom Left', 'Ganons Tower - Compass Room - Bottom Right'}
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gt_middle = {'Ganons Tower - Big Key Room - Left', 'Ganons Tower - Big Key Chest', 'Ganons Tower - Big Key Room - Right', 'Ganons Tower - Bob\'s Chest', 'Ganons Tower - Big Chest'}
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val_rule(key_logic.door_rules['GT Double Switch EN'], 6, False, None, 4, rando_room.union({'Ganons Tower - Firesnake Room'}))
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val_rule(key_logic.door_rules['GT Hookshot ES'], 8, True, 'Ganons Tower - Map Chest', 5, {'Ganons Tower - Map Chest'})
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val_rule(key_logic.door_rules['GT Hookshot ES'], 7, False, 'Ganons Tower - Map Chest', 5, {'Ganons Tower - Map Chest'})
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val_rule(key_logic.door_rules['GT Tile Room EN'], 6, False, None, 5, compass_room)
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val_rule(key_logic.door_rules['GT Firesnake Room SW'], 8, False, None, 5, rando_room)
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val_rule(key_logic.door_rules['GT Firesnake Room SW'], 7, False, None, 5, rando_room)
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val_rule(key_logic.door_rules['GT Conveyor Star Pits EN'], 6, False, None, 5, gt_middle) # should be 7?
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val_rule(key_logic.door_rules['GT Mini Helmasaur Room WN'], 6) # not sure about this 6...
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val_rule(key_logic.door_rules['GT Crystal Circles SW'], 8)
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