import RaceRandom as random import collections import itertools from collections import defaultdict, deque from functools import reduce import logging import math import operator as op import time from typing import List from BaseClasses import DoorType, Direction, CrystalBarrier, RegionType, Polarity, PolSlot, flooded_keys, Sector from BaseClasses import Hook, hook_from_door, Door from Regions import dungeon_events, flooded_keys_reverse from Dungeons import split_region_starts from RoomData import DoorKind from source.dungeon.DungeonStitcher import generate_dungeon_find_proposal from source.dungeon.DungeonStitcher import GenerationException as OtherGenException class GraphPiece: def __init__(self): self.hanger_info = None self.hanger_crystal = None self.hooks = {} self.visited_regions = set() self.possible_bk_locations = set() self.pinball_used = False # Dungeons shouldn't be generated until all entrances are appropriately accessible def pre_validate(builder, entrance_region_names, split_dungeon, world, player): entrance_regions = convert_regions(entrance_region_names, world, player) excluded = {} for region in entrance_regions: portal = next((x for x in world.dungeon_portals[player] if x.door.entrance.parent_region == region), None) if portal and portal.destination: excluded[region] = None entrance_regions = [x for x in entrance_regions if x not in excluded.keys()] proposed_map = {} doors_to_connect = {} all_regions = set() bk_special = False for sector in builder.sectors: for door in sector.outstanding_doors: doors_to_connect[door.name] = door if world.mode[player] == 'standard' and builder.name == 'Hyrule Castle Dungeon': all_regions.update([x for x in sector.regions if x.name != 'Hyrule Castle Behind Tapestry']) else: all_regions.update(sector.regions) bk_special |= check_for_special(sector.regions) bk_needed = False for sector in builder.sectors: bk_needed |= determine_if_bk_needed(sector, split_dungeon, bk_special, world, player) paths = determine_paths_for_dungeon(world, player, all_regions, builder.name) dungeon, hangers, hooks = gen_dungeon_info(builder.name, builder.sectors, entrance_regions, all_regions, proposed_map, doors_to_connect, bk_needed, bk_special, world, player) return check_valid(builder.name, dungeon, hangers, hooks, proposed_map, doors_to_connect, all_regions, bk_needed, bk_special, paths, entrance_regions, world, player) def generate_dungeon(builder, entrance_region_names, split_dungeon, world, player): if builder.valid_proposal: # we made this earlier in gen, just use it proposed_map = builder.valid_proposal else: proposed_map = generate_dungeon_find_proposal_old(builder, entrance_region_names, split_dungeon, world, player) builder.valid_proposal = proposed_map queue = collections.deque(proposed_map.items()) while len(queue) > 0: a, b = queue.popleft() connect_doors(a, b) queue.remove((b, a)) if len(builder.sectors) == 0: return Sector() available_sectors = list(builder.sectors) master_sector = available_sectors.pop() for sub_sector in available_sectors: master_sector.regions.extend(sub_sector.regions) master_sector.outstanding_doors.clear() master_sector.r_name_set = None return master_sector def generate_dungeon_find_proposal_old(builder, entrance_region_names, split_dungeon, world, player): logger = logging.getLogger('') name = builder.name entrance_regions = convert_regions(entrance_region_names, world, player) excluded = {} for region in entrance_regions: portal = next((x for x in world.dungeon_portals[player] if x.door.entrance.parent_region == region), None) if portal: if portal.destination: excluded[region] = None elif len(entrance_regions) > 1: p_region = portal.door.entrance.connected_region access_region = next(x.parent_region for x in p_region.entrances if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld]) if ((access_region.name in world.inaccessible_regions[player] and region.name not in world.enabled_entrances[player]) or (world.mode[player] == 'standard' and access_region.name != 'Hyrule Castle Courtyard' and 'Hyrule Castle' in builder.name)): excluded[region] = None else: # for non-portals, holes and sewers in std access_region = next((x.parent_region for x in region.entrances if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld] or x.parent_region.name == 'Sewer Drop'), None) if access_region is None: if builder.sewers_access is None: excluded[region] = None else: if access_region.name == 'Sewer Drop': if world.mode[player] == 'standard' and (builder.sewers_access is None or builder.sewers_access.entrance.parent_region != region): excluded[region] = None access_region = next(x.parent_region for x in access_region.entrances) if (access_region.name in world.inaccessible_regions[player] and region.name not in world.enabled_entrances[player]): excluded[region] = None entrance_regions = [x for x in entrance_regions if x not in excluded.keys()] doors_to_connect = {} all_regions = set() bk_special = False for sector in builder.sectors: for door in sector.outstanding_doors: doors_to_connect[door.name] = door all_regions.update(sector.regions) bk_special |= check_for_special(sector.regions) bk_needed = False for sector in builder.sectors: bk_needed |= determine_if_bk_needed(sector, split_dungeon, bk_special, world, player) proposed_map = {} choices_master = [[]] depth = 0 dungeon_cache = {} backtrack = False itr = 0 attempt = 1 finished = False # flag if standard and this is hyrule castle paths = determine_paths_for_dungeon(world, player, all_regions, name) while not finished: # what are my choices? itr += 1 if itr > 1000: if attempt > 9: raise GenerationException('Generation taking too long. Ref %s' % name) proposed_map = {} choices_master = [[]] depth = 0 dungeon_cache = {} backtrack = False itr = 0 attempt += 1 logger.debug(f'Starting new attempt {attempt}') if depth not in dungeon_cache.keys(): dungeon, hangers, hooks = gen_dungeon_info(name, builder.sectors, entrance_regions, all_regions, proposed_map, doors_to_connect, bk_needed, bk_special, world, player) dungeon_cache[depth] = dungeon, hangers, hooks if len(proposed_map) != len(doors_to_connect) and builder.name == 'Hyrule Castle Dungeon': check_regions = all_regions.difference({world.get_region('Hyrule Castle Behind Tapestry', player)}) else: check_regions = all_regions valid = check_valid(name, dungeon, hangers, hooks, proposed_map, doors_to_connect, check_regions, bk_needed, bk_special, paths, entrance_regions, world, player) else: dungeon, hangers, hooks = dungeon_cache[depth] valid = True if valid: if len(proposed_map) == len(doors_to_connect): if dungeon['Origin'].pinball_used: door = world.get_door('Skull Pinball WS', player) room = world.get_room(door.roomIndex, player) if room.doorList[door.doorListPos][1] == DoorKind.Trap: room.change(door.doorListPos, DoorKind.Normal) door.trapFlag = 0x0 door.blocked = False finished = True continue prev_choices = choices_master[depth] # make a choice hanger, hook = make_a_choice(dungeon, hangers, hooks, prev_choices, name) if hanger is None: backtrack = True else: logger.debug(' ' * depth + "%d: Linking %s to %s", depth, hanger.name, hook.name) proposed_map[hanger] = hook proposed_map[hook] = hanger last_choice = (hanger, hook) choices_master[depth].append(last_choice) depth += 1 choices_master.append([]) else: backtrack = True if backtrack: backtrack = False choices_master.pop() dungeon_cache.pop(depth, None) depth -= 1 if depth < 0: raise GenerationException('Invalid dungeon. Ref %s' % name) a, b = choices_master[depth][-1] logger.debug(' ' * depth + "%d: Rescinding %s, %s", depth, a.name, b.name) proposed_map.pop(a, None) proposed_map.pop(b, None) return proposed_map def determine_if_bk_needed(sector, split_dungeon, bk_special, world, player): if not split_dungeon or bk_special: for region in sector.regions: for ext in region.exits: door = world.check_for_door(ext.name, player) if door is not None and door.bigKey: return True return False def check_for_special(regions): for region in regions: for loc in region.locations: if loc.forced_big_key(): return True return False def gen_dungeon_info(name, available_sectors, entrance_regions, all_regions, proposed_map, valid_doors, bk_needed, bk_special, world, player): # step 1 create dungeon: Dict dungeon = {} start = ExplorationState(dungeon=name) start.big_key_special = bk_special group_flags, door_map = find_bk_groups(name, available_sectors, proposed_map, bk_special) bk_flag = False if world.bigkeyshuffle[player] and not bk_special else bk_needed def exception(d): return name == 'Skull Woods 2' and d.name == 'Skull Pinball WS' original_state = extend_reachable_state_improved(entrance_regions, start, proposed_map, all_regions, valid_doors, bk_flag, world, player, exception) dungeon['Origin'] = create_graph_piece_from_state(None, original_state, original_state, proposed_map, exception, world, player) either_crystal = True # if all hooks from the origin are either, explore all bits with either for hook, crystal in dungeon['Origin'].hooks.items(): if crystal != CrystalBarrier.Either: either_crystal = False break init_crystal = CrystalBarrier.Either if either_crystal else CrystalBarrier.Orange hanger_set = set() o_state_cache = {} for sector in available_sectors: for door in sector.outstanding_doors: if door not in proposed_map.keys(): hanger_set.add(door) bk_flag = group_flags[door_map[door]] parent = door.entrance.parent_region crystal_start = CrystalBarrier.Either if parent.crystal_switch else init_crystal init_state = ExplorationState(crystal_start, dungeon=name) init_state.big_key_special = start.big_key_special o_state = extend_reachable_state_improved([parent], init_state, proposed_map, all_regions, valid_doors, bk_flag, world, player, exception) o_state_cache[door.name] = o_state piece = create_graph_piece_from_state(door, o_state, o_state, proposed_map, exception, world, player) dungeon[door.name] = piece check_blue_states(hanger_set, dungeon, o_state_cache, proposed_map, all_regions, valid_doors, group_flags, door_map, world, player, exception) # catalog hooks: Dict> # and hangers: Dict> avail_hooks = defaultdict(list) hangers = defaultdict(list) for key, piece in dungeon.items(): door_hang = piece.hanger_info if door_hang is not None: hanger = hanger_from_door(door_hang) hangers[hanger].append(door_hang) for door, crystal in piece.hooks.items(): hook = hook_from_door(door) avail_hooks[hook].append((door, crystal, door_hang)) # thin out invalid hanger winnow_hangers(hangers, avail_hooks) return dungeon, hangers, avail_hooks def find_bk_groups(name, available_sectors, proposed_map, bk_special): groups = {} door_ids = {} gid = 1 for sector in available_sectors: if bk_special: my_gid = None for door in sector.outstanding_doors: if door in proposed_map and proposed_map[door] in door_ids: if my_gid: merge_gid = door_ids[proposed_map[door]] for door in door_ids.keys(): if door_ids[door] == merge_gid: door_ids[door] = my_gid groups[my_gid] = groups[my_gid] or groups[merge_gid] else: my_gid = door_ids[proposed_map[door]] if not my_gid: my_gid = gid gid += 1 for door in sector.outstanding_doors: door_ids[door] = my_gid if my_gid not in groups.keys(): groups[my_gid] = False for region in sector.regions: for loc in region.locations: if loc.forced_item and loc.item.bigkey and name in loc.item.name: groups[my_gid] = True else: for door in sector.outstanding_doors: door_ids[door] = gid groups[gid] = False return groups, door_ids def check_blue_states(hanger_set, dungeon, o_state_cache, proposed_map, all_regions, valid_doors, group_flags, door_map, world, player, exception): not_blue = set() not_blue.update(hanger_set) doors_to_check = set() doors_to_check.update(hanger_set) # doors to check, check everything on first pass blue_hooks = [] blue_hangers = [] new_blues = True while new_blues: new_blues = False for door in doors_to_check: piece = dungeon[door.name] for hook, crystal in piece.hooks.items(): if crystal != CrystalBarrier.Orange: h_type = hook_from_door(hook) if h_type not in blue_hooks: new_blues = True blue_hooks.append(h_type) if piece.hanger_crystal == CrystalBarrier.Either: h_type = hanger_from_door(piece.hanger_info) if h_type not in blue_hangers: new_blues = True blue_hangers.append(h_type) doors_to_check = set() for door in not_blue: # am I now blue? hang_type = hanger_from_door(door) # am I hangable on a hook? hook_type = hook_from_door(door) # am I hookable onto a hanger? if (hang_type in blue_hooks and not door.stonewall) or hook_type in blue_hangers: bk_flag = group_flags[door_map[door]] explore_blue_state(door, dungeon, o_state_cache[door.name], proposed_map, all_regions, valid_doors, bk_flag, world, player, exception) doors_to_check.add(door) not_blue.difference_update(doors_to_check) def explore_blue_state(door, dungeon, o_state, proposed_map, all_regions, valid_doors, bk_flag, world, player, exception): parent = door.entrance.parent_region blue_start = ExplorationState(CrystalBarrier.Blue, o_state.dungeon) blue_start.big_key_special = o_state.big_key_special b_state = extend_reachable_state_improved([parent], blue_start, proposed_map, all_regions, valid_doors, bk_flag, world, player, exception) dungeon[door.name] = create_graph_piece_from_state(door, o_state, b_state, proposed_map, exception, world, player) def make_a_choice(dungeon, hangers, avail_hooks, prev_choices, name): # choose a hanger all_hooks = {} origin = dungeon['Origin'] for key in avail_hooks.keys(): for hstuff in avail_hooks[key]: all_hooks[hstuff[0]] = None candidate_hangers = [] for key in hangers.keys(): candidate_hangers.extend(hangers[key]) candidate_hangers.sort(key=lambda x: x.name) # sorting to create predictable seeds random.shuffle(candidate_hangers) # randomize if equal preference stage_2_hangers = [] if len(prev_choices) > 0: prev_hanger = prev_choices[0][0] if prev_hanger in candidate_hangers: stage_2_hangers.append(prev_hanger) candidate_hangers.remove(prev_hanger) hookable_hangers = collections.deque() queue = collections.deque(candidate_hangers) while len(queue) > 0: c_hang = queue.popleft() if c_hang in all_hooks.keys(): hookable_hangers.append(c_hang) else: stage_2_hangers.append(c_hang) # prefer hangers that are not hooks # todo : prefer hangers with fewer hooks at some point? not sure about this # this prefer hangers of the fewest type - to catch problems fast hookable_hangers = sorted(hookable_hangers, key=lambda door: len(hangers[hanger_from_door(door)]), reverse=True) origin_hangers = [] while len(hookable_hangers) > 0: c_hang = hookable_hangers.pop() if c_hang in origin.hooks.keys(): origin_hangers.append(c_hang) else: stage_2_hangers.append(c_hang) # prefer hangers that are not hooks on the 'origin' stage_2_hangers.extend(origin_hangers) hook = None next_hanger = None while hook is None: if len(stage_2_hangers) == 0: return None, None next_hanger = stage_2_hangers.pop(0) next_hanger_type = hanger_from_door(next_hanger) hook_candidates = [] for door, crystal, orig_hang in avail_hooks[next_hanger_type]: if filter_choices(next_hanger, door, orig_hang, prev_choices, hook_candidates): hook_candidates.append(door) if len(hook_candidates) > 0: hook_candidates.sort(key=lambda x: x.name) # sort for deterministic seeds hook = random.choice(tuple(hook_candidates)) elif name == 'Skull Woods 2' and next_hanger.name == 'Skull Pinball WS': continue else: return None, None return next_hanger, hook def filter_choices(next_hanger, door, orig_hang, prev_choices, hook_candidates): if (next_hanger, door) in prev_choices or (door, next_hanger) in prev_choices: return False return next_hanger != door and orig_hang != next_hanger and door not in hook_candidates def check_valid(name, dungeon, hangers, hooks, proposed_map, doors_to_connect, all_regions, bk_needed, bk_special, paths, entrance_regions, world, player): # evaluate if everything is still plausible # only origin is left in the dungeon and not everything is connected if len(dungeon.keys()) <= 1 and len(proposed_map.keys()) < len(doors_to_connect): return False # origin has no more hooks, but not all doors have been proposed if not world.bigkeyshuffle[player]: possible_bks = len(dungeon['Origin'].possible_bk_locations) if bk_special and check_for_special(dungeon['Origin'].visited_regions): possible_bks = 1 true_origin_hooks = [x for x in dungeon['Origin'].hooks.keys() if not x.bigKey or possible_bks > 0 or not bk_needed] if len(true_origin_hooks) == 0 and len(proposed_map.keys()) < len(doors_to_connect): return False if len(true_origin_hooks) == 0 and bk_needed and possible_bks == 0 and len(proposed_map.keys()) == len(doors_to_connect): return False for key in hangers.keys(): if len(hooks[key]) > 0 and len(hangers[key]) == 0: return False # todo: stonewall - check that there's no hook-only that is without a matching hanger must_hang = defaultdict(list) all_hooks = set() for key in hooks.keys(): for hook in hooks[key]: all_hooks.add(hook[0]) for key in hangers.keys(): for hanger in hangers[key]: if hanger not in all_hooks: must_hang[key].append(hanger) for key in must_hang.keys(): if len(must_hang[key]) > len(hooks[key]): return False outstanding_doors = defaultdict(list) for d in doors_to_connect.values(): if d not in proposed_map.keys(): outstanding_doors[hook_from_door(d)].append(d) for key in outstanding_doors.keys(): opp_key = opposite_h_type(key) if len(outstanding_doors[key]) > 0 and len(hangers[key]) == 0 and len(hooks[opp_key]) == 0: return False all_visited = set() bk_possible = not bk_needed or (world.bigkeyshuffle[player] and not bk_special) for piece in dungeon.values(): all_visited.update(piece.visited_regions) if ((not bk_possible and len(piece.possible_bk_locations) > 0) or (bk_special and check_for_special(piece.visited_regions))): bk_possible = True if len(all_regions.difference(all_visited)) > 0: return False if not bk_possible: return False if not valid_paths(name, paths, entrance_regions, doors_to_connect, all_regions, proposed_map, bk_needed, bk_special, world, player): return False new_hangers_found = True accessible_hook_types = [] hanger_matching = set() all_hangers = set() origin_hooks = set(dungeon['Origin'].hooks.keys()) for door_hook in origin_hooks: h_type = hook_from_door(door_hook) if h_type not in accessible_hook_types: accessible_hook_types.append(h_type) while new_hangers_found: new_hangers_found = False for hanger_set in hangers.values(): for hanger in hanger_set: all_hangers.add(hanger) h_type = hanger_from_door(hanger) if (h_type in accessible_hook_types or hanger in origin_hooks) and hanger not in hanger_matching: new_hangers_found = True hanger_matching.add(hanger) matching_hooks = dungeon[hanger.name].hooks.keys() origin_hooks.update(matching_hooks) for door_hook in matching_hooks: new_h_type = hook_from_door(door_hook) if new_h_type not in accessible_hook_types: accessible_hook_types.append(new_h_type) return len(all_hangers.difference(hanger_matching)) == 0 def valid_paths(name, paths, entrance_regions, valid_doors, all_regions, proposed_map, bk_needed, bk_special, world, player): for path in paths: if type(path) is tuple: target = path[1] start_regions = [] for region in all_regions: if path[0] == region.name: start_regions.append(region) break else: target = path start_regions = entrance_regions if not valid_path(name, start_regions, target, valid_doors, proposed_map, all_regions, bk_needed, bk_special, world, player): return False return True def valid_path(name, starting_regions, target, valid_doors, proposed_map, all_regions, bk_needed, bk_special, world, player): target_regions = set() if type(target) is not list: for region in all_regions: if target == region.name: target_regions.add(region) break else: for region in all_regions: if region.name in target: target_regions.add(region) start = ExplorationState(dungeon=name) start.big_key_special = bk_special bk_flag = False if world.bigkeyshuffle[player] and not bk_special else bk_needed def exception(d): return name == 'Skull Woods 2' and d.name == 'Skull Pinball WS' original_state = extend_reachable_state_improved(starting_regions, start, proposed_map, all_regions, valid_doors, bk_flag, world, player, exception) for exp_door in original_state.unattached_doors: if not exp_door.door.blocked: return True # outstanding connection possible for target in target_regions: if original_state.visited_at_all(target): return True return False # couldn't find an outstanding door or the target def determine_required_paths(world, player): paths = {} for name, builder in world.dungeon_layouts[player].items(): all_regions = builder.master_sector.regions paths[name] = determine_paths_for_dungeon(world, player, all_regions, name) return paths boss_path_checks = ['Eastern Boss', 'Desert Boss', 'Hera Boss', 'Tower Agahnim 1', 'PoD Boss', 'Swamp Boss', 'Skull Boss', 'Ice Boss', 'Mire Boss', 'TR Boss', 'GT Agahnim 2'] # pinball is allowed to orphan you drop_path_checks = ['Skull Pot Circle', 'Skull Left Drop', 'Skull Back Drop', 'Sewers Rat Path'] def determine_paths_for_dungeon(world, player, all_regions, name): all_r_names = set(x.name for x in all_regions) paths = [] non_hole_portals = [] for portal in world.dungeon_portals[player]: if portal.door.entrance.parent_region in all_regions: non_hole_portals.append(portal.door.entrance.parent_region.name) if portal.destination: paths.append(portal.door.entrance.parent_region.name) if world.mode[player] == 'standard': if name == 'Hyrule Castle': paths.append('Hyrule Dungeon Cellblock') paths.append(('Hyrule Dungeon Cellblock', 'Sanctuary')) if name == 'Hyrule Castle Sewers': paths.append('Sanctuary') if name == 'Hyrule Castle Dungeon': paths.append('Hyrule Dungeon Cellblock') paths.append(('Hyrule Dungeon Cellblock', 'Hyrule Castle Throne Room')) if world.doorShuffle[player] in ['basic'] and name == 'Thieves Town': paths.append('Thieves Attic Window') elif 'Thieves Attic Window' in all_r_names: paths.append('Thieves Attic Window') for boss in boss_path_checks: if boss in all_r_names: paths.append(boss) if 'Thieves Boss' in all_r_names: paths.append('Thieves Boss') if world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind': paths.append(('Thieves Blind\'s Cell', 'Thieves Boss')) for drop_check in drop_path_checks: if drop_check in all_r_names: paths.append((drop_check, non_hole_portals)) return paths def winnow_hangers(hangers, hooks): removal_info = [] for hanger, door_set in hangers.items(): for door in door_set: hook_set = hooks[hanger] if len(hook_set) == 0: removal_info.append((hanger, door)) else: found_valid = False for door_hook, crystal, orig_hanger in hook_set: if orig_hanger != door: found_valid = True break if not found_valid: removal_info.append((hanger, door)) for hanger, door in removal_info: hangers[hanger].remove(door) def create_graph_piece_from_state(door, o_state, b_state, proposed_map, exception, world, player): # todo: info about dungeon events - not sure about that graph_piece = GraphPiece() all_unattached = {} for exp_d in o_state.unattached_doors: all_unattached[exp_d.door] = exp_d.crystal for exp_d in b_state.unattached_doors: d = exp_d.door if d in all_unattached.keys(): if all_unattached[d] != exp_d.crystal: if all_unattached[d] == CrystalBarrier.Orange and exp_d.crystal == CrystalBarrier.Blue: all_unattached[d] = CrystalBarrier.Null elif all_unattached[d] == CrystalBarrier.Blue and exp_d.crystal == CrystalBarrier.Orange: # the swapping case logging.getLogger('').warning('Mismatched state @ %s (o:%s b:%s)', d.name, all_unattached[d], exp_d.crystal) elif all_unattached[d] == CrystalBarrier.Either: all_unattached[d] = exp_d.crystal # pessimism, and if not this, leave it alone else: all_unattached[exp_d.door] = exp_d.crystal h_crystal = door.crystal if door is not None else None for d, crystal in all_unattached.items(): if (door is None or d != door) and (not d.blocked or exception(d))and d not in proposed_map.keys(): graph_piece.hooks[d] = crystal if d == door: h_crystal = crystal graph_piece.hanger_info = door graph_piece.hanger_crystal = h_crystal graph_piece.visited_regions.update(o_state.visited_blue) graph_piece.visited_regions.update(o_state.visited_orange) graph_piece.visited_regions.update(b_state.visited_blue) graph_piece.visited_regions.update(b_state.visited_orange) graph_piece.possible_bk_locations.update(filter_for_potential_bk_locations(o_state.bk_found, world, player)) graph_piece.possible_bk_locations.update(filter_for_potential_bk_locations(b_state.bk_found, world, player)) graph_piece.pinball_used = o_state.pinball_used or b_state.pinball_used return graph_piece def filter_for_potential_bk_locations(locations, world, player): return [x for x in locations if '- Big Chest' not in x.name and not reserved_location(x, world, player) and not x.forced_item and not prize_or_event(x) and not blind_boss_unavail(x, locations, world, player)] type_map = { Hook.Stairs: Hook.Stairs, Hook.North: Hook.South, Hook.South: Hook.North, Hook.West: Hook.East, Hook.East: Hook.West } def opposite_h_type(h_type) -> Hook: return type_map[h_type] hang_dir_map = { Direction.North: Hook.South, Direction.South: Hook.North, Direction.West: Hook.East, Direction.East: Hook.West, } def hanger_from_door(door): if door.type == DoorType.SpiralStairs: return Hook.Stairs if door.type in [DoorType.Normal, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]: return hang_dir_map[door.direction] return None def connect_doors(a, b): # Return on unsupported types. if a.type in [DoorType.Hole, DoorType.Warp, DoorType.Interior, DoorType.Logical]: return # Connect supported types if a.type in [DoorType.Normal, DoorType.SpiralStairs, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]: if a.blocked: connect_one_way(b.entrance, a.entrance) elif b.blocked: connect_one_way(a.entrance, b.entrance) else: connect_two_way(a.entrance, b.entrance) dep_doors, target = [], None if len(a.dependents) > 0: dep_doors, target = a.dependents, b elif len(b.dependents) > 0: dep_doors, target = b.dependents, a if target is not None: target_region = target.entrance.parent_region for dep in dep_doors: connect_simple_door(dep, target_region) return # If we failed to account for a type, panic raise RuntimeError('Unknown door type ' + a.type.name) def connect_two_way(entrance, ext): # if these were already connected somewhere, remove the backreference if entrance.connected_region is not None: entrance.connected_region.entrances.remove(entrance) if ext.connected_region is not None: ext.connected_region.entrances.remove(ext) entrance.connect(ext.parent_region) ext.connect(entrance.parent_region) if entrance.parent_region.dungeon: ext.parent_region.dungeon = entrance.parent_region.dungeon x = entrance.door y = ext.door if x is not None: x.dest = y if y is not None: y.dest = x def connect_one_way(entrance, ext): # if these were already connected somewhere, remove the backreference if entrance.connected_region is not None: entrance.connected_region.entrances.remove(entrance) if ext.connected_region is not None: ext.connected_region.entrances.remove(ext) entrance.connect(ext.parent_region) if entrance.parent_region.dungeon: ext.parent_region.dungeon = entrance.parent_region.dungeon x = entrance.door y = ext.door if x is not None: x.dest = y if y is not None: y.dest = x def connect_simple_door(exit_door, region): exit_door.entrance.connect(region) exit_door.dest = region special_big_key_doors = ['Hyrule Dungeon Cellblock Door', "Thieves Blind's Cell Door"] std_special_big_key_doors = ['Hyrule Castle Throne Room Tapestry'] + special_big_key_doors def get_special_big_key_doors(world, player): if world.mode[player] == 'standard': return std_special_big_key_doors return special_big_key_doors class ExplorationState(object): def __init__(self, init_crystal=CrystalBarrier.Orange, dungeon=None): self.unattached_doors = [] self.avail_doors = [] self.event_doors = [] self.visited_orange = [] self.visited_blue = [] self.events = set() self.crystal = init_crystal # key region stuff self.door_krs = {} # key validation stuff self.small_doors = [] self.big_doors = [] self.opened_doors = [] self.big_key_opened = False self.big_key_special = False self.found_locations = [] self.ttl_locations = 0 self.used_locations = 0 self.key_locations = 0 self.used_smalls = 0 self.bk_found = set() self.non_door_entrances = [] self.dungeon = dungeon self.pinball_used = False self.prize_door_set = {} self.prize_doors = [] self.prize_doors_opened = False self.prize_received = False def copy(self): ret = ExplorationState(dungeon=self.dungeon) ret.unattached_doors = list(self.unattached_doors) ret.avail_doors = list(self.avail_doors) ret.event_doors = list(self.event_doors) ret.visited_orange = list(self.visited_orange) ret.visited_blue = list(self.visited_blue) ret.events = set(self.events) ret.crystal = self.crystal ret.door_krs = self.door_krs.copy() ret.small_doors = list(self.small_doors) ret.big_doors = list(self.big_doors) ret.opened_doors = list(self.opened_doors) ret.big_key_opened = self.big_key_opened ret.big_key_special = self.big_key_special ret.ttl_locations = self.ttl_locations ret.key_locations = self.key_locations ret.used_locations = self.used_locations ret.used_smalls = self.used_smalls ret.found_locations = list(self.found_locations) ret.bk_found = set(self.bk_found) ret.non_door_entrances = list(self.non_door_entrances) ret.dungeon = self.dungeon ret.pinball_used = self.pinball_used ret.prize_door_set = dict(self.prize_door_set) ret.prize_doors = list(self.prize_doors) ret.prize_doors_opened = self.prize_doors_opened ret.prize_received = self.prize_received return ret def init_zelda_event_doors(self, event_starts, player): for entrance in event_starts: event_door = Door(player, entrance.name, DoorType.Logical) event_door.req_event = 'Zelda Drop Off' event_door.entrance = entrance event_door.crystal = CrystalBarrier.Orange # always start in orange self.append_door_to_list(event_door, self.event_doors) def next_avail_door(self): self.avail_doors.sort(key=lambda x: 0 if x.flag else 1 if x.door.bigKey else 2) exp_door = self.avail_doors.pop() self.crystal = exp_door.crystal return exp_door def visit_region(self, region, key_region=None, key_checks=False, bk_flag=False): if region.type != RegionType.Dungeon: self.crystal = CrystalBarrier.Orange if self.crystal == CrystalBarrier.Either: if region not in self.visited_blue: self.visited_blue.append(region) if region not in self.visited_orange: self.visited_orange.append(region) elif self.crystal == CrystalBarrier.Orange: self.visited_orange.append(region) elif self.crystal == CrystalBarrier.Blue: self.visited_blue.append(region) if region.type == RegionType.Dungeon: for location in region.locations: if key_checks and location not in self.found_locations: if location.forced_item and 'Small Key' in location.item.name: self.key_locations += 1 if location.name not in dungeon_events and '- Prize' not in location.name and location.name not in ['Agahnim 1', 'Agahnim 2']: self.ttl_locations += 1 if location not in self.found_locations: self.found_locations.append(location) if not bk_flag and (not location.forced_item or 'Big Key' in location.item.name): self.bk_found.add(location) if location.name in dungeon_events and location.name not in self.events: if self.flooded_key_check(location): self.perform_event(location.name, key_region) if location.name in flooded_keys_reverse.keys() and self.location_found( flooded_keys_reverse[location.name]): self.perform_event(flooded_keys_reverse[location.name], key_region) if '- Prize' in location.name: self.prize_received = True def flooded_key_check(self, location): if location.name not in flooded_keys.keys(): return True return flooded_keys[location.name] in [x.name for x in self.found_locations] def location_found(self, location_name): for l in self.found_locations: if l.name == location_name: return True return False def perform_event(self, location_name, key_region): self.events.add(location_name) queue = collections.deque(self.event_doors) while len(queue) > 0: exp_door = queue.popleft() if exp_door.door.req_event == location_name: self.avail_doors.append(exp_door) self.event_doors.remove(exp_door) if key_region is not None: d_name = exp_door.door.name if d_name not in self.door_krs.keys(): self.door_krs[d_name] = key_region def add_all_entrance_doors_check_unattached(self, region, world, player): door_list = [x for x in get_doors(world, region, player) if x.type in [DoorType.Normal, DoorType.SpiralStairs]] door_list.extend(get_entrance_doors(world, region, player)) for door in door_list: if self.can_traverse(door): if door.dest is None and not self.in_door_list_ic(door, self.unattached_doors): self.append_door_to_list(door, self.unattached_doors) elif door.req_event is not None and door.req_event not in self.events and not self.in_door_list(door, self.event_doors): self.append_door_to_list(door, self.event_doors) elif not self.in_door_list(door, self.avail_doors): self.append_door_to_list(door, self.avail_doors) for entrance in region.entrances: door = world.check_for_door(entrance.name, player) if door is None: self.non_door_entrances.append(entrance) def add_all_doors_check_unattached(self, region, world, player): for door in get_doors(world, region, player): if self.can_traverse(door): if door.controller is not None: door = door.controller if door.dest is None and not self.in_door_list_ic(door, self.unattached_doors): self.append_door_to_list(door, self.unattached_doors) elif door.req_event is not None and door.req_event not in self.events and not self.in_door_list(door, self.event_doors): self.append_door_to_list(door, self.event_doors) elif not self.in_door_list(door, self.avail_doors): self.append_door_to_list(door, self.avail_doors) def add_all_doors_check_proposed(self, region, proposed_map, valid_doors, flag, world, player, exception): for door in get_doors(world, region, player): if door.blocked and exception(door): self.pinball_used = True if self.can_traverse(door, exception): if door.controller is not None: door = door.controller if door.dest is None and door not in proposed_map.keys() and door.name in valid_doors.keys(): if not self.in_door_list_ic(door, self.unattached_doors): self.append_door_to_list(door, self.unattached_doors, flag) else: other = self.find_door_in_list(door, self.unattached_doors) if self.crystal != other.crystal: other.crystal = CrystalBarrier.Either elif door.req_event is not None and door.req_event not in self.events and not self.in_door_list(door, self.event_doors): self.append_door_to_list(door, self.event_doors, flag) elif not self.in_door_list(door, self.avail_doors): self.append_door_to_list(door, self.avail_doors, flag) def add_all_doors_check_key_region(self, region, key_region, world, player): for door in get_doors(world, region, player): if self.can_traverse(door): if door.req_event is not None and door.req_event not in self.events and not self.in_door_list(door, self.event_doors): self.append_door_to_list(door, self.event_doors) elif not self.in_door_list(door, self.avail_doors): self.append_door_to_list(door, self.avail_doors) if door.name not in self.door_krs.keys(): self.door_krs[door.name] = key_region else: if door.name not in self.door_krs.keys(): self.door_krs[door.name] = key_region def add_all_doors_check_keys(self, region, key_door_proposal, world, player): for door in get_doors(world, region, player): if self.can_traverse(door): if door.controller: door = door.controller if door in key_door_proposal and door not in self.opened_doors: if not self.in_door_list(door, self.small_doors): self.append_door_to_list(door, self.small_doors) elif (door.bigKey or door.name in special_big_key_doors) and not self.big_key_opened: if not self.in_door_list(door, self.big_doors): self.append_door_to_list(door, self.big_doors) elif door.req_event is not None and door.req_event not in self.events: if not self.in_door_list(door, self.event_doors): self.append_door_to_list(door, self.event_doors) elif not self.in_door_list(door, self.avail_doors): self.append_door_to_list(door, self.avail_doors) def add_all_doors_check_big_keys(self, region, big_key_door_proposal, world, player): for door in get_doors(world, region, player): if self.can_traverse(door): if door.controller: door = door.controller if (door in big_key_door_proposal or door.name in get_special_big_key_doors(world, player)) and not self.big_key_opened: if not self.in_door_list(door, self.big_doors): self.append_door_to_list(door, self.big_doors) elif door.req_event is not None and door.req_event not in self.events: if not self.in_door_list(door, self.event_doors): self.append_door_to_list(door, self.event_doors) elif not self.in_door_list(door, self.avail_doors): self.append_door_to_list(door, self.avail_doors) def visited(self, region): if self.crystal == CrystalBarrier.Either: return region in self.visited_blue and region in self.visited_orange elif self.crystal == CrystalBarrier.Orange: return region in self.visited_orange elif self.crystal == CrystalBarrier.Blue: return region in self.visited_blue return False def visited_at_all(self, region): return region in self.visited_blue or region in self.visited_orange def found_forced_bk(self): for location in self.found_locations: if location.forced_big_key(): return True return False def can_traverse(self, door, exception=None): if door.blocked: return exception(door) if exception else False if door.crystal not in [CrystalBarrier.Null, CrystalBarrier.Either]: return self.crystal == CrystalBarrier.Either or door.crystal == self.crystal return True def count_locations_exclude_specials(self, world, player): return count_locations_exclude_big_chest(self.found_locations, world, player) def validate(self, door, region, world, player): return self.can_traverse(door) and not self.visited(region) and valid_region_to_explore(region, self.dungeon, world, player) def in_door_list(self, door, door_list): for d in door_list: if d.door == door and d.crystal == self.crystal: return True return False @staticmethod def in_door_list_ic(door, door_list): for d in door_list: if d.door == door: return True return False @staticmethod def find_door_in_list(door, door_list): for d in door_list: if d.door == door: return d return None def append_door_to_list(self, door, door_list, flag=False): if door.crystal == CrystalBarrier.Null: door_list.append(ExplorableDoor(door, self.crystal, flag)) else: door_list.append(ExplorableDoor(door, door.crystal, flag)) def key_door_sort(self, d): if d.door.smallKey: if d.door in self.opened_doors: return 1 else: return 0 return 2 def count_locations_exclude_big_chest(locations, world, player): cnt = 0 for loc in locations: if ('- Big Chest' not in loc.name and not loc.forced_item and not reserved_location(loc, world, player) and not prize_or_event(loc) and not blind_boss_unavail(loc, locations, world, player)): cnt += 1 return cnt def prize_or_event(loc): return loc.name in dungeon_events or '- Prize' in loc.name or loc.name in ['Agahnim 1', 'Agahnim 2'] def reserved_location(loc, world, player): return hasattr(world, 'item_pool_config') and loc.name in world.item_pool_config.reserved_locations[player] def blind_boss_unavail(loc, locations, world, player): if loc.name == "Thieves' Town - Boss": return (loc.parent_region.dungeon.boss.name == 'Blind' and (not any(x for x in locations if x.name == 'Suspicious Maiden') or (world.get_region('Thieves Attic Window', player).dungeon.name == 'Thieves Town' and not any(x for x in locations if x.name == 'Attic Cracked Floor')))) return False class ExplorableDoor(object): def __init__(self, door, crystal, flag): self.door = door self.crystal = crystal self.flag = flag def __str__(self): return str(self.__unicode__()) def __unicode__(self): return '%s (%s)' % (self.door.name, self.crystal.name) def extend_reachable_state_improved(search_regions, state, proposed_map, all_regions, valid_doors, bk_flag, world, player, exception): local_state = state.copy() for region in search_regions: local_state.visit_region(region) local_state.add_all_doors_check_proposed(region, proposed_map, valid_doors, False, world, player, exception) while len(local_state.avail_doors) > 0: explorable_door = local_state.next_avail_door() if explorable_door.door.bigKey: if bk_flag: big_not_found = (not special_big_key_found(local_state) if local_state.big_key_special else local_state.count_locations_exclude_specials(world, player) == 0) if big_not_found: continue # we can't open this door if explorable_door.door in proposed_map: connect_region = world.get_entrance(proposed_map[explorable_door.door].name, player).parent_region else: connect_region = world.get_entrance(explorable_door.door.name, player).connected_region if connect_region is not None: if valid_region_to_explore_in_regions(connect_region, all_regions, world, player) and not local_state.visited( connect_region): flag = explorable_door.flag or explorable_door.door.bigKey local_state.visit_region(connect_region, bk_Flag=flag) local_state.add_all_doors_check_proposed(connect_region, proposed_map, valid_doors, flag, world, player, exception) return local_state def special_big_key_found(state): for location in state.found_locations: if location.forced_item and location.forced_item.bigkey: return True return False def valid_region_to_explore_in_regions(region, all_regions, world, player): if region is None: return False return (region.type == RegionType.Dungeon and region in all_regions)\ or region.name in world.inaccessible_regions[player]\ or (region.name == 'Hyrule Castle Ledge' and world.mode[player] == 'standard') # cross-utility methods def valid_region_to_explore(region, name, world, player): if region is None: return False return ((region.type == RegionType.Dungeon and region.dungeon and region.dungeon.name in name) or region.name in world.inaccessible_regions[player] or (region.name == 'Hyrule Castle Ledge' and world.mode[player] == 'standard')) def get_doors(world, region, player): res = [] for ext in region.exits: door = world.check_for_door(ext.name, player) if door is not None: res.append(door) return res def get_dungeon_doors(region, world, player): res = [] for ext in region.exits: door = world.check_for_door(ext.name, player) if door is not None and ext.parent_region.type == RegionType.Dungeon: res.append(door) return res def get_entrance_doors(world, region, player): res = [] for ext in region.entrances: door = world.check_for_door(ext.name, player) if door is not None: res.append(door) return res def convert_regions(region_names, world, player): region_list = [] for name in region_names: region_list.append(world.get_region(name, player)) return region_list # Begin crossed mode sector shuffle class DungeonBuilder(object): def __init__(self, name): self.name = name self.sectors = [] self.location_cnt = 0 self.location_set = set() self.key_drop_cnt = 0 self.dungeon_items = None # during fill how many dungeon items are left self.free_items = None # during fill how many dungeon items are left self.bk_required = False self.bk_provided = False self.c_switch_required = False self.c_switch_present = False self.c_locked = False self.dead_ends = 0 self.branches = 0 self.forced_loops = 0 self.total_conn_lack = 0 self.conn_needed = defaultdict(int) self.conn_supplied = defaultdict(int) self.conn_balance = defaultdict(int) self.mag_needed = {} self.unfulfilled = defaultdict(int) self.all_entrances = None # used for sector segregation/branching self.entrance_list = None # used for overworld accessibility self.layout_starts = None # used for overworld accessibility self.master_sector = None self.path_entrances = None # used for pathing/key doors, I think self.split_flag = False self.candidates = None self.total_keys = None self.key_doors_num = None self.combo_size = None self.flex = 0 self.key_door_proposal = None self.bk_door_proposal = None self.trap_door_proposal = None self.allowance = None if 'Stonewall' in name: self.allowance = 1 elif 'Prewall' in name: orig_name = name[:-8] if orig_name in dungeon_dead_end_allowance.keys(): self.allowance = dungeon_dead_end_allowance[orig_name] if self.allowance is None: self.allowance = 1 self.valid_proposal = None self.split_dungeon_map = None self.exception_list = [] self.throne_door = None self.throne_sector = None self.chosen_lobby = None self.sewers_access = None def polarity_complement(self): pol = Polarity() for sector in self.sectors: pol += sector.polarity() return pol.complement() def polarity(self): pol = Polarity() for sector in self.sectors: pol += sector.polarity() return pol def __str__(self): return str(self.__unicode__()) def __unicode__(self): return '%s' % self.name def simple_dungeon_builder(name, sector_list): define_sector_features(sector_list) builder = DungeonBuilder(name) dummy_pool = dict.fromkeys(sector_list) global_pole = GlobalPolarity(dummy_pool) for sector in sector_list: assign_sector(sector, builder, dummy_pool, global_pole) return builder def create_dungeon_builders(all_sectors, connections_tuple, world, player, dungeon_pool, dungeon_entrances=None, split_dungeon_entrances=None): logger = logging.getLogger('') logger.info('Shuffling Dungeon Sectors') if dungeon_entrances is None: dungeon_entrances = default_dungeon_entrances if split_dungeon_entrances is None: split_dungeon_entrances = split_region_starts define_sector_features(all_sectors) finished, dungeon_map, attempts = False, {}, 0 while not finished: candidate_sectors = dict.fromkeys(all_sectors) global_pole = GlobalPolarity(candidate_sectors) dungeon_map = {} for key in dungeon_pool: current_dungeon = dungeon_map[key] = DungeonBuilder(key) for r_name in dungeon_boss_sectors[key]: assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, candidate_sectors, global_pole) if key == 'Hyrule Castle' and world.mode[player] == 'standard': for r_name in ['Hyrule Dungeon Cellblock', 'Sanctuary', 'Hyrule Castle Throne Room']: # need to deliver zelda assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, candidate_sectors, global_pole) if key == 'Thieves Town' and world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind': assign_sector(find_sector("Thieves Blind's Cell", candidate_sectors), current_dungeon, candidate_sectors, global_pole) entrances_map, potentials, connections = connections_tuple accessible_sectors, reverse_d_map = set(), {} for key in dungeon_pool: current_dungeon = dungeon_map[key] current_dungeon.all_entrances = dungeon_entrances[key] for r_name in current_dungeon.all_entrances: sector = find_sector(r_name, candidate_sectors) assign_sector(sector, current_dungeon, candidate_sectors, global_pole) if r_name in entrances_map[key]: if sector: accessible_sectors.add(sector) else: if not sector: sector = find_sector(r_name, all_sectors) reverse_d_map[sector] = key complete_dungeons = {x: y for x, y in dungeon_map.items() if sum(len(sector.outstanding_doors) for sector in y.sectors) <= 0} [dungeon_map.pop(key) for key in complete_dungeons.keys()] if not dungeon_map: dungeon_map.update(complete_dungeons) return dungeon_map if world.mode[player] == 'standard': if 'Hyrule Castle' in dungeon_map: current_dungeon = dungeon_map['Hyrule Castle'] standard_stair_check(dungeon_map, current_dungeon, candidate_sectors, global_pole) # categorize sectors identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map, connections, dungeon_entrances, split_dungeon_entrances) for name, builder in dungeon_map.items(): calc_allowance_and_dead_ends(builder, connections_tuple, world, player) if world.mode[player] == 'open' and world.shuffle[player] not in ['lean', 'swapped', 'crossed', 'insanity']: sanc = find_sector('Sanctuary', candidate_sectors) if sanc: # only run if sanc if a candidate lw_builders = [] for name in dungeon_pool: for portal_name in dungeon_portals[name]: if world.get_portal(portal_name, player).light_world: lw_builders.append(dungeon_map[name]) break # portals only - not drops for mirror stuff sanc_builder = random.choice(lw_builders) assign_sector(sanc, sanc_builder, candidate_sectors, global_pole) retro_std_flag = world.bow_mode[player].startswith('retro') and world.mode[player] == 'standard' non_hc_sectors = {} free_location_sectors = {} crystal_switches = {} crystal_barriers = {} polarized_sectors = {} neutral_sectors = {} for sector in candidate_sectors: if retro_std_flag and 'Bow' in sector.item_logic: # these need to be distributed outside of HC non_hc_sectors[sector] = None elif world.mode[player] == 'standard' and 'Open Floodgate' in sector.item_logic: non_hc_sectors[sector] = None elif sector.chest_locations > 0: free_location_sectors[sector] = None elif sector.c_switch: crystal_switches[sector] = None elif sector.blue_barrier: crystal_barriers[sector] = None elif sector.polarity().is_neutral(): neutral_sectors[sector] = None else: polarized_sectors[sector] = None if non_hc_sectors: assign_non_hc_sectors(dungeon_map, non_hc_sectors, global_pole) leftover = assign_location_sectors_minimal(dungeon_map, free_location_sectors, global_pole, world, player) free_location_sectors = scatter_extra_location_sectors(dungeon_map, leftover, global_pole) for sector in free_location_sectors: if sector.c_switch: crystal_switches[sector] = None elif sector.blue_barrier: crystal_barriers[sector] = None elif sector.polarity().is_neutral(): neutral_sectors[sector] = None else: polarized_sectors[sector] = None leftover = assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barriers, global_pole) ensure_crystal_switches_reachable(dungeon_map, leftover, polarized_sectors, crystal_barriers, global_pole) for sector in leftover: if sector.polarity().is_neutral(): neutral_sectors[sector] = None else: polarized_sectors[sector] = None # blue barriers assign_crystal_barrier_sectors(dungeon_map, crystal_barriers, global_pole) try: # polarity: if not global_pole.is_valid(dungeon_map): # restart raise NeutralizingException('Either free location/crystal assignment is already globally invalid') logger.info(world.fish.translate("cli", "cli", "balance.doors")) builder_info = dungeon_entrances, split_dungeon_entrances, connections_tuple, world, player assign_polarized_sectors(dungeon_map, polarized_sectors, global_pole, builder_info) # the rest assign_the_rest(dungeon_map, neutral_sectors, global_pole, builder_info) dungeon_map.update(complete_dungeons) finished = True except (NeutralizingException, GenerationException) as e: attempts += 1 logger.debug(f'Attempt {attempts} failed with {str(e)}') if attempts >= 10: raise Exception('Could not find a valid seed quickly, something is likely horribly wrong.', e) return dungeon_map def standard_stair_check(dungeon_map, dungeon, candidate_sectors, global_pole): # this is because there must be at least one non-dead stairway in hc to get out # this check may not be necessary filtered_sectors = [x for x in candidate_sectors if 'Open Floodgate' not in x.item_logic and any(y for y in x.outstanding_doors if not y.dead and y.type == DoorType.SpiralStairs)] valid = False while not valid: chosen_sector = random.choice(filtered_sectors) filtered_sectors.remove(chosen_sector) valid = global_pole.is_valid_choice(dungeon_map, dungeon, [chosen_sector]) if valid: assign_sector(chosen_sector, dungeon, candidate_sectors, global_pole) def identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map, connections, dungeon_entrances, split_dungeon_entrances): accessible_overworld, found_connections, explored = set(), set(), False while not explored: explored = True for ent_name, region in connections.items(): if ent_name in found_connections: continue sector = find_sector(ent_name, reverse_d_map.keys()) if sector is None: continue if sector in accessible_sectors: found_connections.add(ent_name) accessible_overworld.add(region) # todo: drops don't give ow access explored = False elif region in accessible_overworld: found_connections.add(ent_name) accessible_sectors.add(sector) explored = False else: d_name = reverse_d_map[sector] if d_name not in dungeon_map: return if d_name not in split_dungeon_entrances: for r_name in dungeon_entrances[d_name]: ent_sector = find_sector(r_name, dungeon_map[d_name].sectors) if ent_sector in accessible_sectors and ent_name not in dead_entrances: sector.destination_entrance = True found_connections.add(ent_name) accessible_sectors.add(sector) accessible_overworld.add(region) explored = False break elif d_name in split_dungeon_entrances.keys(): split_section = None for split_name, split_list in split_dungeon_entrances[d_name].items(): if ent_name in split_list: split_section = split_name break if split_section: for r_name in split_dungeon_entrances[d_name][split_section]: ent_sector = find_sector(r_name, dungeon_map[d_name].sectors) if ent_sector in accessible_sectors and ent_name not in dead_entrances: sector.destination_entrance = True found_connections.add(ent_name) accessible_sectors.add(sector) accessible_overworld.add(region) explored = False break # todo: split version that adds allowance for potential entrances def calc_allowance_and_dead_ends(builder, connections_tuple, world, player): portals = world.dungeon_portals[player] entrances_map, potentials, connections = connections_tuple name = builder.name if not builder.split_flag else builder.name.rsplit(' ', 1)[0] needed_connections = [x for x in builder.all_entrances if x not in entrances_map[name]] starting_allowance = 0 used_sectors = set() destination_entrances = [x.door.entrance.parent_region.name for x in portals if x.destination] dead_ends = [x.door.entrance.parent_region.name for x in portals if x.deadEnd] for entrance in entrances_map[name]: sector = find_sector(entrance, builder.sectors) if sector: outflow_target = 0 if entrance not in drop_entrances_allowance else 1 if sector not in used_sectors and (sector.adj_outflow() > outflow_target or entrance in dead_ends): if entrance not in destination_entrances: starting_allowance += 1 else: builder.branches -= 1 used_sectors.add(sector) elif sector not in used_sectors: if entrance in destination_entrances and sector.branches() > 0: builder.branches -= 1 if entrance not in drop_entrances_allowance: needed_connections.append(entrance) if builder.sewers_access: starting_allowance += 1 builder.allowance = starting_allowance for entrance in needed_connections: sector = find_sector(entrance, builder.sectors) if sector and sector not in used_sectors: # ignore things on same sector is_destination = entrance in destination_entrances connect_able = False if entrance in connections.keys(): enabling_region = connections[entrance] check_list = list(potentials[enabling_region]) if enabling_region.name in ['Desert Ledge', 'Desert Ledge Keep']: alternate = 'Desert Ledge Keep' if enabling_region.name == 'Desert Ledge' else 'Desert Ledge' if world.get_region(alternate, player) in potentials: check_list.extend(potentials[world.get_region(alternate, player)]) connecting_entrances = [x for x in check_list if x != entrance and x not in dead_entrances and x not in drop_entrances_allowance] connect_able = len(connecting_entrances) > 0 if is_destination and sector.branches() == 0: # builder.dead_ends += 1 if is_destination and sector.branches() > 0: builder.branches -= 1 if connect_able and not is_destination: builder.allowance += 1 used_sectors.add(sector) def define_sector_features(sectors): for sector in sectors: for region in sector.regions: for loc in region.locations: if '- Prize' in loc.name or loc.name in ['Agahnim 1', 'Agahnim 2']: pass elif loc.forced_item and 'Small Key' in loc.item.name: sector.key_only_locations += 1 elif loc.forced_item and loc.forced_item.bigkey: sector.bk_provided = True elif loc.name not in dungeon_events and not loc.forced_item: sector.chest_locations += 1 sector.chest_location_set.add(loc.name) if '- Big Chest' in loc.name or loc.name in ["Hyrule Castle - Zelda's Chest", "Thieves' Town - Blind's Cell"]: sector.bk_required = True for ext in region.exits: door = ext.door if door is not None and not door.blocked: if door.crystal == CrystalBarrier.Either: sector.c_switch = True elif door.crystal == CrystalBarrier.Orange: sector.orange_barrier = True elif door.crystal == CrystalBarrier.Blue: sector.blue_barrier = True if door.bigKey: sector.bk_required = True if region.name in ['PoD Mimics 2', 'PoD Bow Statue Right', 'PoD Mimics 1', 'GT Mimics 1', 'GT Mimics 2', 'Eastern Single Eyegore', 'Eastern Duo Eyegores']: sector.item_logic.add('Bow') if region.name in ['Swamp Lobby', 'Swamp Entrance']: sector.item_logic.add('Open Floodgate') def assign_sector(sector, dungeon, candidate_sectors, global_pole): if sector: del candidate_sectors[sector] global_pole.consume(sector) assign_sector_helper(sector, dungeon) def assign_sector_helper(sector, builder): builder.sectors.append(sector) builder.location_cnt += sector.chest_locations builder.key_drop_cnt += sector.key_only_locations builder.location_set.update(sector.chest_location_set) if sector.c_switch: builder.c_switch_present = True if sector.blue_barrier: builder.c_switch_required = True if sector.bk_required: builder.bk_required = True if sector.bk_provided: builder.bk_provided = True count_conn_needed_supplied(sector, builder.conn_needed, builder.conn_supplied) builder.dead_ends += sector.dead_ends() builder.branches += sector.branches() if sector in builder.exception_list: builder.exception_list.remove(sector) else: if builder.split_dungeon_map: builder.split_dungeon_map = None if builder.valid_proposal: builder.valid_proposal = None def count_conn_needed_supplied(sector, conn_needed, conn_supplied): for door in sector.outstanding_doors: # todo: destination sectors like skull 2 west should be if (door.blocked or door.dead or sector.adj_outflow() <= 1) and not sector.is_entrance_sector(): conn_needed[hook_from_door(door)] += 1 # todo: stonewall else: # todo: dungeons that need connections... skull, tr, hc, desert (when edges are done) conn_supplied[hanger_from_door(door)] += 1 def find_sector(r_name, sectors): for s in sectors: if r_name in s.region_set(): return s return None def assign_non_hc_sectors(dungeon_map, non_hc_sectors, global_pole): sector_list = list(non_hc_sectors) random.shuffle(sector_list) population = [] for name in dungeon_map: if name != 'Hyrule Castle': population.append(name) choices = random.choices(population, k=len(sector_list)) for i, choice in enumerate(choices): builder = dungeon_map[choice] assign_sector(sector_list[i], builder, non_hc_sectors, global_pole) def scatter_extra_location_sectors(dungeon_map, free_location_sectors, global_pole): population = [n for n in dungeon_map.keys()] k = round(len(free_location_sectors) * .50) valid = False choices = None candidates = [] sector_list = list(free_location_sectors) while not valid: candidates = random.sample(sector_list, k=k) choices = random.choices(population, k=len(candidates)) sector_dict = defaultdict(list) for i, choice in enumerate(choices): builder = dungeon_map[choice] sector_dict[builder].append(candidates[i]) valid = global_pole.is_valid_multi_choice_2(dungeon_map, dungeon_map.values(), sector_dict) for i, choice in enumerate(choices): builder = dungeon_map[choice] assign_sector(candidates[i], builder, free_location_sectors, global_pole) return free_location_sectors def assign_location_sectors_minimal(dungeon_map, free_location_sectors, global_pole, world, player): valid = False choices = defaultdict(list) sector_list = list(free_location_sectors) random.shuffle(sector_list) orig_location_set = build_orig_location_set(dungeon_map) num_dungeon_items = requested_dungeon_items(world, player) locations_to_distribute = sum(sector.chest_locations for sector in free_location_sectors.keys()) reserved_per_dungeon = {d_name: count_reserved_locations(world, player, orig_location_set[d_name]) for d_name in dungeon_map.keys()} base_free, found_enough = 2, False while not found_enough: needed = sum(max(0, max(base_free, reserved_per_dungeon[d]) + num_dungeon_items - len(orig_location_set[d])) for d in dungeon_map.keys()) if needed > locations_to_distribute: if base_free == 0: raise Exception('Unable to meet minimum requirements, check for customizer problems') base_free -= 1 else: found_enough = True d_idx = {builder.name: i for i, builder in enumerate(dungeon_map.values())} next_sector = sector_list.pop() while not valid: choice, totals, location_set = weighted_random_location(dungeon_map, choices, orig_location_set, base_free, world, player) if not choice: break choices[choice].append(next_sector) if global_pole.is_valid_multi_choice_2(dungeon_map, dungeon_map.values(), choices): idx = d_idx[choice.name] totals[idx] += next_sector.chest_locations location_set[choice.name].update(next_sector.chest_location_set) valid = True for d_name, idx in d_idx.items(): free_items = count_reserved_locations(world, player, location_set[d_name]) target = max(free_items, base_free) + num_dungeon_items if totals[idx] < target: valid = False break if not valid: if len(sector_list) == 0: choices = defaultdict(list) sector_list = list(free_location_sectors) next_sector = sector_list.pop() else: choices[choice].remove(next_sector) for builder, choice_list in choices.items(): for choice in choice_list: assign_sector(choice, builder, free_location_sectors, global_pole) return free_location_sectors def weighted_random_location(dungeon_map, choices, orig_location_set, base_free, world, player): population = [] totals = [] location_set = {x: set(y) for x, y in orig_location_set.items()} num_dungeon_items = requested_dungeon_items(world, player) for i, dungeon_builder in enumerate(dungeon_map.values()): ttl = dungeon_builder.location_cnt + sum(sector.chest_locations for sector in choices[dungeon_builder]) totals.append(ttl) builder_set = location_set[dungeon_builder.name] builder_set.update(set().union(*(s.chest_location_set for s in choices[dungeon_builder]))) free_items = count_reserved_locations(world, player, builder_set) target = max(free_items, base_free) + num_dungeon_items if ttl < target: population.append(dungeon_builder) choice = random.choice(population) if len(population) > 0 else None return choice, totals, location_set # deprecated def weighted_random_locations(dungeon_map, free_location_sectors): population = [] ttl_assigned = 0 weights = [] totals = [] d_idx = {} for i, dungeon_builder in enumerate(dungeon_map.values()): population.append(dungeon_builder) totals.append(dungeon_builder.location_cnt) ttl_assigned += dungeon_builder.location_cnt weights.append(6.375) d_idx[dungeon_builder.name] = i average = ttl_assigned / 13 for i, db in enumerate(population): if db.location_cnt < average: weights[i] += average - db.location_cnt if db.location_cnt > average: weights[i] = max(0, weights[i] - db.location_cnt + average) choices = random.choices(population, weights, k=len(free_location_sectors)) return choices, d_idx, totals def build_orig_location_set(dungeon_map): orig_locations = {} for name, builder in dungeon_map.items(): orig_locations[name] = set().union(*(s.chest_location_set for s in builder.sectors)) return orig_locations def requested_dungeon_items(world, player): num = 0 if not world.bigkeyshuffle[player]: num += 1 if not world.compassshuffle[player]: num += 1 if not world.mapshuffle[player]: num += 1 return num def count_reserved_locations(world, player, proposed_set): if world.item_pool_config: return len([x for x in proposed_set if x in world.item_pool_config.reserved_locations[player]]) return 2 def assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barriers, global_pole): population = [] some_c_switches_present = False for name, builder in dungeon_map.items(): if builder.c_switch_required and not builder.c_switch_present and not builder.c_locked: population.append(name) if builder.c_switch_present and not builder.c_locked: some_c_switches_present = True if len(population) == 0: # nothing needs a switch if len(crystal_barriers) > 0 and not some_c_switches_present: # something should have one if len(crystal_switches) == 0: raise GenerationException('No crystal switches to assign. Ref %s' % next(iter(dungeon_map.keys()))) valid, builder_choice, switch_choice = False, None, None switch_candidates = list(crystal_switches) switch_choice = random.choice(switch_candidates) switch_candidates.remove(switch_choice) builder_candidates = [name for name, builder in dungeon_map.items() if not builder.c_locked] while not valid: if len(builder_candidates) == 0: if len(switch_candidates) == 0: raise GenerationException('No where to assign crystal switch. Ref %s' % next(iter(dungeon_map.keys()))) switch_choice = random.choice(switch_candidates) switch_candidates.remove(switch_choice) builder_candidates = list(dungeon_map.keys()) choice = random.choice(builder_candidates) builder_candidates.remove(choice) builder_choice = dungeon_map[choice] test_set = [switch_choice] test_set.extend(crystal_barriers) valid = global_pole.is_valid_choice(dungeon_map, builder_choice, test_set) assign_sector(switch_choice, builder_choice, crystal_switches, global_pole) return crystal_switches if len(crystal_switches) == 0: raise GenerationException('No crystal switches to assign') sector_list = list(crystal_switches) if len(population) > len(sector_list): raise GenerationException('Not enough crystal switch sectors for those needed') choices = random.sample(sector_list, k=len(population)) for i, choice in enumerate(choices): builder = dungeon_map[population[i]] assign_sector(choice, builder, crystal_switches, global_pole) return crystal_switches def ensure_crystal_switches_reachable(dungeon_map, crystal_switches, polarized_sectors, crystal_barriers, global_pole): invalid_builders = [] for name, builder in dungeon_map.items(): if builder.c_switch_present and builder.c_switch_required and not builder.c_locked: invalid_builders.append(builder) random.shuffle(invalid_builders) while len(invalid_builders) > 0: valid_builders = [] for builder in invalid_builders: entrance_sectors = [] reachable_crystals = defaultdict() for sector in builder.sectors: if sector.equations is None: sector.equations = calc_sector_equations(sector) if sector.is_entrance_sector() and not sector.destination_entrance: need_switch = True if sector.c_switch: # this relies on the fact that Mire Fishbone SE cannot be a portal need_switch = False any_benefit = False for eq in sector.equations: if len(eq.benefit) > 0: any_benefit = True break if need_switch and any_benefit: entrance_sectors.append(sector) for eq in sector.equations: if eq.c_switch: reachable_crystals[hook_from_door(eq.door)] = True valid_ent_sectors = [] random.shuffle(entrance_sectors) for entrance_sector in entrance_sectors: other_sectors = [x for x in builder.sectors if x != entrance_sector] reachable, access = is_c_switch_reachable(entrance_sector, reachable_crystals, other_sectors) if reachable: valid_ent_sectors.append(entrance_sector) else: candidates = {} for c in find_pol_cand_for_c_switch(access, reachable_crystals, polarized_sectors): candidates[c] = 'Polarized' for c in find_crystal_cand(access, crystal_switches): candidates[c] = 'Crystals' for c in find_pol_cand_for_c_switch(access, reachable_crystals, crystal_barriers): candidates[c] = 'Barriers' valid, sector, which_list = False, None, None while not valid: if len(candidates) <= 0: raise GenerationException(f'need to provide more sophisticated crystal connection for {entrance_sector}') # prioritize candidates if any(x == 'Crystals' for x in candidates.values()): cand_list = [x for x in candidates.items() if x[1] == 'Crystals'] else: cand_list = list(candidates.items()) sector, which_list = random.choice(cand_list) del candidates[sector] valid = global_pole.is_valid_choice(dungeon_map, builder, [sector]) if which_list == 'Polarized': assign_sector(sector, builder, polarized_sectors, global_pole) elif which_list == 'Crystals': assign_sector(sector, builder, crystal_switches, global_pole) elif which_list == 'Barriers': assign_sector(sector, builder, crystal_barriers, global_pole) entrance_sectors = [x for x in entrance_sectors if x not in valid_ent_sectors] if len(entrance_sectors) == 0: valid_builders.append(builder) invalid_builders = [x for x in invalid_builders if x not in valid_builders] def is_c_switch_reachable(entrance_sector, reachable_crystals, other_sectors): current_access = {} for eq in entrance_sector.equations: if eq.total_cost() <= 0: for key, door_list in eq.benefit.items(): for door in door_list: if door not in eq.crystal_blocked.keys() or eq.crystal_blocked[door] != CrystalBarrier.Blue: current_access[key] = True break for key, flag in current_access.items(): if opposite_h_type(key) in reachable_crystals.keys(): return True, {} changed = True while changed: changed = False for sector in other_sectors: for eq in sector.equations: key, cost_door = eq.cost if key in current_access.keys() and current_access[key]: for bene_key, door_list in eq.benefit.items(): for door in door_list: block_dict = eq.crystal_blocked if door not in block_dict.keys() or block_dict[door] != CrystalBarrier.Blue: if bene_key not in current_access.keys(): current_access[bene_key] = True changed = True break for key, flag in current_access.items(): if opposite_h_type(key) in reachable_crystals.keys(): return True, {} return False, current_access def find_pol_cand_for_c_switch(access, reachable_crystals, polarized_candidates): candidates = [] for sector in polarized_candidates: if pol_cand_matches_access_reach(sector, access, reachable_crystals): candidates.append(sector) return candidates def pol_cand_matches_access_reach(sector, access, reachable_crystals): if sector.equations is None: sector.equations = calc_sector_equations(sector) for eq in sector.equations: key, cost_door = eq.cost if key in access.keys() and access[key]: for bene_key, door_list in eq.benefit.items(): for door in door_list: if door not in eq.crystal_blocked.keys() or eq.crystal_blocked[door] != CrystalBarrier.Blue: if opposite_h_type(bene_key) in reachable_crystals.keys(): return True return False def find_crystal_cand(access, crystal_switches): candidates = [] for sector in crystal_switches: if crystal_cand_matches_access(sector, access): candidates.append(sector) return candidates def crystal_cand_matches_access(sector, access): if sector.equations is None: sector.equations = calc_sector_equations(sector) for eq in sector.equations: key, cost_door = eq.cost if key in access.keys() and access[key] and eq.c_switch and len(sector.outstanding_doors) > 1: return True return False def assign_crystal_barrier_sectors(dungeon_map, crystal_barriers, global_pole): population = [] for name, builder in dungeon_map.items(): if builder.c_switch_present and not builder.c_locked: population.append(name) sector_list = list(crystal_barriers) random.shuffle(sector_list) choices = random.choices(population, k=len(sector_list)) for i, choice in enumerate(choices): builder = dungeon_map[choice] assign_sector(sector_list[i], builder, crystal_barriers, global_pole) def identify_polarity_issues(dungeon_map): unconnected_builders = {} for name, builder in dungeon_map.items(): identify_polarity_issues_internal(name, builder, unconnected_builders) return unconnected_builders def identify_polarity_issues_internal(name, builder, unconnected_builders): if len(builder.sectors) == 1: return else: def sector_filter(x, y): return x != y # else: # def sector_filter(x, y): # return x != y and (x.outflow() > 1 or is_entrance_sector(builder, x)) connection_flags = {} for slot in PolSlot: connection_flags[slot] = {} for slot2 in PolSlot: connection_flags[slot][slot2] = False for sector in builder.sectors: others = [x for x in builder.sectors if sector_filter(x, sector)] other_mag = sum_magnitude(others) sector_mag = sector.magnitude() check_flags(sector_mag, connection_flags) unconnected_sector = True for i in PolSlot: if sector_mag[i.value] == 0 or other_mag[i.value] > 0 or self_connecting(sector, i, sector_mag): unconnected_sector = False break if unconnected_sector: for i in PolSlot: if sector_mag[i.value] > 0 and other_mag[i.value] == 0 and not self_connecting(sector, i, sector_mag): builder.mag_needed[i] = [x for x in PolSlot if other_mag[x.value] > 0] if name not in unconnected_builders.keys(): unconnected_builders[name] = builder ttl_mag = sum_magnitude(builder.sectors) for slot in PolSlot: for slot2 in PolSlot: if ttl_mag[slot.value] > 0 and ttl_mag[slot2.value] > 0 and not connection_flags[slot][slot2]: builder.mag_needed[slot] = [slot2] builder.mag_needed[slot2] = [slot] if name not in unconnected_builders.keys(): unconnected_builders[name] = builder def self_connecting(sector, slot, magnitude): return sector.polarity()[slot.value] == 0 and sum(magnitude) > magnitude[slot.value] def check_flags(sector_mag, connection_flags): for slot in PolSlot: for slot2 in PolSlot: if sector_mag[slot.value] > 0 and sector_mag[slot2.value] > 0: connection_flags[slot][slot2] = True if slot != slot2: for check_slot in PolSlot: # transitivity check if check_slot not in [slot, slot2] and connection_flags[slot2][check_slot]: connection_flags[slot][check_slot] = True connection_flags[check_slot][slot] = True def identify_simple_branching_issues(dungeon_map): problem_builders = {} for name, builder in dungeon_map.items(): if name == 'Skull Woods 2': # i dislike this special case todo: identify destination entrances builder.conn_supplied[Hook.West] += 1 builder.conn_needed[Hook.East] -= 1 builder.forced_loops = calc_forced_loops(builder.sectors) if builder.dead_ends + builder.forced_loops * 2 > builder.branches + builder.allowance: problem_builders[name] = builder for h_type in Hook: lack = builder.conn_balance[h_type] = builder.conn_supplied[h_type] - builder.conn_needed[h_type] if lack < 0: builder.total_conn_lack += -lack problem_builders[name] = builder return problem_builders def calc_forced_loops(sector_list): forced_loops = 0 for sector in sector_list: h_mag = sector.hook_magnitude() other_sectors = [x for x in sector_list if x != sector] other_mag = sum_hook_magnitude(other_sectors) loop_parts = 0 for hook in Hook: opp = opposite_h_type(hook).value if h_mag[hook.value] > other_mag[opp] and loop_present(hook, opp, h_mag, other_mag): loop_parts += (h_mag[hook.value] - other_mag[opp]) / 2 forced_loops += math.floor(loop_parts) return forced_loops def loop_present(hook, opp, h_mag, other_mag): if hook == Hook.Stairs: return h_mag[hook.value] - other_mag[opp] >= 2 else: return h_mag[opp] >= h_mag[hook.value] - other_mag[opp] def is_satisfied(door_dict_list): for door_dict in door_dict_list: for door_list in door_dict.values(): if len(door_list) > 0: return False return True # todo: maybe filter by used doors too # todo: I want the number of door that match is accessible by still def filter_match_deps(candidate, match_deps): return [x for x in match_deps if x != candidate] def sum_magnitude(sector_list): result = [0] * len(PolSlot) for sector in sector_list: vector = sector.magnitude() for i in range(len(result)): result[i] = result[i] + vector[i] return result def sum_hook_magnitude(sector_list): result = [0] * len(Hook) for sector in sector_list: vector = sector.hook_magnitude() for i in range(len(result)): result[i] = result[i] + vector[i] return result def sum_polarity(sector_list): pol = Polarity() for sector in sector_list: pol += sector.polarity() return pol def assign_polarized_sectors(dungeon_map, polarized_sectors, global_pole, builder_info): # step 1: fix polarity connection issues unconnected_builders = identify_polarity_issues(dungeon_map) while len(unconnected_builders) > 0: for name, builder in unconnected_builders.items(): candidates = find_connection_candidates(builder.mag_needed, polarized_sectors) valid, sector = False, None while not valid: if len(candidates) == 0: raise GenerationException('Cross Dungeon Builder: Cannot find a candidate for connectedness. %s' % name) sector = random.choice(candidates) candidates.remove(sector) valid = global_pole.is_valid_choice(dungeon_map, builder, [sector]) assign_sector(sector, builder, polarized_sectors, global_pole) builder.mag_needed = {} unconnected_builders = identify_polarity_issues(unconnected_builders) # step 2: fix dead ends problem_builders = identify_simple_branching_issues(dungeon_map) while len(problem_builders) > 0: for name, builder in problem_builders.items(): candidates, charges = find_simple_branching_candidates(builder, polarized_sectors) best = min(charges) best_candidates = [x for i, x in enumerate(candidates) if charges[i] <= best] valid, choice = False, None while not valid: if len(best_candidates) == 0: if len(candidates) == 0: raise GenerationException('Cross Dungeon Builder: Simple branch problems: %s' % name) best = min(charges) best_candidates = [x for i, x in enumerate(candidates) if charges[i] <= best] choice = random.choice(best_candidates) best_candidates.remove(choice) i = candidates.index(choice) candidates.pop(i) charges.pop(i) valid = global_pole.is_valid_choice(dungeon_map, builder, [choice]) and valid_connected_assignment(builder, [choice]) assign_sector(choice, builder, polarized_sectors, global_pole) builder.total_conn_lack = 0 builder.conn_balance.clear() problem_builders = identify_simple_branching_issues(problem_builders) # step 3: fix neutrality issues polarity_step_3(dungeon_map, polarized_sectors, global_pole) # step 4: fix dead ends again neutral_choices: List[List] = neutralize_the_rest(polarized_sectors) problem_builders = identify_branching_issues(dungeon_map, builder_info) while len(problem_builders) > 0: for name, builder in problem_builders.items(): candidates = find_branching_candidates(builder, neutral_choices, builder_info) valid, choice, package = False, None, None while not valid: if len(candidates) <= 0: raise GenerationException('Cross Dungeon Builder: Complex branch problems: %s' % name) choice, package = random.choice(candidates) candidates.remove((choice, package)) valid = global_pole.is_valid_choice(dungeon_map, builder, choice) and valid_polarized_assignment(builder, choice) neutral_choices.remove(choice) for sector in choice: assign_sector(sector, builder, polarized_sectors, global_pole) if package: builder.throne_door, builder.throne_sector, builder.chosen_lobby = package builder.unfulfilled.clear() problem_builders = identify_branching_issues(problem_builders, builder_info) # step 5: assign randomly until gone - must maintain connectedness, neutral polarity, branching, lack, etc. comb_w_replace = len(dungeon_map) ** len(neutral_choices) combinations = None if comb_w_replace <= 1000: combinations = list(itertools.product(dungeon_map.keys(), repeat=len(neutral_choices))) random.shuffle(combinations) tries = 0 while len(polarized_sectors) > 0: if tries > 1000 or (combinations and tries >= len(combinations)): raise GenerationException('No valid assignment found. Ref: %s' % next(iter(dungeon_map.keys()))) if combinations: choices = combinations[tries] else: choices = random.choices(list(dungeon_map.keys()), k=len(neutral_choices)) chosen_sectors = defaultdict(list) for i, choice in enumerate(choices): chosen_sectors[choice].extend(neutral_choices[i]) all_valid, package_map = True, {} for name, sector_list in chosen_sectors.items(): flag, package = valid_assignment(dungeon_map[name], sector_list, builder_info) if not flag: all_valid = False break if package: package_map[dungeon_map[name]] = package if all_valid: for i, choice in enumerate(choices): builder = dungeon_map[choice] for sector in neutral_choices[i]: assign_sector(sector, builder, polarized_sectors, global_pole) if builder in package_map: builder.throne_door, builder.throne_sector, builder.chosen_lobby = package_map[builder] tries += 1 def polarity_step_3(dungeon_map, polarized_sectors, global_pole): # step 3a: fix odd builders odd_builders = [x for x in dungeon_map.values() if sum_polarity(x.sectors).charge() % 2 != 0] grouped_choices: List[List] = find_forced_groupings(polarized_sectors, dungeon_map) random.shuffle(odd_builders) odd_candidates = find_odd_sectors(grouped_choices) tries = 0 while len(odd_builders) > 0: if tries > 1000: raise GenerationException('Unable to fix dungeon parity. Ref: %s' % next(iter(odd_builders)).name) best_choices = None best_charge = sum([x.polarity().charge() for x in dungeon_map.values()]) samples = 0 combos = ncr(len(odd_candidates), len(odd_builders)) sample_target = 100 if combos > 10 else combos * 2 while best_choices is None or samples < sample_target: samples += 1 if len(odd_candidates) < len(odd_builders): raise GenerationException(f'Unable to fix dungeon parity - not enough candidates.' f' Ref: {next(iter(odd_builders)).name}') choices = random.sample(odd_candidates, k=len(odd_builders)) valid = global_pole.is_valid_multi_choice(dungeon_map, odd_builders, choices) charge = calc_total_charge(dungeon_map, odd_builders, choices) if valid and charge < best_charge: best_choices = choices best_charge = charge if samples > sample_target and best_choices is None: best_choices = choices best_charge = charge samples = 0 all_valid = True for i, candidate_list in enumerate(best_choices): test_set = find_forced_connections(dungeon_map, candidate_list, polarized_sectors) builder = odd_builders[i] if ensure_test_set_connectedness(test_set, builder, polarized_sectors, dungeon_map, global_pole): all_valid &= valid_branch_only(builder, candidate_list) else: all_valid = False break if not all_valid: break if all_valid: for i, candidate_list in enumerate(best_choices): builder = odd_builders[i] for sector in candidate_list: assign_sector(sector, builder, polarized_sectors, global_pole) odd_builders = [x for x in dungeon_map.values() if sum_polarity(x.sectors).charge() % 2 != 0] else: tries += 1 # step 3b: neutralize all builders parallel_full_neutralization(dungeon_map, polarized_sectors, global_pole) def parallel_full_neutralization(dungeon_map, polarized_sectors, global_pole): start = time.process_time() builders = list(dungeon_map.values()) finished = all([x.polarity().is_neutral() for x in builders]) solution_list, current_depth = defaultdict(list), 1 complete_builders = [x for x in builders if x.polarity().is_neutral()] avail_sectors = list(polarized_sectors) while not finished: builders_to_check = [x for x in builders if not (x.polarity()+sum_polarity(solution_list[x])).is_neutral()] candidates, last_depth = find_exact_neutralizing_candidates_parallel_db(builders_to_check, solution_list, avail_sectors, current_depth) increment_depth = True any_valid = False for builder, candidate_list in candidates.items(): valid, sectors = False, None while not valid: if len(candidate_list) == 0: increment_depth = False #need to look again at current level break sectors = random.choice(candidate_list) candidate_list.remove(sectors) proposal = solution_list.copy() proposal[builder] = list(proposal[builder]) proposal[builder].extend(sectors) valid = global_pole.is_valid_multi_choice_2(dungeon_map, builders, proposal) if valid: any_valid = True solution_list[builder].extend(sectors) for sector in sectors: avail_sectors.remove(sector) complete_builders.append(builder) for other_builder, other_cand_list in candidates.items(): if other_builder not in complete_builders: candidates_to_remove = list() for candidate in other_cand_list: for sector in sectors: if sector in candidate: candidates_to_remove.append(candidate) break other_cand_list[:] = [x for x in other_cand_list if x not in candidates_to_remove] # remove sectors from other candidate lists if not any_valid: increment_depth = True current_depth = last_depth + 1 if increment_depth else last_depth finished = all([(x.polarity()+sum_polarity(solution_list[x])).is_neutral() for x in builders]) logging.getLogger('').info(f'-Balanced solution found in {time.process_time()-start}') for builder, sectors in solution_list.items(): for sector in sectors: assign_sector(sector, builder, polarized_sectors, global_pole) def find_forced_connections(dungeon_map, candidate_list, polarized_sectors): test_set = list(candidate_list) other_sectors = [x for x in polarized_sectors if x not in candidate_list] dungeon_hooks = defaultdict(int) for name, builder in dungeon_map.items(): d_mag = sum_hook_magnitude(builder.sectors) for val in Hook: dungeon_hooks[val] += d_mag[val.value] queue = deque(candidate_list) while queue: candidate = queue.popleft() c_mag = candidate.hook_magnitude() other_candidates = [x for x in candidate_list if x != candidate] for val in Hook: if c_mag[val.value] > 0: opp = opposite_h_type(val) o_val = opp.value if sum_hook_magnitude(other_candidates)[o_val] == 0 and dungeon_hooks[opp] == 0 and not valid_self(c_mag, val, opp): forced_sector = [] for sec in other_sectors: if sec.hook_magnitude()[o_val] > 0: forced_sector.append(sec) if len(forced_sector) > 1: break if len(forced_sector) == 1: test_set.append(forced_sector[0]) return test_set def valid_self(c_mag, val, opp): if val == Hook.Stairs: return c_mag[val.value] > 2 else: return c_mag[opp.value] > 0 and sum(c_mag) > 2 def ensure_test_set_connectedness(test_set, builder, polarized_sectors, dungeon_map, global_pole): test_copy = list(test_set) while not valid_connected_assignment(builder, test_copy): dummy_builder = DungeonBuilder("Dummy Builder for " + builder.name) dummy_builder.sectors = builder.sectors + test_copy possibles = [x for x in polarized_sectors if x not in test_copy] candidates = find_connected_candidates(possibles) valid, sector = False, None while not valid: if len(candidates) == 0: return False sector = random.choice(candidates) candidates.remove(sector) t2 = test_copy+[sector] valid = global_pole.is_valid_choice(dungeon_map, builder, t2) and valid_branch_only(builder, t2) test_copy.append(sector) dummy_builder.sectors = builder.sectors + test_copy test_set[:] = test_copy return True def calc_total_charge(dungeon_map, builders, sector_lists): polarity_list = [x.polarity() for x in dungeon_map.values() if x not in builders] for i, sectors in enumerate(sector_lists): builder = builders[i] polarity = builder.polarity() + sum_polarity(sectors) polarity_list.append(polarity) return sum([x.charge() for x in polarity_list]) class GlobalPolarity: def __init__(self, candidate_sectors): self.positives = [0, 0, 0] self.negatives = [0, 0, 0] self.evens = 0 self.odds = 0 for sector in candidate_sectors: pol = sector.polarity() if pol.charge() % 2 == 0: self.evens += 1 else: self.odds += 1 for slot in PolSlot: if pol.vector[slot.value] < 0: self.negatives[slot.value] += -pol.vector[slot.value] elif pol.vector[slot.value] > 0: self.positives[slot.value] += pol.vector[slot.value] def copy(self): gp = GlobalPolarity([]) gp.positives = self.positives.copy() gp.negatives = self.negatives.copy() gp.evens = self.evens gp.odds = self.odds return gp def is_valid(self, dungeon_map): polarities = [x.polarity() for x in dungeon_map.values()] return self._check_parity(polarities) and self._is_valid_polarities(polarities) def _check_parity(self, polarities): local_evens = 0 local_odds = 0 for pol in polarities: if pol.charge() % 2 == 0: local_evens += 1 else: local_odds += 1 if local_odds > self.odds: return False return True def _is_valid_polarities(self, polarities): positives = self.positives.copy() negatives = self.negatives.copy() for polarity in polarities: for slot in PolSlot: if polarity[slot.value] > 0 and slot != PolSlot.Stairs: if negatives[slot.value] >= polarity[slot.value]: negatives[slot.value] -= polarity[slot.value] else: return False elif polarity[slot.value] < 0 and slot != PolSlot.Stairs: if positives[slot.value] >= -polarity[slot.value]: positives[slot.value] += polarity[slot.value] else: return False elif slot == PolSlot.Stairs: if positives[slot.value] >= polarity[slot.value]: positives[slot.value] -= polarity[slot.value] else: return False return True def consume(self, sector): polarity = sector.polarity() if polarity.charge() % 2 == 0: self.evens -= 1 else: self.odds -= 1 for slot in PolSlot: if polarity[slot.value] > 0 and slot != PolSlot.Stairs: if self.positives[slot.value] >= polarity[slot.value]: self.positives[slot.value] -= polarity[slot.value] else: raise GenerationException('Invalid assignment of %s' % sector.name) elif polarity[slot.value] < 0 and slot != PolSlot.Stairs: if self.negatives[slot.value] >= -polarity[slot.value]: self.negatives[slot.value] += polarity[slot.value] else: raise GenerationException('Invalid assignment of %s' % sector.name) elif slot == PolSlot.Stairs: if self.positives[slot.value] >= polarity[slot.value]: self.positives[slot.value] -= polarity[slot.value] else: raise GenerationException('Invalid assignment of %s' % sector.name) def is_valid_choice(self, dungeon_map, builder, sectors): proposal = self.copy() non_neutral_polarities = [x.polarity() for x in dungeon_map.values() if not x.polarity().is_neutral() and x != builder] current_polarity = builder.polarity() + sum_polarity(sectors) non_neutral_polarities.append(current_polarity) for sector in sectors: proposal.consume(sector) return proposal._check_parity(non_neutral_polarities) and proposal._is_valid_polarities(non_neutral_polarities) def is_valid_multi_choice(self, dungeon_map, builders, sector_lists): proposal = self.copy() non_neutral_polarities = [x.polarity() for x in dungeon_map.values() if not x.polarity().is_neutral() and x not in builders] for i, sectors in enumerate(sector_lists): builder = builders[i] current_polarity = builder.polarity() + sum_polarity(sectors) non_neutral_polarities.append(current_polarity) for sector in sectors: proposal.consume(sector) return proposal._check_parity(non_neutral_polarities) and proposal._is_valid_polarities(non_neutral_polarities) def is_valid_multi_choice_2(self, dungeon_map, builders, sector_dict): proposal = self.copy() non_neutral_polarities = [x.polarity() for x in dungeon_map.values() if not x.polarity().is_neutral() and x not in builders] for builder, sectors in sector_dict.items(): current_polarity = builder.polarity() + sum_polarity(sectors) non_neutral_polarities.append(current_polarity) for sector in sectors: proposal.consume(sector) return proposal._check_parity(non_neutral_polarities) and proposal._is_valid_polarities(non_neutral_polarities) # def check_odd_polarities(self, candidate_sectors, dungeon_map): # odd_candidates = [x for x in candidate_sectors if x.polarity().charge() % 2 != 0] # odd_map = {n: x for (n, x) in dungeon_map.items() if sum_polarity(x.sectors).charge() % 2 != 0} # gp = GlobalPolarity(odd_candidates) # return gp.is_valid(odd_map) def find_connection_candidates(mag_needed, sector_pool): candidates = [] for sector in sector_pool: if sector.branching_factor() < 2: continue mag = sector.magnitude() matches = False for slot, match_slot in mag_needed.items(): if mag[slot.value] > 0: for i in PolSlot: if i in match_slot and mag[i.value] > 0: matches = True break if matches: candidates.append(sector) return candidates def find_simple_branching_candidates(builder, sector_pool): candidates = defaultdict(list) charges = defaultdict(list) outflow_needed = builder.dead_ends + builder.forced_loops * 2 > builder.branches + builder.allowance total_needed = builder.dead_ends + builder.forced_loops * 2 - builder.branches + builder.allowance original_lack = builder.total_conn_lack best_lack = original_lack for sector in sector_pool: if outflow_needed and sector.branching_factor() <= 2: continue calc_sector_balance(sector) ttl_lack = 0 for hook in Hook: lack = builder.conn_balance[hook] + sector.conn_balance[hook] if lack < 0: ttl_lack += -lack forced_loops = calc_forced_loops(builder.sectors + [sector]) net_outflow = builder.dead_ends + forced_loops * 2 + sector.dead_ends() - builder.branches - builder.allowance - sector.branches() valid_branches = net_outflow < total_needed if valid_branches and (ttl_lack < original_lack or original_lack >= 0): candidates[ttl_lack].append(sector) charges[ttl_lack].append((builder.polarity()+sector.polarity()).charge()) if ttl_lack < best_lack: best_lack = ttl_lack if best_lack == original_lack and not outflow_needed: raise GenerationException('These candidates may not help at all') if len(candidates[best_lack]) <= 0: raise GenerationException('Nothing can fix the simple branching issue. Panic ensues.') return candidates[best_lack], charges[best_lack] def calc_sector_balance(sector): # todo: move to base class? if sector.conn_balance is None: sector.conn_balance = defaultdict(int) for door in sector.outstanding_doors: if door.blocked or door.dead or sector.branching_factor() <= 1: sector.conn_balance[hook_from_door(door)] -= 1 else: sector.conn_balance[hanger_from_door(door)] += 1 def find_odd_sectors(grouped_candidates): return [x for x in grouped_candidates if sum_polarity(x).charge() % 2 != 0] # This is related to the perfect sum problem in CS # * Best algorithm so far - db for dynamic programming # * Keeps track of unique deviations from neutral in the index # * Another assumption is that solutions that take fewer sector are more ideal # * When attempting to add depth and there are no more possibilities, this raises an Exception # * Each depth should be checked before asking for another one # An alterative approach would be to trim the db after deciding the candidate at the current depth will be # part of the propsoal def find_exact_neutralizing_candidates_parallel_db(builders, proposal, avail_sectors, current_depth): candidate_map = defaultdict(list) polarity_map = {} for builder in builders: polarity_map[builder] = builder.polarity() + sum_polarity(proposal[builder]) finished = False db, index = create_db_for_depth(current_depth, avail_sectors) while not finished: depth_map = db[current_depth] for builder in builders: target = polarity_map[builder].complement() if target in depth_map.keys(): finished = True candidate_map[builder].extend(depth_map[target].keys()) if finished: for builder in list(candidate_map.keys()): try: candidate_map[builder] = weed_candidates(builder, {0: candidate_map[builder]}, 0) except NeutralizingException: del candidate_map[builder] if len(candidate_map) == 0: finished = False if not finished: current_depth += 1 add_depth_to_db(db, index, current_depth, avail_sectors) return candidate_map, current_depth def create_db_for_depth(depth, avail_sectors): db = {0: {Polarity(): {OrderedFrozenSet(): None}}} db_index = {Polarity()} for i in range(1, depth+1): add_depth_to_db(db, db_index, i, avail_sectors) return db, db_index def add_depth_to_db(db, db_index, i, avail_sectors): previous = db[i-1] depth_map = defaultdict(dict) index_additions = set() for sector in avail_sectors: sector_set = {sector} sector_pol = sector.polarity() for polarity, choices in previous.items(): combo_pol = sector_pol + polarity if combo_pol not in db_index: index_additions.add(combo_pol) for choice in choices: if sector in choice.frozen_set: continue new_set = choice.new_with_element(sector_set) depth_map[combo_pol][new_set] = None for addition in index_additions: if len(depth_map[addition]) > 0: db_index.add(addition) else: del depth_map[addition] if len(depth_map) == 0: raise NeutralizingException('There is not a solution for this particular combination. Crystal switch issue?') # restart required db[i] = depth_map class OrderedFrozenSet: def __init__(self): self.frozen_set = frozenset() self.order = [] def __eq__(self, other): return self.frozen_set == other.frozen_set def __hash__(self): return hash(self.frozen_set) def __iter__(self): return self.order.__iter__() def __len__(self): return len(self.order) def new_with_element(self, elements): ret = OrderedFrozenSet() ret.frozen_set = frozenset(self.frozen_set | elements) ret.order = list(self.order) ret.order.extend(elements) return ret # this could be re-worked for the more complete solution # i'm not sure it does a whole lot now def weed_candidates(builder, candidates, best_charge): official_cand = [] while len(official_cand) == 0: if len(candidates.keys()) == 0: raise NeutralizingException('Cross Dungeon Builder: Weeded out all candidates %s' % builder.name) while best_charge not in candidates.keys(): best_charge += 1 candidate_list = candidates.pop(best_charge) best_lack = None for cand in candidate_list: ttl_deads = 0 ttl_branches = 0 for sector in cand: calc_sector_balance(sector) ttl_deads += sector.dead_ends() ttl_branches += sector.branches() ttl_lack = 0 ttl_balance = 0 for hook in Hook: bal = 0 for sector in cand: bal += sector.conn_balance[hook] lack = builder.conn_balance[hook] + bal ttl_balance += lack if lack < 0: ttl_lack += -lack forced_loops = calc_forced_loops(builder.sectors + list(cand)) if ttl_balance >= 0 and builder.dead_ends + ttl_deads + forced_loops * 2 <= builder.branches + ttl_branches + builder.allowance: if best_lack is None or ttl_lack < best_lack: best_lack = ttl_lack official_cand = [cand] elif ttl_lack == best_lack: official_cand.append(cand) # choose from among those that use less best_len = None cand_len = [] for cand in official_cand: size = len(cand) if best_len is None or size < best_len: best_len = size cand_len = [cand] elif size == best_len: cand_len.append(cand) return cand_len def find_branching_candidates(builder, neutral_choices, builder_info): candidates = [] for choice in neutral_choices: resolved, problem_list, package = check_for_valid_layout(builder, choice, builder_info) if resolved: candidates.append((choice, package)) return candidates def find_connected_candidates(sector_pool): candidates = [] for sector in sector_pool: if sector.adj_outflow() >= 2: candidates.append(sector) return candidates def neutralize_the_rest(sector_pool): neutral_choices = [] main_pool = list(sector_pool) failed_pool = [] r_size = 1 while len(main_pool) > 0 or len(failed_pool) > 0: if len(main_pool) <= r_size: main_pool.extend(failed_pool) failed_pool.clear() r_size += 1 candidate = random.choice(main_pool) main_pool.remove(candidate) if r_size > len(main_pool): raise GenerationException("Cross Dungeon Builder: no more neutral pairings possible") combinations = ncr(len(main_pool), r_size) itr = 0 done = False while not done: ttl_polarity = candidate.polarity() choice_set = kth_combination(itr, main_pool, r_size) for choice in choice_set: ttl_polarity += choice.polarity() if ttl_polarity.is_neutral(): choice_set.append(candidate) neutral_choices.append(choice_set) main_pool = [x for x in main_pool if x not in choice_set] failed_pool = [x for x in failed_pool if x not in choice_set] done = True else: itr += 1 if itr >= combinations: failed_pool.append(candidate) done = True return neutral_choices # doesn't force a grouping when all in the found_list comes from the same sector def find_forced_groupings(sector_pool, dungeon_map): dungeon_hooks = {} for name, builder in dungeon_map.items(): dungeon_hooks[name] = categorize_groupings(builder.sectors) groupings = [] queue = deque(sector_pool) skips = set() while len(queue) > 0: grouping = queue.popleft() is_list = isinstance(grouping, List) if not is_list and grouping in skips: continue grouping = grouping if is_list else [grouping] hook_categories = categorize_groupings(grouping) force_found = False for val in Hook: if val in hook_categories.keys(): required_doors, flexible_doors = hook_categories[val] if len(required_doors) >= 1: opp = opposite_h_type(val) found_list = [] if opp in hook_categories.keys() and len(hook_categories[opp][1]) > 0: found_list.extend(hook_categories[opp][1]) for name, hooks in dungeon_hooks.items(): if opp in hooks.keys() and len(hooks[opp][1]) > 0: found_list.extend(hooks[opp][1]) other_sectors = [x for x in sector_pool if x not in grouping] other_sector_cats = categorize_groupings(other_sectors) if opp in other_sector_cats.keys() and len(other_sector_cats[opp][1]) > 0: found_list.extend(other_sector_cats[opp][1]) if len(required_doors) == len(found_list): forced_sectors = [] for sec in other_sectors: cats = categorize_groupings([sec]) if opp in cats.keys() and len(cats[opp][1]) > 0: forced_sectors.append(sec) if len(forced_sectors) > 0: grouping.extend(forced_sectors) skips.update(forced_sectors) merge_groups = [] for group in groupings: for sector in group: if sector in forced_sectors: merge_groups.append(group) for merge in merge_groups: grouping = list(set(grouping).union(set(merge))) groupings.remove(merge) queue.append(grouping) force_found = True elif len(flexible_doors) == 1: opp = opposite_h_type(val) found_list = [] if opp in hook_categories.keys() and (len(hook_categories[opp][0]) > 0 or len(hook_categories[opp][1]) > 0): found_list.extend(hook_categories[opp][0]) found_list.extend([x for x in hook_categories[opp][1] if x not in flexible_doors]) for name, hooks in dungeon_hooks.items(): if opp in hooks.keys() and (len(hooks[opp][0]) > 0 or len(hooks[opp][1]) > 0): found_list.extend(hooks[opp][0]) found_list.extend(hooks[opp][1]) other_sectors = [x for x in sector_pool if x not in grouping] other_sector_cats = categorize_groupings(other_sectors) if opp in other_sector_cats.keys() and (len(other_sector_cats[opp][0]) > 0 or len(other_sector_cats[opp][1]) > 0): found_list.extend(other_sector_cats[opp][0]) found_list.extend(other_sector_cats[opp][1]) if len(found_list) == 1: forced_sectors = [] for sec in other_sectors: cats = categorize_groupings([sec]) if opp in cats.keys() and (len(cats[opp][0]) > 0 or len(cats[opp][1]) > 0): forced_sectors.append(sec) if len(forced_sectors) > 0: grouping.extend(forced_sectors) skips.update(forced_sectors) merge_groups = [] for group in groupings: for sector in group: if sector in forced_sectors: merge_groups.append(group) for merge in merge_groups: grouping += merge groupings.remove(merge) queue.append(grouping) force_found = True if force_found: break if not force_found: groupings.append(grouping) return groupings def categorize_groupings(sectors): hook_categories = {} for sector in sectors: for door in sector.outstanding_doors: hook = hook_from_door(door) if hook not in hook_categories.keys(): hook_categories[hook] = ([], []) if door.blocked or door.dead: hook_categories[hook][0].append(door) else: hook_categories[hook][1].append(door) return hook_categories def valid_assignment(builder, sector_list, builder_info): if not valid_entrance(builder, sector_list, builder_info): return False, None if not valid_c_switch(builder, sector_list): return False, None if not valid_polarized_assignment(builder, sector_list): return False, None resolved, problems, package = check_for_valid_layout(builder, sector_list, builder_info) return resolved, package def valid_entrance(builder, sector_list, builder_info): is_dead_end = False if len(builder.sectors) == 0: is_dead_end = True else: entrances, splits, c_tuple, world, player = builder_info if builder.name not in entrances.keys(): name_parts = builder.name.rsplit(' ', 1) entrance_list = splits[name_parts[0]][name_parts[1]] entrances = [] for sector in builder.sectors: if sector.is_entrance_sector(): sector.region_set() entrances.append(sector) all_dead = True for sector in entrances: for region in entrance_list: if region in sector.region_set(): portal = next((x for x in world.dungeon_portals[player] if x.door.entrance.parent_region.name == region), None) if portal and not portal.deadEnd: all_dead = False break if not all_dead: break is_dead_end = all_dead return len(sector_list) == 0 if is_dead_end else True def valid_c_switch(builder, sector_list): if builder.c_switch_present: return True for sector in sector_list: if sector.c_switch: return True if builder.c_switch_required: return False for sector in sector_list: if sector.blue_barrier: return False return True def valid_connected_assignment(builder, sector_list): full_list = sector_list + builder.sectors if len(full_list) == 1 and sum_magnitude(full_list) == [0, 0, 0]: return True for sector in full_list: if sector.is_entrance_sector(): continue others = [x for x in full_list if x != sector] other_mag = sum_magnitude(others) sector_mag = sector.magnitude() hookable = False for i in range(len(sector_mag)): if sector_mag[i] > 0 and other_mag[i] > 0: hookable = True if not hookable: return False return True def valid_branch_assignment(builder, sector_list): if not valid_connected_assignment(builder, sector_list): return False return valid_branch_only(builder, sector_list) def valid_branch_only(builder, sector_list): forced_loops = calc_forced_loops(builder.sectors + sector_list) ttl_deads = 0 ttl_branches = 0 for s in sector_list: # calc_sector_balance(sector) # do I want to check lack here? see weed_candidates ttl_deads += s.dead_ends() ttl_branches += s.branches() return builder.dead_ends + ttl_deads + forced_loops * 2 <= builder.branches + ttl_branches + builder.allowance def valid_polarized_assignment(builder, sector_list): if not valid_branch_assignment(builder, sector_list): return False return (sum_polarity(sector_list) + sum_polarity(builder.sectors)).is_neutral() def assign_the_rest(dungeon_map, neutral_sectors, global_pole, builder_info): comb_w_replace = len(dungeon_map) ** len(neutral_sectors) combinations = None if comb_w_replace <= 1000: combinations = list(itertools.product(dungeon_map.keys(), repeat=len(neutral_sectors))) random.shuffle(combinations) tries = 0 while len(neutral_sectors) > 0: if tries > 1000 or (combinations and tries >= len(combinations)): raise GenerationException('No valid assignment found for "neutral" sectors. Ref: %s' % next(iter(dungeon_map.keys()))) # sector_list = list(neutral_sectors) if combinations: choices = combinations[tries] else: choices = random.choices(list(dungeon_map.keys()), k=len(neutral_sectors)) neutral_sector_list = list(neutral_sectors) chosen_sectors = defaultdict(list) for i, choice in enumerate(choices): chosen_sectors[choice].append(neutral_sector_list[i]) all_valid, package_map = True, {} for name, sector_list in chosen_sectors.items(): flag, package = valid_assignment(dungeon_map[name], sector_list, builder_info) if not flag: all_valid = False break if package: package_map[dungeon_map[name]] = package if all_valid: for name, sector_list in chosen_sectors.items(): builder = dungeon_map[name] for sector in sector_list: assign_sector(sector, builder, neutral_sectors, global_pole) if builder in package_map: builder.throne_door, builder.throne_sector, builder.chosen_lobby = package_map[builder] tries += 1 def split_dungeon_builder(builder, split_list, builder_info): ents, splits, c_tuple, world, player = builder_info if builder.split_dungeon_map and len(builder.exception_list) == 0: for name, proposal in builder.valid_proposal.items(): builder.split_dungeon_map[name].valid_proposal = proposal if builder.name == 'Hyrule Castle': builder.chosen_lobby.outstanding_doors.remove(builder.throne_door) builder.throne_sector.outstanding_doors.remove(world.get_door('Hyrule Castle Throne Room N', player)) return builder.split_dungeon_map # we made this earlier in gen, just use it attempts, comb_w_replace, merge_attempt, merge_limit = 0, None, 0, len(split_list) - 1 while attempts < 5: # does not solve coin flips 3% of the time try: candidate_sectors = dict.fromkeys(builder.sectors) if builder.name == 'Hyrule Castle': throne_sector = find_sector('Hyrule Castle Throne Room', candidate_sectors) chosen_lobbies = {r_name for x in split_list.values() for r_name in x} choices = {} for sector in candidate_sectors: if sector.adj_outflow() > 1 and sector != throne_sector: for door in sector.outstanding_doors: if door.direction == Direction.South and door.entrance.parent_region not in chosen_lobbies: choices[door] = sector chosen_door = random.choice(list(choices.keys())) split_list['Sewers'].append(chosen_door.entrance.parent_region.name) choices[chosen_door].outstanding_doors.remove(chosen_door) builder.throne_door = chosen_door builder.throne_sector = throne_sector builder.chosen_lobby = choices[chosen_door] throne_sector.outstanding_doors.remove(world.get_door('Hyrule Castle Throne Room N', player)) global_pole = GlobalPolarity(candidate_sectors) dungeon_map, sub_builder, merge_keys = {}, None, [] if merge_attempt > 0: candidates = [] for name, split_entrances in split_list.items(): if len(split_entrances) > 1: candidates.append(name) continue elif len(split_entrances) <= 0: continue r_name = split_entrances[0] p = next((x for x in world.dungeon_portals[player] if x.door.entrance.parent_region.name == r_name), None) if p and not p.deadEnd: candidates.append(name) merge_keys = random.sample(candidates, merge_attempt+1) if len(candidates) >= merge_attempt+1 else [] for name, split_entrances in split_list.items(): key = builder.name + ' ' + name if merge_keys and name in merge_keys: other_keys = [builder.name + ' ' + x for x in merge_keys if x != name] other_key = next((x for x in other_keys if x in dungeon_map), None) if other_key: key = other_key sub_builder = dungeon_map[other_key] sub_builder.all_entrances.extend(split_entrances) if key not in dungeon_map: dungeon_map[key] = sub_builder = DungeonBuilder(key) sub_builder.split_flag = True sub_builder.all_entrances = list(split_entrances) for r_name in split_entrances: assign_sector(find_sector(r_name, candidate_sectors), sub_builder, candidate_sectors, global_pole) if builder.name == 'Hyrule Castle': assign_sector(find_sector('Hyrule Castle Throne Room', candidate_sectors), dungeon_map['Hyrule Castle Dungeon'], candidate_sectors, global_pole) assign_sector(find_sector('Hyrule Dungeon Cellblock', candidate_sectors), dungeon_map['Hyrule Castle Dungeon'], candidate_sectors, global_pole) dungeon_map['Hyrule Castle Dungeon'].throne_door = world.get_door('Hyrule Castle Throne Room N', player) dungeon_map['Hyrule Castle Sewers'].sewers_access = builder.throne_door if len(candidate_sectors) == 0: return dungeon_map comb_w_replace = len(dungeon_map) ** len(candidate_sectors) return balance_split(candidate_sectors, dungeon_map, global_pole, builder_info) except (GenerationException, NeutralizingException): if comb_w_replace and comb_w_replace <= 10000 and not builder.throne_door: attempts += 5 # all the combinations were tried already, no use repeating else: attempts += 1 if builder.throne_door: previous = find_sector(builder.throne_door.entrance.parent_region.name, builder.sectors) previous.outstanding_doors.append(builder.throne_door) builder.throne_sector.outstanding_doors.append(world.get_door('Hyrule Castle Throne Room N', player)) split_list['Sewers'].remove(builder.throne_door.entrance.parent_region.name) builder.throne_door = None if attempts >= 5 and merge_attempt < merge_limit and builder.name != 'Hyrule Castle': merge_attempt, attempts = merge_attempt + 1, 0 raise GenerationException('Unable to resolve in 5 attempts') def balance_split(candidate_sectors, dungeon_map, global_pole, builder_info): dungeon_entrances, split_dungeon_entrances, connections_tuple, world, player = builder_info for name, builder in dungeon_map.items(): calc_allowance_and_dead_ends(builder, connections_tuple, world, player) comb_w_replace = len(dungeon_map) ** len(candidate_sectors) if comb_w_replace <= 10000: combinations = list(itertools.product(dungeon_map.keys(), repeat=len(candidate_sectors))) random.shuffle(combinations) tries = 0 while tries < len(combinations): choices = combinations[tries] main_sector_list = list(candidate_sectors) chosen_sectors = defaultdict(list) for i, choice in enumerate(choices): chosen_sectors[choice].append(main_sector_list[i]) all_valid, package_map = True, {} for name, builder in dungeon_map.items(): flag, package = valid_assignment(builder, chosen_sectors[name], builder_info) if not flag: all_valid = False break if package: package_map[builder] = package if all_valid: for name, sector_list in chosen_sectors.items(): builder = dungeon_map[name] for sector in sector_list: assign_sector(sector, builder, candidate_sectors, global_pole) if builder in package_map: builder.throne_door, builder.throne_sector, builder.chosen_lobby = package_map[builder] return dungeon_map tries += 1 raise GenerationException('Split Dungeon Builder: Impossible dungeon. Ref %s' % next(iter(dungeon_map.keys()))) # categorize sectors check_for_forced_dead_ends(dungeon_map, candidate_sectors, global_pole) check_for_forced_assignments(dungeon_map, candidate_sectors, global_pole) check_for_forced_crystal(dungeon_map, candidate_sectors, global_pole) crystal_switches, crystal_barriers, neutral_sectors, polarized_sectors = categorize_sectors(candidate_sectors) leftover = assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barriers, global_pole) ensure_crystal_switches_reachable(dungeon_map, leftover, polarized_sectors, crystal_barriers, global_pole) for sector in leftover: if sector.polarity().is_neutral(): neutral_sectors[sector] = None else: polarized_sectors[sector] = None # blue barriers assign_crystal_barrier_sectors(dungeon_map, crystal_barriers, global_pole) # polarity: assign_polarized_sectors(dungeon_map, polarized_sectors, global_pole, builder_info) # the rest assign_the_rest(dungeon_map, neutral_sectors, global_pole, builder_info) return dungeon_map def check_for_forced_dead_ends(dungeon_map, candidate_sectors, global_pole): dead_end_sectors = [x for x in candidate_sectors if x.branching_factor() <= 1] other_sectors = [x for x in candidate_sectors if x not in dead_end_sectors] for name, builder in dungeon_map.items(): other_sectors += builder.sectors other_magnitude = sum_hook_magnitude(other_sectors) dead_cnt = [0] * len(Hook) for sector in dead_end_sectors: hook_mag = sector.hook_magnitude() for hook in Hook: if hook_mag[hook.value] != 0: dead_cnt[hook.value] += 1 for hook in Hook: opp = opposite_h_type(hook).value if dead_cnt[hook.value] > other_magnitude[opp]: raise GenerationException('Impossible to satisfy all these dead ends') elif dead_cnt[hook.value] == other_magnitude[opp]: candidates = [x for x in dead_end_sectors if x.hook_magnitude()[hook.value] > 0] for sector in other_sectors: if sector.hook_magnitude()[opp] > 0 and sector.is_entrance_sector() and sector.branching_factor() == 2: builder = None for b in dungeon_map.values(): if sector in b.sectors: builder = b break valid, candidate_sector = False, None while not valid: if len(candidates) == 0: raise GenerationException('Split Dungeon Builder: Bad dead end %s' % builder.name) candidate_sector = random.choice(candidates) candidates.remove(candidate_sector) valid = global_pole.is_valid_choice(dungeon_map, builder, [candidate_sector]) and check_crystal(candidate_sector, sector) assign_sector(candidate_sector, builder, candidate_sectors, global_pole) builder.c_locked = True def check_crystal(dead_end, entrance): if dead_end.blue_barrier and not entrance.c_switch and not dead_end.c_switch: return False if entrance.blue_barrier and not entrance.c_switch and not dead_end.c_switch: return False return True def check_for_forced_assignments(dungeon_map, candidate_sectors, global_pole): done = False while not done: done = True magnitude = sum_hook_magnitude(candidate_sectors) dungeon_hooks = {} for name, builder in dungeon_map.items(): dungeon_hooks[name] = sum_hook_magnitude(builder.sectors) for val in Hook: if magnitude[val.value] == 1: forced_sector = None for sec in candidate_sectors: if sec.hook_magnitude()[val.value] > 0: forced_sector = sec break opp = opposite_h_type(val).value other_sectors = [x for x in candidate_sectors if x != forced_sector] if sum_hook_magnitude(other_sectors)[opp] == 0: found_hooks = [] for name, hooks in dungeon_hooks.items(): if hooks[opp] > 0 and not dungeon_map[name].c_locked: found_hooks.append(name) if len(found_hooks) == 1: done = False assign_sector(forced_sector, dungeon_map[found_hooks[0]], candidate_sectors, global_pole) def check_for_forced_crystal(dungeon_map, candidate_sectors, global_pole): for name, builder in dungeon_map.items(): if check_for_forced_crystal_single(builder, candidate_sectors): builder.c_switch_required = True def check_for_forced_crystal_single(builder, candidate_sectors): builder_doors = defaultdict(dict) for sector in builder.sectors: for door in sector.outstanding_doors: builder_doors[hook_from_door(door)][door] = sector if len(builder_doors) == 0: return False candidate_doors = defaultdict(dict) for sector in candidate_sectors: for door in sector.outstanding_doors: candidate_doors[hook_from_door(door)][door] = sector for hook in builder_doors.keys(): for door in builder_doors[hook].keys(): opp = opposite_h_type(hook) if opp in builder_doors.keys(): for d, sector in builder_doors[opp].items(): if d != door and (not sector.blue_barrier or sector.c_switch): return False for d, sector in candidate_doors[opp].items(): if not sector.blue_barrier or sector.c_switch: return False return True def categorize_sectors(candidate_sectors): crystal_switches = {} crystal_barriers = {} polarized_sectors = {} neutral_sectors = {} for sector in candidate_sectors: if sector.c_switch: crystal_switches[sector] = None elif sector.blue_barrier: crystal_barriers[sector] = None elif sector.polarity().is_neutral(): neutral_sectors[sector] = None else: polarized_sectors[sector] = None return crystal_switches, crystal_barriers, neutral_sectors, polarized_sectors class NeutralizingException(Exception): pass class GenerationException(Exception): pass class DoorEquation: def __init__(self, door): self.door = door self.cost = None, None self.benefit = defaultdict(list) self.required = False self.access_id = None self.c_switch = False self.crystal_blocked = {} self.entrance_flag = False def copy(self): eq = DoorEquation(self.door) eq.cost = self.cost for key, doors in self.benefit.items(): eq.benefit[key] = doors.copy() eq.required = self.required eq.c_switch = self.c_switch eq.crystal_blocked = self.crystal_blocked.copy() return eq def total_cost(self): return 0 if self.cost[0] is None else 1 def gross(self, current_access): key, cost_door = self.cost if key is None: # todo: could just be Orange as well (multiple entrance case) crystal_access = current_access.access_door[None] else: crystal_access = None for match_door, crystal in current_access.outstanding_doors.items(): if hook_from_door(match_door) == key: if crystal_access is None or current_access._better_crystal(crystal_access, crystal): crystal_access = crystal ttl = 0 for key, door_list in self.benefit.items(): for door in door_list: if door in current_access.outstanding_doors.keys() or door in current_access.proposed_connections.keys(): continue if door in self.crystal_blocked.keys() and not self.c_switch: if crystal_access == CrystalBarrier.Either or crystal_access == self.crystal_blocked[door]: ttl += 1 else: ttl += 1 return ttl def profit(self, current_access): return self.gross(current_access) - self.total_cost() def neutral(self): key, door = self.cost if key is not None and len(self.benefit[key]) <= 0: return False return True def neutral_profit(self): key, door = self.cost if key is not None: if len(self.benefit[key]) < 1: return False if len(self.benefit[key]) > 1: return True return False else: return True def can_cover_cost(self, current_access): key, door = self.cost if key is not None and current_access[key] < 1: return False return True class DungeonAccess: def __init__(self): self.access = defaultdict(int) self.door_access = {} # door -> crystal self.door_sector_map = {} # door -> original sector self.outstanding_doors = {} self.blocked_doors = {} self.door_access[None] = CrystalBarrier.Orange self.proposed_connections = {} self.reached_doors = set() def can_cover_equation(self, equation): key, door = equation.cost if key is None: return True return self.access[key] >= 1 def can_pay(self, key): if key is None: return True return self.access[key] >= 1 def adjust_for_equation(self, equation, sector): if equation.cost[0] is None: original_crystal = self.door_access[None] for key, door_list in equation.benefit.items(): self.access[key] += len(door_list) for door in door_list: # I can't think of an entrance sector that forces blue crystal_state = CrystalBarrier.Either if equation.c_switch else original_crystal if crystal_state == CrystalBarrier.Either: self.door_access[None] = CrystalBarrier.Either self.door_access[door] = crystal_state self.door_sector_map[door] = sector self.outstanding_doors[door] = crystal_state self.reached_doors.add(door) else: key, door = equation.cost self.access[key] -= 1 # find the a matching connection best_door, best_crystal = None, None for match_door, crystal in self.outstanding_doors.items(): if hook_from_door(match_door) == key: if best_door is None or self._better_crystal(best_crystal, crystal): best_door = match_door best_crystal = crystal if best_door is None: raise Exception('Something went terribly wrong I think') # for match_door, crystal in self.blocked_doors.items(): # if hook_from_door(match_door) == key: # if best_door is None or self._better_crystal(best_crystal, crystal): # best_door = match_door # best_crystal = crystal self.door_sector_map[door] = sector self.door_access[door] = best_crystal self.reached_doors.add(door) self.proposed_connections[door] = best_door self.proposed_connections[best_door] = door if best_door in self.outstanding_doors.keys(): del self.outstanding_doors[best_door] elif best_door in self.blocked_doors.keys(): del self.blocked_doors[best_door] self.reached_doors.add(best_door) # todo: backpropagate crystal access if equation.c_switch or best_crystal == CrystalBarrier.Either: # if not equation.door.blocked: self.door_access[door] = CrystalBarrier.Either self.door_access[best_door] = CrystalBarrier.Either queue = deque([best_door, door]) visited = set() while len(queue) > 0: next_door = queue.popleft() visited.add(next_door) curr_sector = self.door_sector_map[next_door] next_eq = None for eq in curr_sector.equations: if eq.door == next_door: next_eq = eq break if next_eq.entrance_flag: crystal_state = self.door_access[next_door] self.door_access[None] = crystal_state for eq in curr_sector.equations: cand_door = eq.door crystal_state = self.door_access[None] if cand_door in next_eq.crystal_blocked.keys(): crystal_state = next_eq.crystal_blocked[cand_door] if cand_door not in visited: self.door_access[cand_door] = crystal_state if not cand_door.blocked: if cand_door in self.outstanding_doors.keys(): self.outstanding_doors[cand_door] = crystal_state if cand_door in self.proposed_connections.keys(): partner_door = self.proposed_connections[cand_door] self.door_access[partner_door] = crystal_state if partner_door in self.outstanding_doors.keys(): self.outstanding_doors[partner_door] = crystal_state if partner_door not in visited: queue.append(partner_door) else: for key, door_list in next_eq.benefit.items(): for cand_door in door_list: crystal_state = self.door_access[next_door] if cand_door in next_eq.crystal_blocked.keys(): crystal_state = next_eq.crystal_blocked[cand_door] if cand_door in self.blocked_doors.keys(): needed_crystal = self.blocked_doors[cand_door] if meets_crystal_requirment(crystal_state, needed_crystal): del self.blocked_doors[cand_door] if cand_door != door: self.access[key] += 1 self.outstanding_doors[cand_door] = crystal_state self.door_access[cand_door] = crystal_state self.reached_doors.add(cand_door) if cand_door not in visited: self.door_access[cand_door] = crystal_state if not cand_door.blocked: if cand_door in self.outstanding_doors.keys(): self.outstanding_doors[cand_door] = crystal_state if cand_door in self.proposed_connections.keys(): partner_door = self.proposed_connections[cand_door] self.door_access[partner_door] = crystal_state if partner_door in self.outstanding_doors.keys(): self.outstanding_doors[partner_door] = crystal_state queue.append(cand_door) queue.append(partner_door) for key, door_list in equation.benefit.items(): for door in door_list: crystal_access = self.door_access[best_door] can_access = True if door in equation.crystal_blocked.keys(): if crystal_access == CrystalBarrier.Either or crystal_access == equation.crystal_blocked[door]: crystal_access = equation.crystal_blocked[door] else: self.blocked_doors[door] = equation.crystal_blocked[door] can_access = False self.door_sector_map[door] = sector if can_access and door not in self.reached_doors: self.access[key] += 1 self.door_access[door] = crystal_access self.outstanding_doors[door] = crystal_access self.reached_doors.add(door) def _better_crystal(self, current_champ, contender): if current_champ == CrystalBarrier.Either: return False elif contender == CrystalBarrier.Either: return True elif current_champ == CrystalBarrier.Blue: return False elif contender == CrystalBarrier.Blue: return True else: return False def identify_branching_issues(dungeon_map, builder_info): unconnected_builders = {} for name, builder in dungeon_map.items(): resolved, unreached_doors, package = check_for_valid_layout(builder, [], builder_info) if not resolved: unconnected_builders[name] = builder for hook, door_list in unreached_doors.items(): builder.unfulfilled[hook] += len(door_list) elif package: builder.throne_door, builder.throne_sector, builder.chosen_lobby = package return unconnected_builders def check_for_valid_layout(builder, sector_list, builder_info): dungeon_entrances, split_dungeon_entrances, c_tuple, world, player = builder_info if builder.name in split_dungeon_entrances.keys(): try: temp_builder = DungeonBuilder(builder.name) for s in sector_list + builder.sectors: assign_sector_helper(s, temp_builder) split_list = split_dungeon_entrances[builder.name] builder.split_dungeon_map = split_dungeon_builder(temp_builder, split_list, builder_info) builder.valid_proposal = {} possible_regions = set() for portal in world.dungeon_portals[player]: if not portal.destination and portal.name in dungeon_portals[builder.name]: possible_regions.add(portal.door.entrance.parent_region.name) if builder.name in dungeon_drops.keys() and (builder.name != 'Hyrule Castle' or world.mode[player] != 'standard'): possible_regions.update(dungeon_drops[builder.name]) independents = find_independent_entrances(possible_regions, world, player) for name, split_build in builder.split_dungeon_map.items(): name_bits = name.split(" ") orig_name = " ".join(name_bits[:-1]) entrance_regions = split_dungeon_entrances[orig_name][name_bits[-1]] # todo: this is hardcoded information for random entrances for sector in split_build.sectors: match_set = set(sector.region_set()).intersection(possible_regions) if len(match_set) > 0: for r_name in match_set: if r_name not in entrance_regions: entrance_regions.append(r_name) # entrance_regions = [x for x in entrance_regions if x not in split_check_entrance_invalid] split = any(x for x in independents if x not in entrance_regions) proposal = generate_dungeon_find_proposal(split_build, entrance_regions, split, world, player) # record split proposals builder.valid_proposal[name] = proposal package = None if temp_builder.name == 'Hyrule Castle': temp_builder.chosen_lobby.outstanding_doors.append(temp_builder.throne_door) temp_builder.throne_sector.outstanding_doors.append(world.get_door('Hyrule Castle Throne Room N', player)) package = temp_builder.throne_door, temp_builder.throne_sector, temp_builder.chosen_lobby split_list['Sewers'].remove(temp_builder.throne_door.entrance.parent_region.name) builder.exception_list = list(sector_list) return True, {}, package except (GenerationException, NeutralizingException, OtherGenException) as e: logging.getLogger('').debug(f'Bailing on this layout for {builder.name}', exc_info=1) builder.split_dungeon_map = None builder.valid_proposal = None if temp_builder.name == 'Hyrule Castle' and temp_builder.throne_door: temp_builder.chosen_lobby.outstanding_doors.append(temp_builder.throne_door) temp_builder.throne_sector.outstanding_doors.append(world.get_door('Hyrule Castle Throne Room N', player)) old_entrance = temp_builder.throne_door.entrance.parent_region.name split_dungeon_entrances[builder.name]['Sewers'].remove(old_entrance) unreached_doors = resolve_equations(builder, sector_list) return False, unreached_doors, None else: unreached_doors = resolve_equations(builder, sector_list) return len(unreached_doors) == 0, unreached_doors, None def find_independent_entrances(entrance_regions, world, player): independents = set() for region in entrance_regions: portal = next((x for x in world.dungeon_portals[player] if x.door.entrance.parent_region.name == region), None) if portal: if portal.destination: continue elif len(entrance_regions) > 1: p_region = portal.door.entrance.connected_region access_region = next(x.parent_region for x in p_region.entrances if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld]) if access_region.name in world.inaccessible_regions[player]: continue else: r = world.get_region(region, player) access_region = next(x.parent_region for x in r.entrances if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld] or x.parent_region.name == 'Sewer Drop') if access_region.name == 'Sewer Drop': access_region = next(x.parent_region for x in access_region.entrances) if access_region.name in world.inaccessible_regions[player]: continue independents.add(region) return independents def resolve_equations(builder, sector_list): unreached_doors = defaultdict(list) equations = {x: y for x, y in copy_door_equations(builder, sector_list).items() if len(y) > 0} current_access = {} sector_split = {} # those sectors that belong to a certain sector if builder.name in split_region_starts.keys(): for name, region_list in split_region_starts[builder.name].items(): current_access[name] = DungeonAccess() for r_name in region_list: sector = find_sector(r_name, builder.sectors) sector_split[sector] = name else: current_access[builder.name] = DungeonAccess() # resolve all that provide more access free_sector, eq_list, free_eq = find_free_equation(equations) while free_eq is not None: if free_sector in sector_split.keys(): access_id = sector_split[free_sector] access = current_access[access_id] else: access_id = next(iter(current_access.keys())) access = current_access[access_id] resolve_equation(free_eq, eq_list, free_sector, access_id, access, equations) free_sector, eq_list, free_eq = find_free_equation(equations) while len(equations) > 0: valid_access = next_access(current_access) eq, eq_list, sector, access, access_id = None, None, None, None, None if len(valid_access) == 1: access_id, access = valid_access[0] eq, eq_list, sector = find_priority_equation(equations, access_id, access) elif len(valid_access) > 1: access_id, access = valid_access[0] eq, eq_list, sector = find_greedy_equation(equations, access_id, access, sector_split) if eq: resolve_equation(eq, eq_list, sector, access_id, access, equations) else: for sector, eq_list in equations.items(): for eq in eq_list: unreached_doors[hook_from_door(eq.door)].append(eq.door) return unreached_doors valid_access = next_access(current_access) for access_id, dungeon_access in valid_access: access = dungeon_access.access access[Hook.Stairs] = access[Hook.Stairs] % 2 ns_leftover = min(access[Hook.North], access[Hook.South]) access[Hook.North] -= ns_leftover access[Hook.South] -= ns_leftover ew_leftover = min(access[Hook.West], access[Hook.East]) access[Hook.East] -= ew_leftover access[Hook.West] -= ew_leftover if sum(access.values()) > 0: for hook, num in access.items(): for i in range(num): unreached_doors[hook].append('placeholder') return unreached_doors def next_access(current_access): valid_ones = [(x, y) for x, y in current_access.items() if sum(y.access.values()) > 0] valid_ones.sort(key=lambda x: sum(x[1].access.values())) return valid_ones # an equations with no change to access (check) # the highest benefit equations, that can be paid for (check) # 0-benefit required transforms # 0-benefit transforms (how to pick between these?) # negative benefit transforms (dead end) def find_priority_equation(equations, access_id, current_access): flex = calc_flex(equations, current_access) required = calc_required(equations, current_access) wanted_candidates = [] best_profit = None all_candidates = [] local_profit_map = {} for sector, eq_list in equations.items(): eq_list.sort(key=lambda eq: eq.profit(current_access), reverse=True) best_local_profit = None for eq in eq_list: profit = eq.profit(current_access) if current_access.can_cover_equation(eq) and (eq.access_id is None or eq.access_id == access_id): # if eq.neutral_profit() or eq.neutral(): # return eq, eq_list, sector # don't need to compare - just use it now if best_local_profit is None or profit > best_local_profit: best_local_profit = profit all_candidates.append((eq, eq_list, sector)) elif (best_profit is None or profit >= best_profit) and profit > 0: if best_profit is None or profit > best_profit: wanted_candidates = [eq] best_profit = profit else: wanted_candidates.append(eq) local_profit_map[sector] = best_local_profit filtered_candidates = filter_requirements(all_candidates, equations, required, current_access) filtered_candidates = [x for x in filtered_candidates if x[0].gross(current_access) > 0] if len(filtered_candidates) == 0: filtered_candidates = all_candidates # probably bad things if len(filtered_candidates) == 0: return None, None, None # can't pay for anything if len(filtered_candidates) == 1: return filtered_candidates[0] neutral_candidates = [x for x in filtered_candidates if (x[0].neutral_profit() or x[0].neutral()) and x[0].profit(current_access) == local_profit_map[x[2]]] if len(neutral_candidates) == 0: neutral_candidates = filtered_candidates if len(neutral_candidates) == 1: return neutral_candidates[0] filtered_candidates = filter_requirements(neutral_candidates, equations, required, current_access) if len(filtered_candidates) == 0: filtered_candidates = neutral_candidates if len(filtered_candidates) == 1: return filtered_candidates[0] triplet_candidates = [] best_profit = None for eq, eq_list, sector in filtered_candidates: profit = eq.profit(current_access) if best_profit is None or profit >= best_profit: if best_profit is None or profit > best_profit: triplet_candidates = [(eq, eq_list, sector)] best_profit = profit else: triplet_candidates.append((eq, eq_list, sector)) filtered_candidates = filter_requirements(triplet_candidates, equations, required, current_access) if len(filtered_candidates) == 0: filtered_candidates = triplet_candidates if len(filtered_candidates) == 1: return filtered_candidates[0] required_candidates = [x for x in filtered_candidates if x[0].required] if len(required_candidates) == 0: required_candidates = filtered_candidates if len(required_candidates) == 1: return required_candidates[0] c_switch_candidates = [x for x in required_candidates if x[0].c_switch] if len(c_switch_candidates) == 0: c_switch_candidates = required_candidates if len(c_switch_candidates) == 1: return c_switch_candidates[0] loop_candidates = find_enabling_switch_connections(current_access) if len(loop_candidates) >= 1: return loop_candidates[0] # just pick one flexible_candidates = [x for x in c_switch_candidates if x[0].can_cover_cost(flex)] if len(flexible_candidates) == 0: flexible_candidates = c_switch_candidates if len(flexible_candidates) == 1: return flexible_candidates[0] good_local_candidates = [x for x in flexible_candidates if local_profit_map[x[2]] == x[0].profit(current_access)] if len(good_local_candidates) == 0: good_local_candidates = flexible_candidates if len(good_local_candidates) == 1: return good_local_candidates[0] leads_to_profit = [x for x in good_local_candidates if can_enable_wanted(x[0], wanted_candidates)] if len(leads_to_profit) == 0: leads_to_profit = good_local_candidates if len(leads_to_profit) == 1: return leads_to_profit[0] cost_point = {x[0]: find_cost_point(x, current_access) for x in leads_to_profit} best_point = max(cost_point.values()) cost_point_candidates = [x for x in leads_to_profit if cost_point[x[0]] == best_point] if len(cost_point_candidates) == 0: cost_point_candidates = leads_to_profit return cost_point_candidates[0] # just pick one I guess def find_enabling_switch_connections(current_access): triad_list = [] # probably should check for loop/branches in builder at some stage # - but this could indicate that a loop or branch is necessary for cand_door, crystal in current_access.outstanding_doors.items(): for blocked_door, req_crystal in current_access.blocked_doors.items(): if hook_from_door(cand_door) == hanger_from_door(blocked_door): if crystal == CrystalBarrier.Either or crystal == req_crystal: sector, equation = current_access.door_sector_map[blocked_door], None for eq in sector.equations: if eq.door == blocked_door: equation = eq.copy() break if equation: triad_list.append((equation, [equation], sector)) return triad_list def find_cost_point(eq_triplet, access): cost_point = 0 key, cost_door = eq_triplet[0].cost if cost_door is not None: cost_point += access.access[key] - 1 return cost_point def find_greedy_equation(equations, access_id, current_access, sector_split): all_candidates = [] for sector, eq_list in equations.items(): if sector not in sector_split.keys() or sector_split[sector] == access_id: eq_list.sort(key=lambda eq: eq.profit(current_access), reverse=True) for eq in eq_list: if current_access.can_cover_equation(eq) and (eq.access_id is None or eq.access_id == access_id): all_candidates.append((eq, eq_list, sector)) if len(all_candidates) == 0: return None, None, None # can't pay for anything if len(all_candidates) == 1: return all_candidates[0] filtered_candidates = [x for x in all_candidates if x[0].profit(current_access) + 2 >= len(x[2].outstanding_doors)] if len(filtered_candidates) == 0: filtered_candidates = all_candidates # terrible! ugly dead ends if len(filtered_candidates) == 1: return filtered_candidates[0] triplet_candidates = [] worst_profit = None for eq, eq_list, sector in filtered_candidates: profit = eq.profit(current_access) if worst_profit is None or profit <= worst_profit: if worst_profit is None or profit < worst_profit: triplet_candidates = [(eq, eq_list, sector)] worst_profit = profit else: triplet_candidates.append((eq, eq_list, sector)) if len(triplet_candidates) == 0: triplet_candidates = filtered_candidates # probably bad things return triplet_candidates[0] # just pick one? def calc_required(equations, current_access): ttl = sum(current_access.access.values()) local_profit_map = {} for sector, eq_list in equations.items(): best_local_profit = None for eq in eq_list: profit = eq.profit(current_access) if best_local_profit is None or profit > best_local_profit: best_local_profit = profit local_profit_map[sector] = best_local_profit ttl += best_local_profit if ttl == 0: new_lists = {} for sector, eq_list in equations.items(): if len(eq_list) > 1: rem_list = [] for eq in eq_list: if eq.profit(current_access) < local_profit_map[sector]: rem_list.append(eq) if len(rem_list) > 0: new_lists[sector] = [x for x in eq_list if x not in rem_list] for sector, eq_list in new_lists.items(): if len(eq_list) <= 1: for eq in eq_list: eq.required = True equations[sector] = eq_list required_costs = defaultdict(int) required_benefits = defaultdict(int) for sector, eq_list in equations.items(): for eq in eq_list: if eq.required: key, door = eq.cost required_costs[key] += 1 for key, door_list in eq.benefit.items(): required_benefits[key] += len(door_list) return required_costs, required_benefits def calc_flex(equations, current_access): flex_spending = defaultdict(int) required_costs = defaultdict(int) for sector, eq_list in equations.items(): for eq in eq_list: if eq.required: key, door = eq.cost required_costs[key] += 1 for key in Hook: flex_spending[key] = max(0, current_access.access[key]-required_costs[key]) return flex_spending def filter_requirements(triplet_candidates, equations, required, current_access): r_costs, r_exits = required valid_candidates = [] for cand, cand_list, cand_sector in triplet_candidates: valid = True if not cand.required and not cand.c_switch: potential_benefit = defaultdict(int) benefit_counted = set() potential_costs = defaultdict(int) for h_type, benefit in current_access.access.items(): cur_cost = 1 if cand.cost[0] is not None else 0 if benefit - cur_cost > 0: potential_benefit[h_type] += benefit - cur_cost for h_type, benefit_list in cand.benefit.items(): potential_benefit[h_type] += len(benefit_list) for sector, eq_list in equations.items(): if sector == cand_sector: affected_doors = [d for x in cand.benefit.values() for d in x] + [cand.cost[1]] adj_list = [x for x in eq_list if x.door not in affected_doors] else: adj_list = eq_list for eq in adj_list: for h_type, benefit_list in eq.benefit.items(): total_benefit = set(benefit_list) - benefit_counted potential_benefit[h_type] += len(total_benefit) benefit_counted.update(benefit_list) h_type, cost_door = eq.cost potential_costs[h_type] += 1 for h_type, requirement in r_costs.items(): if requirement > 0 and potential_benefit[h_type] < requirement: valid = False break if valid: for h_type, requirement in r_exits.items(): if requirement > 0 and potential_costs[h_type] < requirement: valid = False break if valid: valid_candidates.append((cand, cand_list, cand_sector)) return valid_candidates def can_enable_wanted(test_eq, wanted_candidates): for wanted in wanted_candidates: covered = True key, cost_door = wanted.cost if len(test_eq.benefit[key]) < 1: covered = False if covered: return True return False def resolve_equation(equation, eq_list, sector, access_id, current_access, equations): if not current_access.can_pay(equation.cost[0]): raise GenerationException('Cannot pay for this connection') current_access.adjust_for_equation(equation, sector) eq_list.remove(equation) reached_doors = set(current_access.reached_doors) reached_doors.update(current_access.blocked_doors.keys()) for r_eq in list(eq_list): all_benefits_met = r_eq.door in reached_doors for key in Hook: fringe_list = [x for x in r_eq.benefit[key] if x not in reached_doors] r_eq.benefit[key] = fringe_list if len(fringe_list) > 0: all_benefits_met = False if all_benefits_met: eq_list.remove(r_eq) if len(eq_list) == 0 and sector in equations.keys(): del equations[sector] else: for eq in eq_list: eq.access_id = access_id def find_free_equation(equations): for sector, eq_list in equations.items(): for eq in eq_list: if eq.total_cost() <= 0: return sector, eq_list, eq return None, None, None def copy_door_equations(builder, sector_list): equations = {} for sector in builder.sectors + sector_list: sector.equations = calc_sector_equations(sector, builder.sewers_access) curr_list = equations[sector] = [] for equation in sector.equations: curr_list.append(equation.copy()) return equations def calc_sector_equations(sector, sewers_flag=False): equations = [] is_entrance = (sector.is_entrance_sector() and not sector.destination_entrance) or sewers_flag if is_entrance: flagged_equations = [] for door in sector.outstanding_doors: equation, flag = calc_door_equation(door, sector, True, sewers_flag) if flag: flagged_equations.append(equation) equations.append(equation) for flagged_equation in flagged_equations: for equation in equations: for key, door_list in equation.benefit.items(): if flagged_equation.door in door_list and flagged_equation != equation: door_list.remove(flagged_equation.door) else: for door in sector.outstanding_doors: equation, flag = calc_door_equation(door, sector, False) equations.append(equation) return equations def calc_door_equation(door, sector, look_for_entrance, sewers_flag=None): if look_for_entrance and not door.blocked: flag = sector.is_entrance_sector() or sewers_flag if flag: eq = DoorEquation(door) eq.benefit[hook_from_door(door)].append(door) eq.required = True eq.c_switch = sector.c_switch # Big change - not true for mire fishbone, need to verify for others # exceptions for long entrances ??? # if door.name in ['PoD Dark Alley']: eq.entrance_flag = True return eq, flag eq = DoorEquation(door) eq.required = door.blocked or door.dead eq.cost = (hanger_from_door(door), door) eq.entrance_flag = sector.is_entrance_sector() if not door.stonewall: start_region = door.entrance.parent_region visited = {(start_region, CrystalBarrier.Null)} queue = deque([(start_region, CrystalBarrier.Null)]) found_events = set() event_doors = set() while len(queue) > 0: region, crystal_barrier = queue.popleft() if region.crystal_switch and crystal_barrier == CrystalBarrier.Null: eq.c_switch = True crystal_barrier = CrystalBarrier.Either # todo: backtracking from double switch with orange on-- for loc in region.locations: if loc.name in dungeon_events: found_events.add(loc.name) for d in event_doors: if loc.name == d.req_event: connect = d.entrance.connected_region if connect is not None and connect.type == RegionType.Dungeon and valid_crystal(d, crystal_barrier): cb_flag = crystal_barrier if d.crystal == CrystalBarrier.Null else d.crystal cb_flag = CrystalBarrier.Null if cb_flag == CrystalBarrier.Either else cb_flag if (connect, cb_flag) not in visited: visited.add((connect, cb_flag)) queue.append((connect, cb_flag)) for ext in region.exits: d = ext.door if d is not None: if d.controller is not None: d = d.controller if d is not door and d in sector.outstanding_doors and not d.blocked: eq_list = eq.benefit[hook_from_door(d)] if d not in eq_list: eq_list.append(d) crystal_barrier = crystal_barrier if d.crystal == CrystalBarrier.Null else d.crystal if crystal_barrier != CrystalBarrier.Null: if d in eq.crystal_blocked.keys() and eq.crystal_blocked[d] != crystal_barrier: del eq.crystal_blocked[d] else: eq.crystal_blocked[d] = crystal_barrier elif d.crystal == CrystalBarrier.Null: if d in eq.crystal_blocked.keys() and eq.crystal_blocked[d] != crystal_barrier: del eq.crystal_blocked[d] if d.req_event is not None and d.req_event not in found_events: event_doors.add(d) else: connect = ext.connected_region if ext.door.controller is None else d.entrance.parent_region if connect is not None and connect.type == RegionType.Dungeon and valid_crystal(d, crystal_barrier): cb_flag = crystal_barrier if d.crystal == CrystalBarrier.Null else d.crystal cb_flag = CrystalBarrier.Null if cb_flag == CrystalBarrier.Either else cb_flag if (connect, cb_flag) not in visited: visited.add((connect, cb_flag)) queue.append((connect, cb_flag)) if len(eq.benefit) == 0: eq.required = True return eq, False def meets_crystal_requirment(current_crystal, requirement): if current_crystal == CrystalBarrier.Either: return True return current_crystal == requirement def valid_crystal(door, current_crystal): if door.crystal in [CrystalBarrier.Null, CrystalBarrier.Either]: return True if current_crystal in [CrystalBarrier.Either, CrystalBarrier.Null]: return True return door.crystal == current_crystal # common functions - todo: move to a common place def kth_combination(k, l, r): if r == 0: return [] elif len(l) == r: return l else: i = ncr(len(l) - 1, r - 1) if k < i: return l[0:1] + kth_combination(k, l[1:], r - 1) else: return kth_combination(k - i, l[1:], r) def ncr(n, r): if r == 0: return 1 r = min(r, n - r) numerator = reduce(op.mul, range(n, n - r, -1), 1) denominator = reduce(op.mul, range(1, r + 1), 1) return int(numerator / denominator) dungeon_boss_sectors = { 'Hyrule Castle': [], 'Eastern Palace': ['Eastern Boss'], 'Desert Palace': ['Desert Boss'], 'Tower of Hera': ['Hera Boss'], 'Agahnims Tower': ['Tower Agahnim 1'], 'Palace of Darkness': ['PoD Boss'], 'Swamp Palace': ['Swamp Boss'], 'Skull Woods': ['Skull Boss'], 'Thieves Town': ['Thieves Boss'], 'Ice Palace': ['Ice Boss'], 'Misery Mire': ['Mire Boss'], 'Turtle Rock': ['TR Boss'], 'Ganons Tower': ['GT Agahnim 2'] } default_dungeon_entrances = { 'Hyrule Castle': ['Hyrule Castle Lobby', 'Hyrule Castle West Lobby', 'Hyrule Castle East Lobby', 'Sewers Rat Path', 'Sanctuary'], 'Eastern Palace': ['Eastern Lobby'], 'Desert Palace': ['Desert Back Lobby', 'Desert Main Lobby', 'Desert West Lobby', 'Desert East Lobby'], 'Tower of Hera': ['Hera Lobby'], 'Agahnims Tower': ['Tower Lobby'], 'Palace of Darkness': ['PoD Lobby'], 'Swamp Palace': ['Swamp Lobby'], 'Skull Woods': ['Skull 1 Lobby', 'Skull Pinball', 'Skull Left Drop', 'Skull Pot Circle', 'Skull 2 East Lobby', 'Skull 2 West Lobby', 'Skull Back Drop', 'Skull 3 Lobby'], 'Thieves Town': ['Thieves Lobby'], 'Ice Palace': ['Ice Lobby'], 'Misery Mire': ['Mire Lobby'], 'Turtle Rock': ['TR Main Lobby', 'TR Eye Bridge', 'TR Big Chest Entrance', 'TR Lazy Eyes'], 'Ganons Tower': ['GT Lobby'] } drop_entrances = { 'Hyrule Castle': ['Sewers Rat Path'], 'Eastern Palace': [], 'Desert Palace': [], 'Tower of Hera': [], 'Agahnims Tower': [], 'Palace of Darkness': [], 'Swamp Palace': [], 'Skull Woods': ['Skull Pinball', 'Skull Left Drop', 'Skull Pot Circle', 'Skull Back Drop'], 'Thieves Town': [], 'Ice Palace': [], 'Misery Mire': [], 'Turtle Rock': [], 'Ganons Tower': [] } # todo: calculate these for ER - the multi entrance dungeons anyway dungeon_dead_end_allowance = { 'Hyrule Castle': 6, 'Eastern Palace': 1, 'Desert Palace': 2, 'Tower of Hera': 1, 'Agahnims Tower': 1, 'Palace of Darkness': 1, 'Swamp Palace': 1, 'Skull Woods': 3, # two allowed in skull 1, 1 in skull 3, 0 in skull 2 'Thieves Town': 1, 'Ice Palace': 1, 'Misery Mire': 1, 'Turtle Rock': 2, # this assumes one overworld connection 'Ganons Tower': 1, 'Desert Palace Back': 1, 'Desert Palace Main': 1, 'Skull Woods 1': 0, 'Skull Woods 2': 0, 'Skull Woods 3': 1, } drop_entrances_allowance = [ 'Sewers Rat Path', 'Skull Pinball', 'Skull Left Drop', 'Skull Pot Circle', 'Skull Back Drop' ] dead_entrances = [ 'TR Big Chest Entrance' ] split_check_entrance_invalid = [ 'Desert East Lobby', 'Skull 2 West Lobby' ] dungeon_portals = { 'Hyrule Castle': ['Hyrule Castle South', 'Hyrule Castle West', 'Hyrule Castle East', 'Sanctuary'], 'Eastern Palace': ['Eastern'], 'Desert Palace': ['Desert Back', 'Desert South', 'Desert West', 'Desert East'], 'Tower of Hera': ['Hera'], 'Agahnims Tower': ['Agahnims Tower'], 'Palace of Darkness': ['Palace of Darkness'], 'Swamp Palace': ['Swamp'], 'Skull Woods': ['Skull 1', 'Skull 2 East', 'Skull 2 West', 'Skull 3'], 'Thieves Town': ['Thieves Town'], 'Ice Palace': ['Ice'], 'Misery Mire': ['Mire'], 'Turtle Rock': ['Turtle Rock Main', 'Turtle Rock Lazy Eyes', 'Turtle Rock Chest', 'Turtle Rock Eye Bridge'], 'Ganons Tower': ['Ganons Tower'] } dungeon_drops = { 'Hyrule Castle': ['Sewers Rat Path'], 'Skull Woods': ['Skull Pot Circle', 'Skull Pinball', 'Skull Left Drop', 'Skull Back Drop'], }