import collections from collections import defaultdict from Regions import dungeon_events from Dungeons import dungeon_keys, dungeon_bigs from DungeonGenerator import ExplorationState class KeySphere(object): def __init__(self): self.access_door = None self.free_locations = {} self.prize_region = False self.key_only_locations = {} self.child_doors = {} self.bk_locked = False self.parent_sphere = None self.other_locations = {} def __eq__(self, other): if self.prize_region != other.prize_region: return False # already have merge function for this # if self.bk_locked != other.bk_locked: # return False if len(self.free_locations) != len(other.free_locations): return False if len(self.key_only_locations) != len(other.key_only_locations): return False if len(set(self.free_locations).symmetric_difference(set(other.free_locations))) > 0: return False if len(set(self.key_only_locations).symmetric_difference(set(other.key_only_locations))) > 0: return False if len(set(self.child_doors).symmetric_difference(set(other.child_doors))) > 0: return False return True class KeyLayout(object): def __init__(self, sector, starts, proposal): self.sector = sector self.start_regions = starts self.proposal = proposal self.key_logic = KeyLogic(sector.name) self.key_spheres = None self.key_counters = None self.flat_prop = None self.max_chests = None self.max_drops = None self.all_chest_locations = {} # bk special? # bk required? True if big chests or big doors exists def reset(self, proposal): self.proposal = proposal self.flat_prop = flatten_pair_list(self.proposal) self.key_logic = KeyLogic(self.sector.name) class KeyLogic(object): def __init__(self, dungeon_name): self.door_rules = {} self.bk_restricted = set() self.sm_restricted = set() self.small_key_name = dungeon_keys[dungeon_name] self.bk_name = dungeon_bigs[dungeon_name] self.logic_min = {} self.logic_max = {} class DoorRules(object): def __init__(self, number): self.small_key_num = number # allowing a different number if bk is behind this door in a set of locations self.alternate_small_key = None self.alternate_big_key_loc = set() # for a place with only 1 free location/key_only_location behind it ... no goals and locations self.allow_small = False self.small_location = None class KeyCounter(object): def __init__(self, max_chests): self.max_chests = max_chests self.free_locations = {} self.key_only_locations = {} self.child_doors = {} self.open_doors = {} self.used_keys = 0 self.big_key_opened = False self.important_location = False def update(self, key_sphere): self.free_locations.update(key_sphere.free_locations) self.key_only_locations.update(key_sphere.key_only_locations) self.child_doors.update(dict.fromkeys([x for x in key_sphere.child_doors if x not in self.open_doors and x.dest not in self.open_doors])) self.important_location = self.important_location or key_sphere.prize_region or self.special_region(key_sphere) @staticmethod def special_region(key_sphere): for other in key_sphere.other_locations: # todo: zelda's cell is special in standard, and probably crossed too if other.name in ['Attic Cracked Floor', 'Suspicious Maiden']: return True return False def open_door(self, door, flat_proposal): if door in flat_proposal: self.used_keys += 1 del self.child_doors[door] self.open_doors[door] = None if door.dest in flat_proposal: self.open_doors[door.dest] = None if door.dest in self.child_doors: del self.child_doors[door.dest] elif door.bigKey: self.big_key_opened = True del self.child_doors[door] self.open_doors[door] = None def used_smalls_loc(self, reserve=0): return max(self.used_keys + reserve - len(self.key_only_locations), 0) def copy(self): ret = KeyCounter(self.max_chests) ret.free_locations.update(self.free_locations) ret.key_only_locations.update(self.key_only_locations) ret.child_doors.update(self.child_doors) ret.used_keys = self.used_keys ret.open_doors.update(self.open_doors) ret.big_key_opened = self.big_key_opened ret.important_location = self.important_location return ret def build_key_layout(sector, start_regions, proposal, world, player): key_layout = KeyLayout(sector, start_regions, proposal) key_layout.flat_prop = flatten_pair_list(key_layout.proposal) key_layout.max_chests = len(world.get_dungeon(key_layout.sector.name, player).small_keys) key_layout.max_drops = count_key_drops(key_layout.sector) return key_layout def analyze_dungeon(key_layout, world, player): key_layout.key_counters = create_key_counters(key_layout, world, player) key_layout.key_spheres = create_key_spheres(key_layout, world, player) key_logic = key_layout.key_logic find_bk_locked_sections(key_layout, world) init_bk = check_special_locations(key_layout.key_spheres['Origin'].free_locations.keys()) key_counter = key_layout.key_counters[counter_id({}, init_bk, key_layout.flat_prop)] queue = collections.deque([(key_layout.key_spheres['Origin'], key_counter)]) doors_completed = set() while len(queue) > 0: queue = collections.deque(sorted(queue, key=queue_sorter)) key_sphere, key_counter = queue.popleft() chest_keys = available_chest_small_keys(key_counter, world) raw_avail = chest_keys + len(key_counter.key_only_locations) available = raw_avail - key_counter.used_keys possible_smalls = count_unique_small_doors(key_counter, key_layout.flat_prop) if not key_counter.big_key_opened: if chest_keys == count_locations_big_optional(key_counter.free_locations) and available <= possible_smalls: key_logic.bk_restricted.update(filter_big_chest(key_counter.free_locations)) if not key_sphere.bk_locked and big_chest_in_locations(key_counter.free_locations): key_logic.sm_restricted.update(find_big_chest_locations(key_counter.free_locations)) # todo: detect forced subsequent keys - see keypuzzles # try to relax the rules here? - smallest requirement that doesn't force a softlock child_queue = collections.deque() for child in sorted(list(key_sphere.child_doors), key=lambda x: x.name): next_sphere = key_layout.key_spheres[child.name] # todo: empty_sphere are not always empty, Mire spike barrier is not empty if other doors open first if not empty_sphere(next_sphere) and child not in doors_completed: child_queue.append((child, next_sphere)) while len(child_queue) > 0: child, next_sphere = child_queue.popleft() if not child.bigKey: best_counter = find_best_counter(child, key_counter, key_layout, world, False) rule = create_rule(best_counter, key_counter, key_layout, world) check_for_self_lock_key(rule, next_sphere, key_layout, world) bk_restricted_rules(rule, next_sphere, key_counter, key_layout, world) key_logic.door_rules[child.name] = rule doors_completed.add(next_sphere.access_door) next_counter = find_next_counter(child, key_counter, next_sphere, key_layout) queue.append((next_sphere, next_counter)) check_rules(key_layout) return key_layout def count_key_drops(sector): cnt = 0 for region in sector.regions: for loc in region.locations: if loc.event and 'Small Key' in loc.item.name: cnt += 1 return cnt def queue_sorter(queue_item): sphere, counter = queue_item if sphere.access_door is None: return 0 return 1 if sphere.access_door.bigKey else 0 def find_bk_locked_sections(key_layout, world): key_spheres = key_layout.key_spheres key_logic = key_layout.key_logic bk_key_not_required = set() big_chest_allowed_big_key = world.accessibility != 'locations' for key in key_spheres.keys(): sphere = key_spheres[key] key_layout.all_chest_locations.update(sphere.free_locations) if sphere.bk_locked and (sphere.prize_region or KeyCounter.special_region(sphere)): big_chest_allowed_big_key = False if not sphere.bk_locked: bk_key_not_required.update(sphere.free_locations) key_logic.bk_restricted.update(dict.fromkeys(set(key_layout.all_chest_locations).difference(bk_key_not_required))) if not big_chest_allowed_big_key: key_logic.bk_restricted.update(find_big_chest_locations(key_layout.all_chest_locations)) def empty_sphere(sphere): if len(sphere.key_only_locations) != 0 or len(sphere.free_locations) != 0 or len(sphere.child_doors) != 0: return False return not sphere.prize_region def relative_empty_sphere(sphere, key_counter): if len(set(sphere.key_only_locations).difference(key_counter.key_only_locations)) > 0: return False if len(set(sphere.free_locations).difference(key_counter.free_locations)) > 0: return False new_child_door = False for child in sphere.child_doors: if unique_child_door(child, key_counter): new_child_door = True break if new_child_door: return False return True def unique_child_door(child, key_counter): if child in key_counter.child_doors or child.dest in key_counter.child_doors: return False if child in key_counter.open_doors or child.dest in key_counter.child_doors: return False if child.bigKey and key_counter.big_key_opened: return False return True def increment_key_counter(door, sphere, key_counter, flat_proposal): new_counter = key_counter.copy() new_counter.open_door(door, flat_proposal) new_counter.update(sphere) return new_counter def find_best_counter(door, key_counter, key_layout, world, skip_bk): # try to waste as many keys as possible? door_sphere = key_layout.key_spheres[door.name] ignored_doors = {door, door.dest} finished = False opened_doors = dict(key_counter.open_doors) bk_opened = key_counter.big_key_opened # new_counter = key_counter last_counter = key_counter while not finished: door_set = find_potential_open_doors(last_counter, ignored_doors, skip_bk) if door_set is None or len(door_set) == 0: finished = True continue for new_door in door_set: proposed_doors = {**opened_doors, **dict.fromkeys([new_door, new_door.dest])} bk_open = bk_opened or new_door.bigKey new_counter = find_counter(proposed_doors, bk_open, key_layout) bk_open = new_counter.big_key_opened # this means the new_door invalidates the door / leads to the same stuff if relative_empty_sphere(door_sphere, new_counter): ignored_doors.add(new_door) else: if not key_wasted(new_door, last_counter, new_counter, key_layout, world): ignored_doors.add(new_door) else: last_counter = new_counter opened_doors = proposed_doors bk_opened = bk_open return last_counter def find_potential_open_doors(key_counter, ignored_doors, skip_bk): small_doors = [] big_doors = [] for other in key_counter.child_doors: if other not in ignored_doors and other.dest not in ignored_doors: if other.bigKey: if not skip_bk: big_doors.append(other) elif other.dest not in small_doors: small_doors.append(other) big_key_available = len(key_counter.free_locations) - key_counter.used_smalls_loc(1) > 0 if len(small_doors) == 0 and (not skip_bk and (len(big_doors) == 0 or not big_key_available)): return None return small_doors + big_doors def key_wasted(new_door, old_counter, new_counter, key_layout, world): if new_door.bigKey: # big keys are not wastes - it uses up a location return True chest_keys = available_chest_small_keys(old_counter, world) old_avail = chest_keys + len(old_counter.key_only_locations) - old_counter.used_keys new_chest_keys = available_chest_small_keys(new_counter, world) new_avail = new_chest_keys + len(new_counter.key_only_locations) - new_counter.used_keys if new_avail < old_avail: return True if new_avail == old_avail: old_children = old_counter.child_doors.keys() new_children = [x for x in new_counter.child_doors.keys() if x not in old_children and x.dest not in old_children] current_counter = new_counter opened_doors = dict(current_counter.open_doors) bk_opened = current_counter.big_key_opened for new_child in new_children: proposed_doors = {**opened_doors, **dict.fromkeys([new_child, new_child.dest])} bk_open = bk_opened or new_door.bigKey new_counter = find_counter(proposed_doors, bk_open, key_layout) if key_wasted(new_child, current_counter, new_counter, key_layout, world): return True # waste is possible return False def find_next_counter(new_door, old_counter, next_sphere, key_layout): proposed_doors = {**old_counter.open_doors, **dict.fromkeys([new_door, new_door.dest])} bk_open = old_counter.big_key_opened or new_door.bigKey or check_special_locations(next_sphere.free_locations) return key_layout.key_counters[counter_id(proposed_doors, bk_open, key_layout.flat_prop)] def check_special_locations(locations): for loc in locations: if loc.name == 'Hyrule Castle - Zelda\'s Chest': return True return False def calc_avail_keys(key_counter, world): chest_keys = available_chest_small_keys(key_counter, world) raw_avail = chest_keys + len(key_counter.key_only_locations) return raw_avail - key_counter.used_keys def create_rule(key_counter, prev_counter, key_layout, world): prev_chest_keys = available_chest_small_keys(prev_counter, world) prev_avail = prev_chest_keys + len(prev_counter.key_only_locations) chest_keys = available_chest_small_keys(key_counter, world) key_gain = len(key_counter.key_only_locations) - len(prev_counter.key_only_locations) raw_avail = chest_keys + len(key_counter.key_only_locations) available = raw_avail - key_counter.used_keys possible_smalls = count_unique_small_doors(key_counter, key_layout.flat_prop) required_keys = min(available, possible_smalls) + key_counter.used_keys # if prev_avail < required_keys: # required_keys = prev_avail + prev_counter.used_keys # return DoorRules(required_keys) # else: adj_chest_keys = min(chest_keys, required_keys) needed_chests = required_keys - len(key_counter.key_only_locations) unneeded_chests = min(key_gain, adj_chest_keys - needed_chests) rule_num = required_keys - unneeded_chests return DoorRules(rule_num) def check_for_self_lock_key(rule, sphere, key_layout, world): if world.accessibility != 'locations': counter = KeyCounter(key_layout.max_chests) counter.update(sphere) if not self_lock_possible(counter): return queue = collections.deque(counter.child_doors) already_queued = set(counter.child_doors) while len(queue) > 0: child = queue.popleft() if child not in counter.open_doors: counter = increment_key_counter(child, key_layout.key_spheres[child.name], counter, key_layout.flat_prop) if not self_lock_possible(counter): return for new_door in counter.child_doors: if new_door not in already_queued: queue.append(new_door) already_queued.add(new_door) if len(counter.free_locations) == 1 and len(counter.key_only_locations) == 0 and not counter.important_location: rule.allow_small = True rule.small_location = next(iter(counter.free_locations)) def self_lock_possible(counter): return len(counter.free_locations) <= 1 and len(counter.key_only_locations) == 0 and not counter.important_location def available_chest_small_keys(key_counter, world): if not world.keysanity and world.mode != 'retro': cnt = 0 for loc in key_counter.free_locations: if key_counter.big_key_opened or '- Big Chest' not in loc.name: cnt += 1 return min(cnt, key_counter.max_chests) else: return key_counter.max_chests def bk_restricted_rules(rule, sphere, key_counter, key_layout, world): if sphere.bk_locked: return best_counter = find_best_counter(sphere.access_door, key_counter, key_layout, world, True) bk_number = create_rule(best_counter, key_counter, key_layout, world).small_key_num if bk_number == rule.small_key_num: return post_counter = KeyCounter(key_layout.max_chests) post_counter.update(sphere) other_doors_beyond_me = [x for x in post_counter.child_doors if not x.bigKey] queue = collections.deque(other_doors_beyond_me) already_queued = set(other_doors_beyond_me) while len(queue) > 0: child = queue.popleft() if child not in post_counter.open_doors: post_counter = increment_key_counter(child, key_layout.key_spheres[child.name], post_counter, key_layout.flat_prop) for new_door in post_counter.child_doors: if not new_door.bigKey and new_door not in already_queued and new_door.dest not in already_queued: queue.append(new_door) already_queued.add(new_door) unique_loc = set(post_counter.free_locations).difference(set(best_counter.free_locations)) if len(unique_loc) > 0: rule.alternate_small_key = bk_number rule.alternate_big_key_loc.update(unique_loc) def expand_counter_no_big_doors(door, key_counter, key_layout, ignored_doors): door_sphere = key_layout.key_spheres[door.name] small_doors = set() for other in key_counter.child_doors: if other != door and other not in ignored_doors: if other.dest not in small_doors and not other.bigKey: small_doors.add(other) if len(small_doors) == 0: return key_counter new_counter = key_counter last_counter = key_counter new_ignored = set(ignored_doors) for new_door in small_doors: new_sphere = key_layout.key_spheres[new_door.name] new_counter = increment_key_counter(new_door, new_sphere, new_counter, key_layout.flat_prop) # this means the new_door invalidates the door / leads to the same stuff if relative_empty_sphere(door_sphere, new_counter): new_counter = last_counter new_ignored.add(new_door) else: last_counter = new_counter old_counter = None while old_counter != new_counter: old_counter = new_counter new_counter = expand_counter_no_big_doors(door, old_counter, key_layout, new_ignored) return new_counter def create_key_spheres(key_layout, world, player): key_spheres = {} flat_proposal = key_layout.flat_prop state = ExplorationState(dungeon=key_layout.sector.name) state.key_locations = len(world.get_dungeon(key_layout.sector.name, player).small_keys) state.big_key_special = world.get_region('Hyrule Dungeon Cellblock', player) in key_layout.sector.regions for region in key_layout.start_regions: state.visit_region(region, key_checks=True) state.add_all_doors_check_keys(region, flat_proposal, world, player) expand_key_state(state, flat_proposal, world, player) key_spheres['Origin'] = create_key_sphere(state, None, None) queue = collections.deque([(key_spheres['Origin'], state)]) while len(queue) > 0: next_key_sphere, parent_state = queue.popleft() for door in next_key_sphere.child_doors: child_state = parent_state.copy() # open the door open_a_door(door, child_state, flat_proposal) expand_key_state(child_state, flat_proposal, world, player) child_kr = create_key_sphere(child_state, next_key_sphere, door) if door.name not in key_spheres.keys(): key_spheres[door.name] = child_kr queue.append((child_kr, child_state)) else: merge_sphere = old_sphere = key_spheres[door.name] if empty_sphere(old_sphere) and not empty_sphere(child_kr): key_spheres[door.name] = merge_sphere = child_kr queue.append((child_kr, child_state)) if not empty_sphere(old_sphere) and not empty_sphere(child_kr) and not old_sphere == child_kr: # ugly sphere merge function - just union locations - ugh if old_sphere.bk_locked != child_kr.bk_locked: if old_sphere.bk_locked: merge_sphere.child_doors = child_kr.child_doors merge_sphere.free_locations = child_kr.free_locations merge_sphere.key_only_locations = child_kr.key_only_locations else: merge_sphere.child_doors = {**old_sphere.child_doors, **child_kr.child_doors} merge_sphere.free_locations = {**old_sphere.free_locations, **child_kr.free_locations} merge_sphere.key_only_locations = {**old_sphere.key_only_locations, **child_kr.key_only_locations} merge_sphere.bk_locked = old_sphere.bk_locked and child_kr.bk_locked # this feels so ugly, key counters are much smarter than this - would love to get rid of spheres return key_spheres def create_key_sphere(state, parent_sphere, door): key_sphere = KeySphere() key_sphere.parent_sphere = parent_sphere p_region = parent_sphere parent_doors = set() parent_locations = set() while p_region is not None: parent_doors.update(p_region.child_doors) parent_locations.update(p_region.free_locations) parent_locations.update(p_region.key_only_locations) parent_locations.update(p_region.other_locations) p_region = p_region.parent_sphere u_doors = [x for x in unique_doors(state.small_doors+state.big_doors) if x not in parent_doors] key_sphere.child_doors.update(dict.fromkeys(u_doors)) region_locations = [x for x in state.found_locations if x not in parent_locations] for loc in region_locations: if '- Prize' in loc.name or loc.name in ['Agahnim 1', 'Agahnim 2']: key_sphere.prize_region = True key_sphere.other_locations[loc] = None elif loc.event and 'Small Key' in loc.item.name: key_sphere.key_only_locations[loc] = None elif loc.name not in dungeon_events: key_sphere.free_locations[loc] = None else: key_sphere.other_locations[loc] = None # todo: Cellblock in a dungeon with a big_key door or chest - Crossed Mode key_sphere.bk_locked = state.big_key_opened if not state.big_key_special else False if door is not None: key_sphere.access_door = door return key_sphere def open_a_door(door, child_state, flat_proposal): if door.bigKey: child_state.big_key_opened = True child_state.avail_doors.extend(child_state.big_doors) child_state.opened_doors.extend(set([d.door for d in child_state.big_doors])) child_state.big_doors.clear() else: child_state.opened_doors.append(door) doors_to_open = [x for x in child_state.small_doors if x.door == door] child_state.small_doors[:] = [x for x in child_state.small_doors if x.door != door] child_state.avail_doors.extend(doors_to_open) dest_door = door.dest if dest_door in flat_proposal: child_state.opened_doors.append(dest_door) if child_state.in_door_list_ic(dest_door, child_state.small_doors): now_available = [x for x in child_state.small_doors if x.door == dest_door] child_state.small_doors[:] = [x for x in child_state.small_doors if x.door != dest_door] child_state.avail_doors.extend(now_available) # allows dest doors def unique_doors(doors): unique_d_set = [] for d in doors: if d.door not in unique_d_set: unique_d_set.append(d.door) return unique_d_set # does not allow dest doors def count_unique_sm_doors(doors): unique_d_set = set() for d in doors: if d not in unique_d_set and d.dest not in unique_d_set and not d.bigKey: unique_d_set.add(d) return len(unique_d_set) # doesn't count dest doors def count_unique_small_doors(key_counter, proposal): cnt = 0 counted = set() for door in key_counter.child_doors: if door in proposal and door not in counted: cnt += 1 counted.add(door) counted.add(door.dest) return cnt def count_locations_big_optional(locations, bk=False): cnt = 0 for loc in locations: if bk or '- Big Chest' not in loc.name: cnt += 1 return cnt def filter_big_chest(locations): return [x for x in locations if '- Big Chest' not in x.name] def count_locations_exclude_big_chest(state): cnt = 0 for loc in state.found_locations: if '- Big Chest' not in loc.name and '- Prize' not in loc.name: cnt += 1 return cnt def big_chest_in_locations(locations): return len(find_big_chest_locations(locations)) > 0 def find_big_chest_locations(locations): ret = [] for loc in locations: if 'Big Chest' in loc.name: ret.append(loc) return ret def expand_key_state(state, flat_proposal, world, player): while len(state.avail_doors) > 0: exp_door = state.next_avail_door() door = exp_door.door connect_region = world.get_entrance(door.name, player).connected_region if state.validate(door, connect_region, world, player): state.visit_region(connect_region, key_checks=True) state.add_all_doors_check_keys(connect_region, flat_proposal, world, player) def flatten_pair_list(paired_list): flat_list = [] for d in paired_list: if type(d) is tuple: flat_list.append(d[0]) flat_list.append(d[1]) else: flat_list.append(d) return flat_list def check_rules(key_layout): all_key_only = set() key_only_map = {} for sphere in key_layout.key_spheres.values(): for loc in sphere.key_only_locations: if loc not in all_key_only: all_key_only.add(loc) access_rules = [] key_only_map[loc] = access_rules else: access_rules = key_only_map[loc] if sphere.access_door is None or sphere.access_door.name not in key_layout.key_logic.door_rules.keys(): access_rules.append(DoorRules(0)) else: access_rules.append(key_layout.key_logic.door_rules[sphere.access_door.name]) min_rule_bk = defaultdict(list) min_rule_non_bk = defaultdict(list) check_non_bk = False for loc, rule_list in key_only_map.items(): m_bk = None m_nbk = None for rule in rule_list: if m_bk is None or rule.small_key_num <= m_bk: min_rule_bk[loc].append(rule) m_bk = rule.small_key_num if rule.alternate_small_key is None: ask = rule.small_key_num else: check_non_bk = True ask = rule.alternate_small_key if m_nbk is None or ask <= m_nbk: min_rule_non_bk[loc].append(rule) m_nbk = rule.alternate_small_key adjust_key_location_mins(key_layout, min_rule_bk, lambda r: r.small_key_num, lambda r, v: setattr(r, 'small_key_num', v)) if check_non_bk: adjust_key_location_mins(key_layout, min_rule_non_bk, lambda r: r.small_key_num if r.alternate_small_key is None else r.alternate_small_key, lambda r, v: r if r.alternate_small_key is None else setattr(r, 'alternate_small_key', v)) def adjust_key_location_mins(key_layout, min_rules, getter, setter): collected_keys = key_layout.max_chests collected_locs = set() changed = True while changed: changed = False for_removal = [] for loc, rules in min_rules.items(): if loc in collected_locs: for_removal.append(loc) for rule in rules: if getter(rule) <= collected_keys and loc not in collected_locs: changed = True collected_keys += 1 collected_locs.add(loc) for_removal.append(loc) for loc in for_removal: del min_rules[loc] if len(min_rules) > 0: for loc, rules in min_rules.items(): for rule in rules: setter(rule, collected_keys) # Soft lock stuff def validate_key_layout_ex(key_layout, world, player): return validate_key_layout_main_loop(key_layout, world, player) def validate_key_layout_main_loop(key_layout, world, player): flat_proposal = key_layout.flat_prop state = ExplorationState(dungeon=key_layout.sector.name) state.key_locations = len(world.get_dungeon(key_layout.sector.name, player).small_keys) state.big_key_special = world.get_region('Hyrule Dungeon Cellblock', player) in key_layout.sector.regions for region in key_layout.start_regions: state.visit_region(region, key_checks=True) state.add_all_doors_check_keys(region, flat_proposal, world, player) return validate_key_layout_sub_loop(state, {}, flat_proposal, world, player) def validate_key_layout_sub_loop(state, checked_states, flat_proposal, world, player): expand_key_state(state, flat_proposal, world, player) smalls_avail = len(state.small_doors) > 0 num_bigs = 1 if len(state.big_doors) > 0 else 0 # all or nothing if not smalls_avail and num_bigs == 0: return True # I think that's the end ttl_locations = state.ttl_locations if state.big_key_opened else count_locations_exclude_big_chest(state) available_small_locations = min(ttl_locations - state.used_locations, state.key_locations - state.used_smalls) available_big_locations = ttl_locations - state.used_locations if not state.big_key_special else 0 if (not smalls_avail or available_small_locations == 0) and (state.big_key_opened or num_bigs == 0 or available_big_locations == 0): return False else: if smalls_avail and available_small_locations > 0: for exp_door in state.small_doors: state_copy = state.copy() open_a_door(exp_door.door, state_copy, flat_proposal) state_copy.used_locations += 1 state_copy.used_smalls += 1 code = state_id(state_copy, flat_proposal) if code not in checked_states.keys(): valid = validate_key_layout_sub_loop(state_copy, checked_states, flat_proposal, world, player) checked_states[code] = valid else: valid = checked_states[code] if not valid: return False if not state.big_key_opened and available_big_locations >= num_bigs > 0: state_copy = state.copy() open_a_door(state.big_doors[0].door, state_copy, flat_proposal) state_copy.used_locations += 1 code = state_id(state_copy, flat_proposal) if code not in checked_states.keys(): valid = validate_key_layout_sub_loop(state_copy, checked_states, flat_proposal, world, player) checked_states[code] = valid else: valid = checked_states[code] if not valid: return False return True def create_key_counters(key_layout, world, player): key_counters = {} flat_proposal = key_layout.flat_prop state = ExplorationState(dungeon=key_layout.sector.name) state.key_locations = len(world.get_dungeon(key_layout.sector.name, player).small_keys) state.big_key_special = world.get_region('Hyrule Dungeon Cellblock', player) in key_layout.sector.regions for region in key_layout.start_regions: state.visit_region(region, key_checks=True) state.add_all_doors_check_keys(region, flat_proposal, world, player) expand_key_state(state, flat_proposal, world, player) code = state_id(state, key_layout.flat_prop) key_counters[code] = create_key_counter_x(state, key_layout, world, player) queue = collections.deque([(key_counters[code], state)]) while len(queue) > 0: next_key_sphere, parent_state = queue.popleft() for door in next_key_sphere.child_doors: child_state = parent_state.copy() # open the door open_a_door(door, child_state, flat_proposal) expand_key_state(child_state, flat_proposal, world, player) code = state_id(child_state, key_layout.flat_prop) if code not in key_counters.keys(): child_kr = create_key_counter_x(child_state, key_layout, world, player) key_counters[code] = child_kr queue.append((child_kr, child_state)) return key_counters def create_key_counter_x(state, key_layout, world, player): key_counter = KeyCounter(key_layout.max_chests) key_counter.child_doors.update(dict.fromkeys(unique_doors(state.small_doors+state.big_doors))) for loc in state.found_locations: if '- Prize' in loc.name or loc.name in ['Agahnim 1', 'Agahnim 2']: key_counter.important_location = True # todo: zelda's cell is special in standard, and probably crossed too elif loc.name in ['Attic Cracked Floor', 'Suspicious Maiden']: key_counter.important_location = True elif loc.event and 'Small Key' in loc.item.name: key_counter.key_only_locations[loc] = None elif loc.name not in dungeon_events: key_counter.free_locations[loc] = None key_counter.open_doors.update(dict.fromkeys(state.opened_doors)) key_counter.used_keys = count_unique_sm_doors(state.opened_doors) if state.big_key_special: key_counter.big_key_opened = state.visited(world.get_region('Hyrule Dungeon Cellblock', player)) else: key_counter.big_key_opened = state.big_key_opened # if soft_lock_check: # avail_chests = available_chest_small_keys(key_counter, key_counter.big_key_opened, world) # avail_keys = avail_chests + len(key_counter.key_only_locations) # if avail_keys <= key_counter.used_keys and avail_keys < key_layout.max_chests + key_layout.max_drops: # raise SoftLockException() return key_counter def state_id(state, flat_proposal): s_id = '1' if state.big_key_opened else '0' for d in flat_proposal: s_id += '1' if d in state.opened_doors else '0' return s_id def find_counter(opened_doors, bk_hint, key_layout): counter = find_counter_hint(opened_doors, bk_hint, key_layout) if counter is not None: return counter more_doors = [] for door in opened_doors.keys(): more_doors.append(door) if door.dest not in opened_doors.keys(): more_doors.append(door.dest) if len(more_doors) > len(opened_doors.keys()): counter = find_counter_hint(dict.fromkeys(more_doors), bk_hint, key_layout) if counter is not None: return counter raise Exception('Unable to find door permutation. Init CID: %s' % counter_id(opened_doors, bk_hint, key_layout.flat_prop)) def find_counter_hint(opened_doors, bk_hint, key_layout): cid = counter_id(opened_doors, bk_hint, key_layout.flat_prop) if cid in key_layout.key_counters.keys(): return key_layout.key_counters[cid] if not bk_hint: cid = counter_id(opened_doors, True, key_layout.flat_prop) if cid in key_layout.key_counters.keys(): return key_layout.key_counters[cid] return None def counter_id(opened_doors, bk_unlocked, flat_proposal): s_id = '1' if bk_unlocked else '0' for d in flat_proposal: s_id += '1' if d in opened_doors.keys() else '0' return s_id # class SoftLockException(Exception): # pass # vanilla validation code def validate_vanilla_key_logic(world, player): validators = { 'Hyrule Castle': val_hyrule, 'Eastern Palace': val_eastern, 'Desert Palace': val_desert, 'Tower of Hera': val_hera, 'Agahnims Tower': val_tower, 'Palace of Darkness': val_pod, 'Swamp Palace': val_swamp, 'Skull Woods': val_skull, 'Thieves Town': val_thieves, 'Ice Palace': val_ice, 'Misery Mire': val_mire, 'Turtle Rock': val_turtle, 'Ganons Tower': val_ganons } key_logic_dict = world.key_logic[player] for key, key_logic in key_logic_dict.items(): validators[key](key_logic, world, player) def val_hyrule(key_logic, world, player): val_rule(key_logic.door_rules['Sewers Secret Room Key Door S'], 3) val_rule(key_logic.door_rules['Sewers Dark Cross Key Door N'], 3) val_rule(key_logic.door_rules['Hyrule Dungeon Map Room Key Door S'], 2) # why is allow_small actually false? - because chest key is forced elsewhere? val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 3, True, 'Hyrule Castle - Zelda\'s Chest') # val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 4) def val_eastern(key_logic, world, player): val_rule(key_logic.door_rules['Eastern Dark Square Key Door WN'], 2, False, None, 1, {'Eastern Palace - Big Key Chest'}) val_rule(key_logic.door_rules['Eastern Darkness Up Stairs'], 2) assert world.get_location('Eastern Palace - Big Chest', player) in key_logic.bk_restricted assert world.get_location('Eastern Palace - Boss', player) in key_logic.bk_restricted assert len(key_logic.bk_restricted) == 2 def val_desert(key_logic, world, player): val_rule(key_logic.door_rules['Desert East Wing Key Door EN'], 4) val_rule(key_logic.door_rules['Desert Tiles 1 Up Stairs'], 2) val_rule(key_logic.door_rules['Desert Beamos Hall NE'], 3) val_rule(key_logic.door_rules['Desert Tiles 2 NE'], 4) assert world.get_location('Desert Palace - Big Chest', player) in key_logic.bk_restricted assert world.get_location('Desert Palace - Boss', player) in key_logic.bk_restricted assert len(key_logic.bk_restricted) == 2 def val_hera(key_logic, world, player): val_rule(key_logic.door_rules['Hera Lobby Key Stairs'], 1, True, 'Tower of Hera - Big Key Chest') assert world.get_location('Tower of Hera - Big Chest', player) in key_logic.bk_restricted assert world.get_location('Tower of Hera - Compass Chest', player) in key_logic.bk_restricted assert world.get_location('Tower of Hera - Boss', player) in key_logic.bk_restricted assert len(key_logic.bk_restricted) == 3 def val_tower(key_logic, world, player): val_rule(key_logic.door_rules['Tower Room 03 Up Stairs'], 1) val_rule(key_logic.door_rules['Tower Dark Maze ES'], 2) val_rule(key_logic.door_rules['Tower Dark Archers Up Stairs'], 3) val_rule(key_logic.door_rules['Tower Circle of Pots WS'], 4) def val_pod(key_logic, world, player): val_rule(key_logic.door_rules['PoD Arena Main NW'], 4) val_rule(key_logic.door_rules['PoD Basement Ledge Up Stairs'], 6, True, 'Palace of Darkness - Big Key Chest') val_rule(key_logic.door_rules['PoD Compass Room SE'], 6, True, 'Palace of Darkness - Harmless Hellway') val_rule(key_logic.door_rules['PoD Falling Bridge WN'], 6) val_rule(key_logic.door_rules['PoD Dark Pegs WN'], 6) assert world.get_location('Palace of Darkness - Big Chest', player) in key_logic.bk_restricted assert world.get_location('Palace of Darkness - Boss', player) in key_logic.bk_restricted assert len(key_logic.bk_restricted) == 2 def val_swamp(key_logic, world, player): val_rule(key_logic.door_rules['Swamp Entrance Down Stairs'], 1) val_rule(key_logic.door_rules['Swamp Pot Row WS'], 2) val_rule(key_logic.door_rules['Swamp Trench 1 Key Ledge NW'], 3) val_rule(key_logic.door_rules['Swamp Hub North Ledge N'], 5) val_rule(key_logic.door_rules['Swamp Hub WN'], 6) val_rule(key_logic.door_rules['Swamp Waterway NW'], 6) assert world.get_location('Swamp Palace - Entrance', player) in key_logic.bk_restricted assert len(key_logic.bk_restricted) == 1 def val_skull(key_logic, world, player): val_rule(key_logic.door_rules['Skull 3 Lobby NW'], 4) val_rule(key_logic.door_rules['Skull Spike Corner ES'], 5) def val_thieves(key_logic, world, player): val_rule(key_logic.door_rules['Thieves Hallway WS'], 1) val_rule(key_logic.door_rules['Thieves Spike Switch Up Stairs'], 3) val_rule(key_logic.door_rules['Thieves Conveyor Bridge WS'], 3, True, 'Thieves\' Town - Big Chest') assert world.get_location('Thieves\' Town - Attic', player) in key_logic.bk_restricted assert world.get_location('Thieves\' Town - Boss', player) in key_logic.bk_restricted assert world.get_location('Thieves\' Town - Blind\'s Cell', player) in key_logic.bk_restricted assert world.get_location('Thieves\' Town - Big Chest', player) in key_logic.bk_restricted assert len(key_logic.bk_restricted) == 4 def val_ice(key_logic, world, player): val_rule(key_logic.door_rules['Ice Jelly Key Down Stairs'], 1) val_rule(key_logic.door_rules['Ice Conveyor SW'], 2) val_rule(key_logic.door_rules['Ice Backwards Room Down Stairs'], 5) assert world.get_location('Ice Palace - Boss', player) in key_logic.bk_restricted assert world.get_location('Ice Palace - Big Chest', player) in key_logic.bk_restricted assert len(key_logic.bk_restricted) == 2 def val_mire(key_logic, world, player): mire_west_wing = {'Misery Mire - Big Key Chest', 'Misery Mire - Compass Chest'} # val_rule(key_logic.door_rules['Mire Spikes NW'], 3) # todo: is sometimes 3 or 5? best_counter order matters val_rule(key_logic.door_rules['Mire Hub WS'], 5, False, None, 3, mire_west_wing) val_rule(key_logic.door_rules['Mire Conveyor Crystal WS'], 6, False, None, 4, mire_west_wing) assert world.get_location('Misery Mire - Boss', player) in key_logic.bk_restricted assert world.get_location('Misery Mire - Big Chest', player) in key_logic.bk_restricted assert len(key_logic.bk_restricted) == 2 def val_turtle(key_logic, world, player): val_rule(key_logic.door_rules['TR Hub NW'], 1) val_rule(key_logic.door_rules['TR Pokey 1 NW'], 2) val_rule(key_logic.door_rules['TR Chain Chomps Down Stairs'], 3) val_rule(key_logic.door_rules['TR Pokey 2 ES'], 6, True, 'Turtle Rock - Big Key Chest', 4, {'Turtle Rock - Big Key Chest'}) val_rule(key_logic.door_rules['TR Crystaroller Down Stairs'], 5) val_rule(key_logic.door_rules['TR Dash Bridge WS'], 6) assert world.get_location('Turtle Rock - Eye Bridge - Bottom Right', player) in key_logic.bk_restricted assert world.get_location('Turtle Rock - Eye Bridge - Top Left', player) in key_logic.bk_restricted assert world.get_location('Turtle Rock - Eye Bridge - Top Right', player) in key_logic.bk_restricted assert world.get_location('Turtle Rock - Eye Bridge - Bottom Left', player) in key_logic.bk_restricted assert world.get_location('Turtle Rock - Boss', player) in key_logic.bk_restricted assert world.get_location('Turtle Rock - Crystaroller Room', player) in key_logic.bk_restricted assert world.get_location('Turtle Rock - Big Chest', player) in key_logic.bk_restricted assert len(key_logic.bk_restricted) == 7 def val_ganons(key_logic, world, player): rando_room = {'Ganons Tower - Randomizer Room - Top Left', 'Ganons Tower - Randomizer Room - Top Right', 'Ganons Tower - Randomizer Room - Bottom Left', 'Ganons Tower - Randomizer Room - Bottom Right'} compass_room = {'Ganons Tower - Compass Room - Top Left', 'Ganons Tower - Compass Room - Top Right', 'Ganons Tower - Compass Room - Bottom Left', 'Ganons Tower - Compass Room - Bottom Right'} gt_middle = {'Ganons Tower - Big Key Room - Left', 'Ganons Tower - Big Key Chest', 'Ganons Tower - Big Key Room - Right', 'Ganons Tower - Bob\'s Chest', 'Ganons Tower - Big Chest'} val_rule(key_logic.door_rules['GT Double Switch EN'], 6, False, None, 4, rando_room.union({'Ganons Tower - Firesnake Room'})) val_rule(key_logic.door_rules['GT Hookshot ES'], 8, True, 'Ganons Tower - Map Chest', 5, {'Ganons Tower - Map Chest'}) val_rule(key_logic.door_rules['GT Tile Room EN'], 7, False, None, 5, compass_room) val_rule(key_logic.door_rules['GT Firesnake Room SW'], 8, False, None, 5, rando_room) val_rule(key_logic.door_rules['GT Conveyor Star Pits EN'], 8, False, None, 6, gt_middle) # should be 7? val_rule(key_logic.door_rules['GT Mini Helmasaur Room WN'], 6) # not sure about 6 this... val_rule(key_logic.door_rules['GT Crystal Circles SW'], 8) assert world.get_location('Ganons Tower - Mini Helmasaur Room - Left', player) in key_logic.bk_restricted assert world.get_location('Ganons Tower - Mini Helmasaur Room - Right', player) in key_logic.bk_restricted assert world.get_location('Ganons Tower - Big Chest', player) in key_logic.bk_restricted assert world.get_location('Ganons Tower - Pre-Moldorm Chest', player) in key_logic.bk_restricted assert world.get_location('Ganons Tower - Validation Chest', player) in key_logic.bk_restricted assert len(key_logic.bk_restricted) == 5 def val_rule(rule, skn, allow=False, loc=None, askn=None, setCheck=None): if setCheck is None: setCheck = set() assert rule.small_key_num == skn assert rule.allow_small == allow assert rule.small_location == loc or rule.small_location.name == loc assert rule.alternate_small_key == askn assert len(setCheck) == len(rule.alternate_big_key_loc) for loc in rule.alternate_big_key_loc: assert loc.name in setCheck