Files
alttpr-python/DungeonGenerator.py
aerinon 7422eb5ccc Fixed Swordless rules
Added rule for Freezor chest (for crossed and swordless)
Added more "single exit" caves to possible inaccessible regions
Prevented dungeon gen from assuming you could get GT Big Key at Aga 2
Prevented cross-dungeon contamination during key rule gen
Fixed some key-sphere merging problems (I'm ready to get rid of spheres now)
2019-12-12 15:01:12 -07:00

855 lines
36 KiB
Python

import random
import collections
from collections import defaultdict
from enum import Enum, unique
import logging
from BaseClasses import DoorType, Direction, CrystalBarrier, RegionType, flooded_keys
from Regions import key_only_locations, dungeon_events, flooded_keys_reverse
@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()
def generate_dungeon(name, available_sectors, entrance_region_names, split_dungeon, world, player):
logger = logging.getLogger('')
entrance_regions = convert_regions(entrance_region_names, world, player)
doors_to_connect = set()
all_regions = set()
bk_needed = False
for sector in available_sectors:
for door in sector.outstanding_doors:
doors_to_connect.add(door)
all_regions.update(sector.regions)
bk_needed = bk_needed or determine_if_bk_needed(sector, split_dungeon, world, player)
proposed_map = {}
choices_master = [[]]
depth = 0
dungeon_cache = {}
backtrack = False
itr = 0
finished = False
# last_choice = None
while not finished:
# what are my choices?
itr += 1
if itr > 5000:
raise Exception('Generation taking too long. Ref %s' % entrance_region_names[0])
if depth not in dungeon_cache.keys():
dungeon, hangers, hooks = gen_dungeon_info(name, available_sectors, entrance_regions, proposed_map, doors_to_connect, bk_needed, world, player)
dungeon_cache[depth] = dungeon, hangers, hooks
valid = check_valid(dungeon, hangers, hooks, proposed_map, doors_to_connect, all_regions, bk_needed)
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' % entrance_region_names[0])
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, world, player)
queue.remove((b, a))
master_sector = available_sectors.pop()
for sub_sector in available_sectors:
master_sector.regions.extend(sub_sector.regions)
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 gen_dungeon_info(name, available_sectors, entrance_regions, proposed_map, valid_doors, bk_needed, world, player):
# step 1 create dungeon: Dict<DoorName|Origin, GraphPiece>
dungeon = {}
original_state = extend_reachable_state_improved(entrance_regions, ExplorationState(dungeon=name), proposed_map, valid_doors, bk_needed, world, player)
dungeon['Origin'] = create_graph_piece_from_state(None, original_state, original_state, proposed_map)
doors_to_connect = set()
hanger_set = set()
o_state_cache = {}
for sector in available_sectors:
for door in sector.outstanding_doors:
doors_to_connect.add(door)
if not door.stonewall and door not in proposed_map.keys():
hanger_set.add(door)
parent = parent_region(door, world, player).parent_region
o_state = extend_reachable_state_improved([parent], ExplorationState(dungeon=name), 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, Set<Door, Crystal, Door>>
# and hangers: Dict<Hang, Set<Door>>
avail_hooks = defaultdict(set)
hangers = defaultdict(set)
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].add(door_hang)
for door, crystal in piece.hooks.items():
hook = hook_from_door(door)
avail_hooks[hook].add((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.Blue or crystal == CrystalBarrier.Either:
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 = parent_region(door, world, player).parent_region
blue_start = ExplorationState(CrystalBarrier.Blue, o_state.dungeon)
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 = set()
origin = dungeon['Origin']
for key in avail_hooks.keys():
for hstuff in avail_hooks[key]:
all_hooks.add(hstuff[0])
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 = []
hookable_hangers = collections.deque()
queue = collections.deque(candidate_hangers)
while len(queue) > 0:
c_hang = queue.pop()
if c_hang in all_hooks:
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):
# 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:
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
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 winnow_hangers(hangers, hooks):
removal_info = []
for hanger, door_set in hangers.items():
for door in door_set:
hook_set = hooks[hanger]
if len(hook_set) == 0:
removal_info.append((hanger, door))
else:
found_valid = False
for door_hook, crystal, orig_hanger in hook_set:
if orig_hanger != door:
found_valid = True
break
if not found_valid:
removal_info.append((hanger, door))
for hanger, door in removal_info:
hangers[hanger].remove(door)
def create_graph_piece_from_state(door, o_state, b_state, proposed_map):
# 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 parent_region(door, world, player):
return world.get_entrance(door.name, player)
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, world, player):
# 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(world, b.name, a.name, player)
elif b.blocked:
connect_one_way(world, a.name, b.name, player)
else:
connect_two_way(world, a.name, b.name, player)
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 = world.get_entrance(target.name, player).parent_region
for dep in dep_doors:
connect_simple_door(dep, target_region, world, player)
return
# If we failed to account for a type, panic
raise RuntimeError('Unknown door type ' + a.type.name)
def connect_two_way(world, entrancename, exitname, player):
entrance = world.get_entrance(entrancename, player)
ext = world.get_entrance(exitname, player)
# 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 = world.check_for_door(entrancename, player)
y = world.check_for_door(exitname, player)
if x is not None:
x.dest = y
if y is not None:
y.dest = x
def connect_one_way(world, entrancename, exitname, player):
entrance = world.get_entrance(entrancename, player)
ext = world.get_entrance(exitname, player)
# 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 = world.check_for_door(entrancename, player)
y = world.check_for_door(exitname, player)
if x is not None:
x.dest = y
if y is not None:
y.dest = x
def connect_simple_door(exit_door, region, world, player):
world.get_entrance(exit_door.name, player).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:
self.key_locations += 1
if location.name not in dungeon_events and '- Prize' not in location.name:
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 in valid_doors:
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 and local_state.count_locations_exclude_specials() == 0:
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
# 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 == name) or region.name in world.inaccessible_regions[player]
def get_doors(world, region, player):
res = []
for exit in region.exits:
door = world.check_for_door(exit.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 exit in region.entrances:
door = world.check_for_door(exit.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