Files
alttpr-python/DungeonGenerator.py
aerinon bda5b27c44 Stonewall generation changed to pre-open wall if necessary.
GT Mini bosses no longer drop heart containers.
Crystal switch logic during generation updated.
2020-02-06 15:12:52 -07:00

2182 lines
88 KiB
Python

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<DoorName|Origin, GraphPiece>
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<Hook, List<Door, Crystal, Door>>
# and hangers: Dict<Hang, List<Door>>
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_region = bad_door.entrance.parent_region
queue = deque([start_region])
visited = {start_region}
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
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,
}