Files
alttpr-python/KeyDoorShuffle.py
aerinon 1467b76d84 Fixed ice palace Hammer Block stairs
Initial work on new key logic - only for vanilla for now
2019-11-22 12:04:36 -07:00

549 lines
21 KiB
Python

import collections
from Regions import dungeon_events
from Dungeons import dungeon_keys, dungeon_bigs
from DungeonGenerator import ExplorationState
class KeySphere(object):
def __init__(self):
self.access_doors = set()
self.free_locations = []
self.prize_region = False
self.key_only_locations = []
self.child_doors = set()
self.bk_locked = False
self.parent_sphere = None
def __eq__(self, other):
if self.prize_region != other.prize_region:
return False
if self.bk_locked != other.bk_locked:
return False
if len(self.free_locations) != len(other.free_locations):
return False
if len(self.key_only_locations) != len(other.key_only_locations):
return False
if len(set(self.free_locations).difference(set(other.free_locations))) > 0:
return False
if len(set(self.key_only_locations).difference(set(other.key_only_locations))) > 0:
return False
if not self.check_child_dest(self.child_doors, other.child_doors, other.access_doors):
return False
if not self.check_child_dest(other.child_doors, self.child_doors, self.access_doors):
return False
return True
@staticmethod
def check_child_dest(child_doors, other_child, other_access):
for child in child_doors:
if child in other_child:
continue
else:
found = False
for access in other_access:
if access.dest == child:
found = True
break
if not found:
return False
return True
# def issubset(self, other):
# if self.prize_region != other.prize_region:
# return False
# if self.bk_locked != other.bk_locked:
# return False
# if not set(self.free_locations).issubset(set(other.free_locations)):
# return False
# if not set(self.key_only_locations).issubset(set(other.key_only_locations)):
# return False
# if not set(self.child_doors).issubset(set(other.child_doors)):
# return False
# return True
#
# def issuperset(self, other):
# if self.prize_region != other.prize_region:
# return False
# if self.bk_locked != other.bk_locked:
# return False
# if not set(self.free_locations).issuperset(set(other.free_locations)):
# return False
# if not set(self.key_only_locations).issuperset(set(other.key_only_locations)):
# return False
# if not set(self.child_doors).issuperset(set(other.child_doors)):
# return False
# return True
class KeyLayout(object):
def __init__(self, sector, starts, proposal):
self.sector = sector
self.start_regions = starts
self.proposal = proposal
self.key_logic = KeyLogic(sector.name)
self.checked_states = {}
self.key_spheres = None
self.flat_prop = None
self.max_chests = None
self.all_chest_locations = set()
# bk special?
# bk required? True if big chests or big doors exists
def reset(self, proposal):
self.proposal = proposal
self.key_logic = KeyLogic(self.sector.name)
self.checked_states = {}
class KeyLogic(object):
def __init__(self, dungeon_name):
self.door_rules = {}
self.bk_restricted = set()
self.sm_restricted = set()
self.small_key_name = dungeon_keys[dungeon_name]
self.bk_name = dungeon_bigs[dungeon_name]
self.logic_min = {}
self.logic_max = {}
class DoorRules(object):
def __init__(self, number):
self.small_key_num = number
# allowing a different number if bk is behind this door in a set of locations
self.alternate_small_key = None
self.alternate_big_key_loc = set()
# for a place with only 1 free location/key_only_location behind it ... no goals and locations
self.allow_small = False
class KeyCounter(object):
def __init__(self, max_chests):
self.max_chests = max_chests
self.free_locations = set()
self.key_only_locations = set()
self.child_doors = set()
self.open_doors = set()
self.used_keys = 0
self.big_key_opened = False
def update(self, key_sphere):
self.free_locations.update(key_sphere.free_locations)
self.key_only_locations.update(key_sphere.key_only_locations)
self.child_doors.update(key_sphere.child_doors)
def open_door(self, door, flat_proposal):
if door in flat_proposal:
self.used_keys += 1
self.child_doors.remove(door)
self.open_doors.add(door)
if door.dest in flat_proposal:
self.open_doors.add(door.dest)
elif door.bigKey:
self.big_key_opened = True
self.child_doors.remove(door)
self.open_doors.add(door)
def used_smalls_loc(self):
return max(self.used_keys - len(self.key_only_locations), 0)
def copy(self):
ret = KeyCounter(self.max_chests)
ret.free_locations.update(self.free_locations)
ret.key_only_locations.update(self.key_only_locations)
ret.child_doors.update(self.child_doors)
ret.used_keys = self.used_keys
ret.open_doors.update(self.open_doors)
return ret
def analyze_dungeon(key_layout, world, player):
key_layout = KeyLayout(key_layout.sector, key_layout.start_regions, key_layout.proposal)
key_layout.flat_prop = flatten_pair_list(key_layout.proposal)
key_layout.key_spheres = create_key_spheres(key_layout, world, player)
key_logic = key_layout.key_logic
key_layout.max_chests = len(world.get_dungeon(key_layout.sector.name, player).small_keys)
find_bk_locked_sections(key_layout)
key_counter = KeyCounter(key_layout.max_chests)
key_counter.update(key_layout.key_spheres['Origin'])
queue = collections.deque([(key_layout.key_spheres['Origin'], key_counter)])
while len(queue) > 0:
key_sphere, key_counter = queue.popleft()
chest_keys = available_chest_small_keys(key_counter, False, world) # todo: when to count the bk chests
# chest_keys_bk = available_chest_small_keys(key_counter, True, world)
available = chest_keys + len(key_counter.key_only_locations) - key_counter.used_keys
possible_smalls = count_unique_small_doors(key_counter, key_layout.flat_prop)
# todo: big chest counts?
if chest_keys == count_locations_big_optional(key_counter.free_locations) and available <= possible_smalls:
key_logic.bk_restricted.update(key_counter.free_locations)
# logic min
if not key_sphere.bk_locked and big_chest_in_locations(key_counter.free_locations):
key_logic.sm_restricted.update(find_big_chest_locations(key_counter.free_locations))
# if available <= possible_smalls:
# in this case, at least 1 child must have the available rule - unless relaxing is possible
# try to relax the rules here?
for child in key_sphere.child_doors:
next_sphere = key_layout.key_spheres[child.name]
if not empty_sphere(next_sphere):
if not child.bigKey:
# todo: calculate based on big key doors vs smalls - eastern dark square
rule = DoorRules(min(available, possible_smalls) + key_counter.used_keys)
key_logic.door_rules[child.name] = rule
next_counter = increment_key_counter(child, next_sphere, key_counter, key_layout.flat_prop)
queue.append((next_sphere, next_counter))
return key_layout
# for child in key_sphere.child_doors:
# next_sphere = key_spheres[child.name]
# if not empty_sphere(next_sphere):
# sm_rule = calc_basic_small_key_rule(key_sphere, key_spheres, key_layout, flat_proposal, world, player)
def find_bk_locked_sections(key_layout):
key_spheres = key_layout.key_spheres
key_logic = key_layout.key_logic
bk_key_not_required = set()
big_chest_allowed_big_key = True
for key in key_spheres.keys():
sphere = key_spheres[key]
key_layout.all_chest_locations.update(sphere.free_locations)
if sphere.bk_locked and sphere.prize_region:
big_chest_allowed_big_key = False
if not sphere.bk_locked:
bk_key_not_required.update(sphere.free_locations)
key_logic.bk_restricted.update(key_layout.all_chest_locations.difference(bk_key_not_required))
if not big_chest_allowed_big_key:
key_logic.bk_restricted.update(find_big_chest_locations(key_layout.all_chest_locations))
def empty_sphere(sphere):
if len(sphere.key_only_locations) != 0 or len(sphere.free_locations) != 0 or len(sphere.child_doors) != 0:
return False
return not sphere.prize_region
def increment_key_counter(door, sphere, key_counter, flat_proposal):
new_counter = key_counter.copy()
new_counter.open_door(door, flat_proposal)
new_counter.update(sphere)
return new_counter
def check_for_big_doors(door, key_counter, key_layout):
big_doors = set()
for other in key_counter.child_doors:
if other != door and other.bigKey:
big_doors.add(other)
big_key_available = len(key_counter.free_location) - key_counter.used_smalls_loc > 0
if len(big_doors) == 0 or not big_key_available:
return key_counter
new_counter = key_counter
for big_door in big_doors:
big_sphere = key_layout.key_spheres[big_door.name]
new_counter = increment_key_counter(big_door, big_sphere, new_counter, key_layout.flat_prop)
# nested big key doors?
old_counter = None
while old_counter != new_counter:
old_counter = new_counter
new_counter = check_for_big_doors(door, old_counter, key_layout)
# I think I've opened them all!
return new_counter
# def calc_basic_small_key_rule(key_sphere, key_spheres, key_layout, flat_proposal, world, player):
# free_locations = set()
# key_only_locations = set()
# offshoot_doors = set()
# queue = collections.deque()
# parent = key_sphere.parent_sphere
# while parent is not None:
# queue.append(parent)
# parent = parent.parent_sphere
# while len(queue) > 0:
# previous = queue.popleft()
# free_locations.update(previous.free_locations)
# key_only_locations.update(previous.key_only_locations)
# for other_door in parent.child_doors:
# if other_door not in key_sphere.access_doors:
# offshoot_doors.add(other_door)
# # todo: bk versions
# chest_keys = available_chest_small_keys(key_layout, free_locations, key_sphere.bk_locked, world, player)
# parent_avail = chest_keys + len(key_only_locations)
#
# usuable_elsewhere = 0
# open_set = set()
# queue = collections.deque(offshoot_doors)
# while len(queue) > 0:
# offshoot = queue.popleft()
# open_set.add(offshoot)
# if offshoot in flat_proposal:
# usuable_elsewhere += 1
# # else bk door
# if offshoot.dest in flat_proposal:
# open_set.add(offshoot.dest)
# off_sphere = key_spheres[offshoot.name]
# free_locations.update(off_sphere.free_locations)
# key_only_locations.update(off_sphere.key_only_locations)
# for other_door in off_sphere.child_doors:
# if other_door not in key_sphere.access_doors and other_door not in open_set:
# queue.append(other_door)
# # todo: bk versions
# offshoot_chest = available_chest_small_keys(key_layout, free_locations, key_sphere.bk_locked, world, player)
# offshoot_avail = offshoot_chest + len(key_only_locations)
#
# if usuable_elsewhere == parent_avail and offshoot_avail > parent_avail:
# return usuable_elsewhere + 1
# if usuable_elsewhere == parent_avail and offshoot_avail == parent_avail:
# return usuable_elsewhere
# if usuable_elsewhere < parent_avail:
# return usuable_elsewhere + 1
# return 10
def available_chest_small_keys(key_counter, bk, world):
if not world.keysanity and world.mode != 'retro':
cnt = 0
for loc in key_counter.free_locations:
if bk or '- Big Chest' not in loc.name:
cnt += 1
return min(cnt, key_counter.max_chests)
else:
return key_counter.max_chests
# derive key rules from key regions
# how many small key available at a given point (locations found / keysanity / retro)
# how many doors can be opened before you vs. smalls available
# soft lock detection - should it be run here?
# run with both bk off (locked behind current door) and bk found (elsewhere in the dungeon)
# rules generally smaller if bk locked behind current door
# big key restriction based on bk_locked
# prize regions - TT is weird as there are intermediate goals - assume child doors as well?
def create_key_spheres(key_layout, world, player):
key_spheres = {}
flat_proposal = key_layout.flat_prop
state = ExplorationState()
state.key_locations = len(world.get_dungeon(key_layout.sector.name, player).small_keys)
state.big_key_special = world.get_region('Hyrule Dungeon Cellblock', player) in key_layout.sector.regions
for region in key_layout.start_regions:
state.visit_region(region, key_checks=True)
state.add_all_doors_check_keys(region, flat_proposal, world, player)
expand_key_state(state, flat_proposal, world, player)
key_spheres['Origin'] = create_key_sphere(state, None, None)
queue = collections.deque([(key_spheres['Origin'], state)])
while len(queue) > 0:
next_key_sphere, parent_state = queue.popleft()
for door in next_key_sphere.child_doors:
child_state = parent_state.copy()
# open the door
open_a_door(door, child_state, flat_proposal)
expand_key_state(child_state, flat_proposal, world, player)
child_kr = create_key_sphere(child_state, next_key_sphere, door)
check_for_duplicates_sub_super_set(key_spheres, child_kr, door.name)
queue.append((child_kr, child_state))
return key_spheres
def check_for_duplicates_sub_super_set(key_spheres, new_kr, door_name):
is_new = True
for kr in key_spheres.values():
if new_kr == kr: # todo: what about parent regions...
kr.access_doors.update(new_kr.access_doors)
kr.child_doors.update(new_kr.child_doors)
key_spheres[door_name] = kr
is_new = False
break
# if new_kr.issubset(kr):
# break
# if new_kr.issuperset(kr):
# break
if is_new:
key_spheres[door_name] = new_kr
def create_key_sphere(state, parent_sphere, door):
key_sphere = KeySphere()
key_sphere.parent_sphere = parent_sphere
p_region = parent_sphere
parent_doors = set()
parent_locations = set()
while p_region is not None:
parent_doors.update(p_region.child_doors)
parent_locations.update(p_region.free_locations+p_region.key_only_locations)
p_region = p_region.parent_sphere
u_doors = unique_doors(state.small_doors+state.big_doors).difference(parent_doors)
key_sphere.child_doors.update(u_doors)
region_locations = set(state.found_locations).difference(parent_locations)
for loc in region_locations:
if '- Prize' in loc.name or loc.name in ['Agahnim 1', 'Agahnim 2']:
key_sphere.prize_region = True
elif loc.event and 'Small Key' in loc.item.name:
key_sphere.key_only_locations.append(loc)
elif loc.name not in dungeon_events:
key_sphere.free_locations.append(loc)
# todo: Cellblock in a dungeon with a big_key door or chest - Crossed Mode
key_sphere.bk_locked = state.big_key_opened if not state.big_key_special else False
if door is not None:
key_sphere.access_doors.add(door)
return key_sphere
def open_a_door(door, child_state, flat_proposal):
if door.bigKey:
child_state.big_key_opened = True
child_state.avail_doors.extend(child_state.big_doors)
child_state.opened_doors.extend(set([d.door for d in child_state.big_doors]))
child_state.big_doors.clear()
else:
child_state.opened_doors.append(door)
doors_to_open = [x for x in child_state.small_doors if x.door == door]
child_state.small_doors[:] = [x for x in child_state.small_doors if x.door != door]
child_state.avail_doors.extend(doors_to_open)
dest_door = door.dest
if dest_door in flat_proposal:
child_state.opened_doors.append(dest_door)
if child_state.in_door_list_ic(dest_door, child_state.small_doors):
now_available = [x for x in child_state.small_doors if x.door == dest_door]
child_state.small_doors[:] = [x for x in child_state.small_doors if x.door != dest_door]
child_state.avail_doors.extend(now_available)
# allows dest doors
def unique_doors(doors):
unique_d_set = set()
for d in doors:
if d.door not in unique_d_set:
unique_d_set.add(d.door)
return unique_d_set
# doesn't count dest doors
def count_unique_small_doors(key_counter, proposal):
cnt = 0
counted = set()
for door in key_counter.child_doors:
if door in proposal and door not in counted:
cnt += 1
counted.add(door)
counted.add(door.dest)
return cnt
def count_locations_big_optional(locations, bk=False):
cnt = 0
for loc in locations:
if bk or '- Big Chest' not in loc.name:
cnt += 1
return cnt
def big_chest_in_locations(locations):
return len(find_big_chest_locations(locations)) > 0
def find_big_chest_locations(locations):
ret = []
for loc in locations:
if 'Big Chest' in loc.name:
ret.append(loc)
return ret
def expand_key_state(state, flat_proposal, world, player):
while len(state.avail_doors) > 0:
exp_door = state.next_avail_door()
door = exp_door.door
connect_region = world.get_entrance(door.name, player).connected_region
if state.validate(door, connect_region, world, player):
state.visit_region(connect_region, key_checks=True)
state.add_all_doors_check_keys(connect_region, flat_proposal, world, player)
def flatten_pair_list(paired_list):
flat_list = []
for d in paired_list:
if type(d) is tuple:
flat_list.append(d[0])
flat_list.append(d[1])
else:
flat_list.append(d)
return flat_list
## vanilla validation code
def validate_vanilla_key_logic(world, player):
validators = {
'Hyrule Castle': val_unimplemented,
'Eastern Palace': val_eastern,
'Desert Palace': val_desert,
'Tower of Hera': val_hera,
'Agahnims Tower': val_tower,
'Palace of Darkness': val_unimplemented,
'Swamp Palace': val_unimplemented,
'Skull Woods': val_unimplemented,
'Thieves Town': val_unimplemented,
'Ice Palace': val_unimplemented,
'Misery Mire': val_unimplemented,
'Turtle Rock': val_unimplemented,
'Ganons Tower': val_unimplemented
}
key_logic_dict = world.key_logic[player]
for key, key_logic in key_logic_dict.items():
validators[key](key_logic)
def val_unimplemented(key_logic):
assert True
def val_eastern(key_logic):
dark_square_rule = key_logic.door_rules['Eastern Dark Square Key Door WN']
assert dark_square_rule.small_key_num == 2
# todo: allow big_key behind the door
# assert dark_square_rule.alternate_small_key == 1
# assert 'Eastern Palace - Big Key Chest' in dark_square_rule.alternat_big_key_loc
# assert len(dark_square_rule.alternat_big_key_loc) == 1
assert key_logic.door_rules['Eastern Darkness Up Stairs'].small_key_num == 2
assert 'Eastern Palace - Big Chest' in key_logic.bk_restricted
assert 'Eastern Palace - Boss' in key_logic.bk_restricted
assert len(key_logic.bk_restricted) == 2
def val_desert(key_logic):
assert key_logic.door_rules['Desert East Wing Key Door EN'].small_key_num == 2
assert key_logic.door_rules['Desert Tiles 1 Up Stairs'].small_key_num == 2
assert key_logic.door_rules['Desert Beamos Hall NE'].small_key_num == 3
assert key_logic.door_rules['Desert Tiles 2 NE'].small_key_num == 4
assert 'Desert Palace - Big Chest' in key_logic.bk_restricted
assert 'Desert Palace - Boss' in key_logic.bk_restricted
assert len(key_logic.bk_restricted) == 2
def val_hera(key_logic):
assert key_logic.door_rules['Hera Lobby Key Stairs'].small_key_num == 1
assert 'Tower of Hera - Big Chest' in key_logic.bk_restricted
assert 'Tower of Hera - Compass Chest' in key_logic.bk_restricted
assert 'Tower of Hera - Boss' in key_logic.bk_restricted
assert len(key_logic.bk_restricted) == 3
def val_tower(key_logic):
assert key_logic.door_rules['Tower Room 03 Up Stairs'].small_key_num == 1
assert key_logic.door_rules['Tower Dark Maze ES'].small_key_num == 2
assert key_logic.door_rules['Tower Dark Chargers Up Stairs'].small_key_num == 3
assert key_logic.door_rules['Tower Circle of Pots WS'].small_key_num == 4