import random import collections from collections import defaultdict, deque from enum import Enum, unique import logging from functools import reduce import operator as op from typing import List from BaseClasses import DoorType, Direction, CrystalBarrier, RegionType, Polarity, Sector, PolSlot, flooded_keys from Regions import key_only_locations, dungeon_events, flooded_keys_reverse from Dungeons import dungeon_regions @unique class Hook(Enum): North = 0 West = 1 South = 2 East = 3 Stairs = 4 class GraphPiece: def __init__(self): self.hanger_info = None self.hanger_crystal = None self.hooks = {} self.visited_regions = set() self.possible_bk_locations = set() # Turtle Rock shouldn't be generated until the Big Chest entrance is reachable def validate_tr(builder, entrance_region_names, world, player): entrance_regions = convert_regions(entrance_region_names, world, player) proposed_map = {} doors_to_connect = {} all_regions = set() bk_needed = False 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_needed = bk_needed or determine_if_bk_needed(sector, False, world, player) bk_special = bk_special or check_for_special(sector) dungeon, hangers, hooks = gen_dungeon_info(builder.name, builder.sectors, entrance_regions, proposed_map, doors_to_connect, bk_needed, bk_special, world, player) return check_valid(dungeon, hangers, hooks, proposed_map, doors_to_connect, all_regions, bk_needed, False) def generate_dungeon(builder, entrance_region_names, split_dungeon, world, player): stonewall = check_for_stonewall(builder) sector = generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player) if stonewall and not stonewall_valid(stonewall): builder.pre_open_stonewall = stonewall return sector def check_for_stonewall(builder): for sector in builder.sectors: for door in sector.outstanding_doors: if door.stonewall: return door return None def generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player): logger = logging.getLogger('') name = builder.name entrance_regions = convert_regions(entrance_region_names, world, player) doors_to_connect = {} all_regions = set() bk_needed = False 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_needed = bk_needed or determine_if_bk_needed(sector, split_dungeon, world, player) bk_special = bk_special or check_for_special(sector) proposed_map = {} choices_master = [[]] depth = 0 dungeon_cache = {} backtrack = False itr = 0 finished = False # flag if standard and this is hyrule castle std_flag = world.mode[player] == 'standard' and bk_special while not finished: # what are my choices? itr += 1 if itr > 5000: raise Exception('Generation taking too long. Ref %s' % name) if depth not in dungeon_cache.keys(): dungeon, hangers, hooks = gen_dungeon_info(name, builder.sectors, entrance_regions, proposed_map, doors_to_connect, bk_needed, bk_special, world, player) dungeon_cache[depth] = dungeon, hangers, hooks valid = check_valid(dungeon, hangers, hooks, proposed_map, doors_to_connect, all_regions, bk_needed, std_flag) else: dungeon, hangers, hooks = dungeon_cache[depth] valid = True if valid: if len(proposed_map) == len(doors_to_connect): finished = True continue prev_choices = choices_master[depth] # make a choice hanger, hook = make_a_choice(dungeon, hangers, hooks, prev_choices) 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 Exception('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) queue = collections.deque(proposed_map.items()) while len(queue) > 0: a, b = queue.pop() connect_doors(a, b) queue.remove((b, a)) 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 determine_if_bk_needed(sector, split_dungeon, world, player): if not split_dungeon: 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(sector): return 'Hyrule Dungeon Cellblock' in sector.region_set() def gen_dungeon_info(name, available_sectors, entrance_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 original_state = extend_reachable_state_improved(entrance_regions, start, proposed_map, valid_doors, bk_needed, world, player) dungeon['Origin'] = create_graph_piece_from_state(None, original_state, original_state, proposed_map) 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 not door.stonewall and door not in proposed_map.keys(): hanger_set.add(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, valid_doors, False, world, player) o_state_cache[door.name] = o_state piece = create_graph_piece_from_state(door, o_state, o_state, proposed_map) dungeon[door.name] = piece check_blue_states(hanger_set, dungeon, o_state_cache, proposed_map, valid_doors, world, player) # 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 check_blue_states(hanger_set, dungeon, o_state_cache, proposed_map, valid_doors, world, player): 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: explore_blue_state(door, dungeon, o_state_cache[door.name], proposed_map, valid_doors, world, player) doors_to_check.add(door) not_blue.difference_update(doors_to_check) def explore_blue_state(door, dungeon, o_state, proposed_map, valid_doors, world, player): 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, valid_doors, False, world, player) dungeon[door.name] = create_graph_piece_from_state(door, o_state, b_state, proposed_map) def make_a_choice(dungeon, hangers, avail_hooks, prev_choices): # 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.pop() 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)) 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(dungeon, hangers, hooks, proposed_map, doors_to_connect, all_regions, bk_needed, std_flag): # 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 possible_bks = len(dungeon['Origin'].possible_bk_locations) 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 for piece in dungeon.values(): all_visited.update(piece.visited_regions) if not bk_possible and len(piece.possible_bk_locations) > 0: bk_possible = True if len(all_regions.difference(all_visited)) > 0: return False if not bk_possible: return False if std_flag and not cellblock_valid(doors_to_connect, all_regions, proposed_map): 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 cellblock_valid(valid_doors, all_regions, proposed_map): cellblock = None for region in all_regions: if 'Hyrule Dungeon Cellblock' == region.name: cellblock = region break queue = deque([cellblock]) visited = {cellblock} while len(queue) > 0: region = queue.popleft() if region.name == 'Sanctuary': return True for ext in region.exits: connect = ext.connected_region if connect is None and ext.name in valid_doors: door = valid_doors[ext.name] if not door.blocked: if door in proposed_map: new_region = proposed_map[door].entrance.parent_region if new_region not in visited: visited.add(new_region) queue.append(new_region) else: return True # outstanding connection possible elif connect is not None: door = ext.door if door is not None and not door.blocked and connect not in visited: visited.add(connect) queue.append(connect) return False # couldn't find an outstanding door or the sanctuary 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 stonewall_valid(stonewall): bad_door = stonewall.dest if bad_door.blocked: return True # great we're done with this one loop_region = stonewall.entrance.parent_region start_regions = [bad_door.entrance.parent_region] if bad_door.dependents: for dep in bad_door.dependents: start_regions.append(dep.entrance.parent_region) queue = deque(start_regions) visited = set(start_regions) while len(queue) > 0: region = queue.popleft() if region == loop_region: return False # guaranteed loop possible_entrances = list(region.entrances) for entrance in possible_entrances: parent = entrance.parent_region if parent.type != RegionType.Dungeon: return False # you can get stuck from an entrance else: door = entrance.door if door is not None and door != stonewall and not door.blocked and parent not in visited: visited.add(parent) queue.append(parent) # we didn't find anything bad return True def create_graph_piece_from_state(door, o_state, b_state, proposed_map): # 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 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)) graph_piece.possible_bk_locations.update(filter_for_potential_bk_locations(b_state.bk_found)) return graph_piece def filter_for_potential_bk_locations(locations): return [x for x in locations if '- Big Chest' not in x.name and '- Prize' not in x.name and x.name not in dungeon_events and x.name not in key_only_locations.keys() and x.name not in ['Agahnim 1', 'Agahnim 2']] def opposite_h_type(h_type): type_map = { Hook.Stairs: Hook.Stairs, Hook.North: Hook.South, Hook.South: Hook.North, Hook.West: Hook.East, Hook.East: Hook.West, } return type_map[h_type] def hook_from_door(door): if door.type == DoorType.SpiralStairs: return Hook.Stairs if door.type == DoorType.Normal: dir = { Direction.North: Hook.North, Direction.South: Hook.South, Direction.West: Hook.West, Direction.East: Hook.East, } return dir[door.direction] return None def hanger_from_door(door): if door.type == DoorType.SpiralStairs: return Hook.Stairs if door.type == DoorType.Normal: dir = { Direction.North: Hook.South, Direction.South: Hook.North, Direction.West: Hook.East, Direction.East: Hook.West, } return dir[door.direction] return None def connect_doors(a, b): # Return on unsupported types. if a.type in [DoorType.Open, DoorType.StraightStairs, DoorType.Hole, DoorType.Warp, DoorType.Ladder, DoorType.Interior, DoorType.Logical]: return # Connect supported types if a.type == DoorType.Normal or a.type == DoorType.SpiralStairs: 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 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 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) return ret 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 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.name in key_only_locations 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: 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 key_checks and region.name == 'Hyrule Dungeon Cellblock' and not self.big_key_opened: self.big_key_opened = True self.avail_doors.extend(self.big_doors) self.big_doors.clear() 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.pop() 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.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): 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 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 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 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 can_traverse(self, door): if door.blocked: return False if door.crystal not in [CrystalBarrier.Null, CrystalBarrier.Either]: return self.crystal == CrystalBarrier.Either or door.crystal == self.crystal return True def can_traverse_bk_check(self, door, isOrigin): if door.blocked: return False if door.crystal not in [CrystalBarrier.Null, CrystalBarrier.Either]: return self.crystal == CrystalBarrier.Either or door.crystal == self.crystal return not isOrigin or not door.bigKey or self.count_locations_exclude_specials() > 0 # return not door.bigKey or len([x for x in self.found_locations if '- Prize' not in x.name]) > 0 def count_locations_exclude_specials(self): cnt = 0 for loc in self.found_locations: if '- Big Chest' not in loc.name and '- Prize' not in loc.name and loc.name not in dungeon_events and loc.name not in key_only_locations.keys(): cnt += 1 return cnt 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 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) # todo: delete this def extend_reachable_state(search_regions, state, world, player): local_state = state.copy() for region in search_regions: local_state.visit_region(region) local_state.add_all_doors_check_unattached(region, world, player) while len(local_state.avail_doors) > 0: explorable_door = local_state.next_avail_door() connect_region = world.get_entrance(explorable_door.door.name, player).connected_region if connect_region is not None: if valid_region_to_explore(connect_region, local_state.dungeon, world, player) and not local_state.visited( connect_region): local_state.visit_region(connect_region) local_state.add_all_doors_check_unattached(connect_region, world, player) return local_state def extend_reachable_state_improved(search_regions, state, proposed_map, valid_doors, isOrigin, world, player): 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) while len(local_state.avail_doors) > 0: explorable_door = local_state.next_avail_door() if explorable_door.door.bigKey: if isOrigin: big_not_found = not special_big_key_found(local_state, world, player) if local_state.big_key_special else local_state.count_locations_exclude_specials() == 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(connect_region, local_state.dungeon, 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) return local_state def special_big_key_found(state, world, player): cellblock = world.get_region('Hyrule Dungeon Cellblock', player) return state.visited(cellblock) # 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.name in name) or region.name in world.inaccessible_regions[player] 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.key_drop_cnt = 0 self.bk_required = False self.bk_provided = False self.c_switch_required = False self.c_switch_present = False self.dead_ends = 0 self.branches = 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.pre_open_stonewall = None # used by stonewall system self.candidates = None self.key_doors_num = None self.combo_size = None self.flex = 0 self.key_door_proposal = None if name in dungeon_dead_end_allowance.keys(): self.allowance = dungeon_dead_end_allowance[name] elif '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 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 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, world, player, dungeon_entrances=None): logger = logging.getLogger('') logger.info('Shuffling Dungeon Sectors') if dungeon_entrances is None: dungeon_entrances = default_dungeon_entrances define_sector_features(all_sectors) candidate_sectors = dict.fromkeys(all_sectors) global_pole = GlobalPolarity(candidate_sectors) dungeon_map = {} for key in dungeon_regions.keys(): dungeon_map[key] = DungeonBuilder(key) for key in dungeon_boss_sectors.keys(): current_dungeon = dungeon_map[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']: # need to deliver zelda assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, candidate_sectors, global_pole) for key in dungeon_entrances.keys(): current_dungeon = dungeon_map[key] current_dungeon.all_entrances = dungeon_entrances[key] for r_name in current_dungeon.all_entrances: assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, candidate_sectors, global_pole) # categorize sectors free_location_sectors = {} crystal_switches = {} crystal_barriers = {} polarized_sectors = {} neutral_sectors = {} for sector in candidate_sectors: if 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 logger.info('-Assigning Chest Locations') assign_location_sectors(dungeon_map, free_location_sectors, global_pole) logger.info('-Assigning Crystal Switches and Barriers') leftover = assign_crystal_switch_sectors(dungeon_map, crystal_switches, 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: if not global_pole.is_valid(dungeon_map): raise NeutralizingException('Either free location/crystal assignment is already globally invalid - lazy dev check this earlier!') logger.info('-Balancing Doors') assign_polarized_sectors(dungeon_map, polarized_sectors, global_pole, logger) # the rest assign_the_rest(dungeon_map, neutral_sectors, global_pole) return dungeon_map def define_sector_features(sectors): for sector in sectors: if 'Hyrule Dungeon Cellblock' in sector.region_set(): sector.bk_provided = True if 'Thieves Blind\'s Cell' in sector.region_set(): sector.bk_required = True for region in sector.regions: for loc in region.locations: if '- Prize' in loc.name or loc.name in ['Agahnim 1', 'Agahnim 2', 'Hyrule Castle - Big Key Drop']: pass elif loc.event and 'Small Key' in loc.item.name: sector.key_only_locations += 1 elif loc.name not in dungeon_events: sector.chest_locations += 1 if '- Big Chest' in loc.name: sector.bk_required = True sector.big_chest_present = True for ext in region.exits: door = ext.door if door is not None: 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 def assign_sector(sector, dungeon, candidate_sectors, global_pole): if sector is not None: del candidate_sectors[sector] dungeon.sectors.append(sector) global_pole.consume(sector) dungeon.location_cnt += sector.chest_locations dungeon.key_drop_cnt += sector.key_only_locations if sector.c_switch: dungeon.c_switch_present = True if sector.blue_barrier: dungeon.c_switch_required = True if sector.bk_required: dungeon.bk_required = True if sector.bk_provided: dungeon.bk_provided = True count_conn_needed_supplied(sector, dungeon.conn_needed, dungeon.conn_supplied) dungeon.dead_ends += sector.dead_ends() dungeon.branches += sector.branches() 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_location_sectors(dungeon_map, free_location_sectors, global_pole): valid = False choices = None sector_list = list(free_location_sectors) random.shuffle(sector_list) while not valid: choices, d_idx, totals = weighted_random_locations(dungeon_map, sector_list) for i, sector in enumerate(sector_list): choice = d_idx[choices[i].name] totals[choice] += sector.chest_locations valid = True for d_name, idx in d_idx.items(): if totals[idx] < minimal_locations(d_name): valid = False break for i, choice in enumerate(choices): builder = dungeon_map[choice.name] assign_sector(sector_list[i], builder, free_location_sectors, global_pole) 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 minimal_locations(dungeon_name): # bump to 5 if maps do something useful for all these dungeons if dungeon_name == 'Hyrule Castle': return 4 # bk + compass + 2 others if dungeon_name == 'Agahnims Tower': return 4 if dungeon_name == 'Ganons Tower': return 4 # reduce gt to 4 once compasses work return 5 def assign_crystal_switch_sectors(dungeon_map, crystal_switches, global_pole, assign_one=False): population = [] some_c_switches_present = False for name, builder in dungeon_map.items(): if builder.c_switch_required and not builder.c_switch_present: population.append(name) if builder.c_switch_present: some_c_switches_present = True if len(population) == 0: # nothing needs a switch if assign_one and not some_c_switches_present: # something should have one 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 = list(dungeon_map.keys()) while not valid: if len(builder_candidates) == 0: if len(switch_candidates) == 0: raise Exception('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] valid = global_pole.is_valid_choice(dungeon_map, builder_choice, [switch_choice]) assign_sector(switch_choice, builder_choice, crystal_switches, global_pole) return crystal_switches sector_list = list(crystal_switches) 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 assign_crystal_barrier_sectors(dungeon_map, crystal_barriers, global_pole): population = [] for name, builder in dungeon_map.items(): if builder.c_switch_present: 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(): if len(builder.sectors) == 1: continue 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) 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 return unconnected_builders 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 if builder.dead_ends > 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 is_entrance_sector(builder, sector): for entrance in builder.all_entrances: r_set = sector.region_set() if entrance in r_set: return True return False 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, 0, 0] for sector in sector_list: vector = sector.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, logger): # step 1: fix polarity connection issues logger.info('--Basic Traversal') 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 Exception('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) biggest = max(charges) + 1 weights = [biggest-x for x in charges] valid, choice = False, None while not valid: if len(candidates) == 0: raise Exception('Cross Dungeon Builder: Simple branch problems: %s' % name) choice = random.choices(candidates, weights)[0] i = candidates.index(choice) candidates.pop(i) weights.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, logger) # step 4: fix dead ends again neutral_choices: List[List] = neutralize_the_rest(polarized_sectors) problem_builders = identify_branching_issues_2(dungeon_map) while len(problem_builders) > 0: for name, builder in problem_builders.items(): candidates = find_branching_candidates(builder, neutral_choices) # if len(candidates) <= 0: # problem_builders = {} # continue choice = random.choice(candidates) if valid_polarized_assignment(builder, choice): neutral_choices.remove(choice) for sector in choice: assign_sector(sector, builder, polarized_sectors, global_pole) builder.unfulfilled.clear() problem_builders = identify_branching_issues_2(problem_builders) # step 5: assign randomly until gone - must maintain connectedness, neutral polarity, branching, lack, etc. tries = 0 while len(polarized_sectors) > 0: if tries > 100: raise Exception('No valid assignment found. Ref: %s' % next(iter(dungeon_map.keys()))) choices = random.choices(list(dungeon_map.keys()), k=len(neutral_choices)) valid = [] for i, choice in enumerate(choices): builder = dungeon_map[choice] if valid_assignment(builder, neutral_choices[i]): for sector in neutral_choices[i]: assign_sector(sector, builder, polarized_sectors, global_pole) valid.append(neutral_choices[i]) for c in valid: neutral_choices.remove(c) tries += 1 def polarity_step_3(dungeon_map, polarized_sectors, global_pole, logger): builder_order = list(dungeon_map.values()) random.shuffle(builder_order) for builder in builder_order: logger.info('--Balancing %s', builder.name) while not builder.polarity().is_neutral(): candidates = find_neutralizing_candidates(builder, polarized_sectors) valid, sectors = False, None while not valid: if len(candidates) == 0: raise NeutralizingException('Unable to find a globally valid neutralizer: %s' % builder.name) sectors = random.choice(candidates) candidates.remove(sectors) valid = global_pole.is_valid_choice(dungeon_map, builder, sectors) for sector in sectors: assign_sector(sector, builder, polarized_sectors, global_pole) class GlobalPolarity: def __init__(self, candidate_sectors): self.positives = [0, 0, 0] self.negatives = [0, 0, 0] for sector in candidate_sectors: pol = sector.polarity() 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() return gp def is_valid(self, dungeon_map): polarities = [x.polarity() for x in dungeon_map.values()] return self._is_valid_polarities(polarities) 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() 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 Exception('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 Exception('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 Exception('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._is_valid_polarities(non_neutral_polarities) 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.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 if 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 Exception('These candidates may not help at all') if len(candidates[best_lack]) <= 0: raise Exception('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_neutralizing_candidates(builder, sector_pool): polarity = builder.polarity() candidates = defaultdict(list) original_charge = polarity.charge() best_charge = original_charge main_pool = list(sector_pool) last_r = 0 while len(candidates) == 0: r_range = range(last_r + 1, last_r + 3) for r in r_range: if r > len(main_pool): if len(candidates) == 0: raise NeutralizingException('Cross Dungeon Builder: No possible neutralizers left %s' % builder.name) else: continue last_r = r combinations = ncr(len(main_pool), r) for i in range(0, combinations): choice = kth_combination(i, main_pool, r) p_charge = (polarity + sum_polarity(choice)).charge() if p_charge < original_charge and p_charge <= best_charge: candidates[p_charge].append(choice) if p_charge < best_charge: best_charge = p_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 if ttl_balance >= 0 and builder.dead_ends + ttl_deads <= 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): candidates = [] for choice in neutral_choices: door_match = False flow_match = False for sector in choice: if sector.adj_outflow() >= 2: flow_match = True for door in sector.outstanding_doors: if builder.unfulfilled[hanger_from_door(door)] > 0: door_match = True if door_match and flow_match: candidates.append(choice) if len(candidates) == 0: raise Exception('Cross Dungeon Builder: No more branching candidates! %s' % builder.name) 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 Exception("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 def valid_assignment(builder, sector_list): if not valid_polarized_assignment(builder, sector_list): return False return len(resolve_equations(builder, sector_list)) == 0 def valid_connected_assignment(builder, sector_list): full_list = sector_list + builder.sectors for sector in full_list: 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_polarized_assignment(builder, sector_list): if not valid_connected_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): while len(neutral_sectors) > 0: sector_list = list(neutral_sectors) choices = random.choices(list(dungeon_map.keys()), k=len(sector_list)) for i, choice in enumerate(choices): builder = dungeon_map[choice] if valid_polarized_assignment(builder, [sector_list[i]]): assign_sector(sector_list[i], builder, neutral_sectors, global_pole) def split_dungeon_builder(builder, split_list): logger = logging.getLogger('') logger.info('Splitting Up Desert/Skull') candidate_sectors = dict.fromkeys(builder.sectors) global_pole = GlobalPolarity(candidate_sectors) dungeon_map = {} for name, split_entrances in split_list.items(): key = builder.name + ' ' + name dungeon_map[key] = sub_builder = DungeonBuilder(key) sub_builder.all_entrances = split_entrances for r_name in split_entrances: assign_sector(find_sector(r_name, candidate_sectors), sub_builder, candidate_sectors, global_pole) return balance_split(candidate_sectors, dungeon_map, global_pole) def balance_split(candidate_sectors, dungeon_map, global_pole): logger = logging.getLogger('') # categorize sectors crystal_switches, crystal_barriers, neutral_sectors, polarized_sectors = categorize_sectors(candidate_sectors) leftover = assign_crystal_switch_sectors(dungeon_map, crystal_switches, global_pole, len(crystal_barriers) > 0) 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: logger.info('-Re-balancing ' + next(iter(dungeon_map.keys())) + ' et al') assign_polarized_sectors(dungeon_map, polarized_sectors, global_pole, logger) # the rest assign_the_rest(dungeon_map, neutral_sectors, global_pole) return dungeon_map 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 DoorEquation: def __init__(self, door): self.door = door self.cost = defaultdict(list) self.benefit = defaultdict(list) self.required = False def copy(self): eq = DoorEquation(self.door) for key, doors in self.cost.items(): eq.cost[key] = doors.copy() for key, doors in self.benefit.items(): eq.benefit[key] = doors.copy() eq.required = self.required return eq def total_cost(self): ttl = 0 for key, door_list in self.cost.items(): ttl += len(door_list) return ttl def profit(self): ttl = 0 for key, door_list in self.benefit.items(): ttl += len(door_list) return ttl - self.total_cost() def neutral(self): for key in Hook: if len(self.cost[key]) != len(self.benefit[key]): return False return True def can_cover_cost(self, current_access): for key, door_list in self.cost.items(): if len(door_list) > current_access[key]: return False return True def identify_branching_issues_2(dungeon_map): unconnected_builders = {} for name, builder in dungeon_map.items(): unreached_doors = resolve_equations(builder, []) if len(unreached_doors) > 0: unconnected_builders[name] = builder for hook, door_list in unreached_doors.items(): builder.unfulfilled[hook] += len(door_list) return unconnected_builders def resolve_equations(builder, sector_list): unreached_doors = defaultdict(list) equations = copy_door_equations(builder, sector_list) current_access = defaultdict(int) reached_doors = set() # resolve all that provide more access free_sector, eq_list, free_eq = find_free_equation(equations) while free_eq is not None: resolve_equation(free_eq, eq_list, free_sector, current_access, reached_doors, equations) free_sector, eq_list, free_eq = find_free_equation(equations) while len(equations) > 0: eq, eq_list, sector = find_priority_equation(equations, current_access) if eq is not None: resolve_equation(eq, eq_list, sector, current_access, reached_doors, 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 return unreached_doors # 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, current_access): flex = calc_flex(equations, current_access) best_profit = None triplet_candidates = [] local_profit_map = {} for sector, eq_list in equations.items(): eq_list.sort(key=lambda eq: eq.profit(), reverse=True) best_local_profit = None for eq in eq_list: profit = eq.profit() if best_local_profit is None or profit > best_local_profit: best_local_profit = profit if eq.can_cover_cost(current_access): if eq.neutral(): return eq, eq_list, sector # don't need to compare 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)) local_profit_map[sector] = best_local_profit if len(triplet_candidates) == 0: return None, None, None # can't pay for anything if len(triplet_candidates) == 1: return triplet_candidates[0] required_candidates = [x for x in triplet_candidates if x[0].required] if len(required_candidates) == 0: required_candidates = triplet_candidates if len(required_candidates) == 1: return required_candidates[0] flexible_candidates = [x for x in required_candidates if x[0].can_cover_cost(flex)] if len(flexible_candidates) == 0: flexible_candidates = required_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()] if len(good_local_candidates) == 0: good_local_candidates = flexible_candidates return good_local_candidates[0] # just pick one I guess 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: for key, door_list in eq.cost.items(): required_costs[key] += len(door_list) for key in Hook: flex_spending[key] = max(0, current_access[key]-required_costs[key]) return flex_spending def resolve_equation(equation, eq_list, sector, current_access, reached_doors, equations): for key, door_list in equation.cost.items(): if current_access[key] - len(door_list) < 0: raise Exception('Cannot pay for this connection') current_access[key] -= len(door_list) for door in door_list: reached_doors.add(door) for key, door_list in equation.benefit.items(): current_access[key] += len(door_list) for door in door_list: reached_doors.add(door) eq_list.remove(equation) removing = [x for x in eq_list if x.door in reached_doors] for r_eq in removing: all_benefits_met = True for key in Hook: fringe_list = [x for x in r_eq.benefit[key] if x not in reached_doors] if len(fringe_list) > 0: all_benefits_met = False r_eq.benefit[key] = fringe_list if all_benefits_met: eq_list.remove(r_eq) if len(eq_list) == 0: del equations[sector] 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: if sector.equations is None: #todo: sort equations? sector.equations = calc_sector_equations(sector, builder) curr_list = equations[sector] = [] for equation in sector.equations: curr_list.append(equation.copy()) return equations def calc_sector_equations(sector, builder): equations = [] is_entrance = is_entrance_sector(builder, sector) if is_entrance: flagged_equations = [] for door in sector.outstanding_doors: equation, flag = calc_door_equation(door, sector, True) 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): if look_for_entrance and not door.blocked: flag = sector.is_entrance_sector() if flag: eq = DoorEquation(door) eq.benefit[hook_from_door(door)].append(door) eq.required = True return eq, flag eq = DoorEquation(door) eq.required = door.blocked or door.dead eq.cost[hanger_from_door(door)].append(door) if not door.stonewall: start_region = door.entrance.parent_region visited = {start_region} queue = deque([start_region]) found_events = set() event_doors = set() while len(queue) > 0: region = queue.popleft() 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 connect not in visited: visited.add(connect) queue.append(connect) 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) 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 connect is not None and connect.type == RegionType.Dungeon and connect not in visited: visited.add(connect) queue.append(connect) if len(eq.benefit) == 0: eq.required = True return eq, False # 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 Blind\'s Cell', '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'] } # 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': 2, 'Skull Woods 2': 0, 'Skull Woods 3': 1, }