Added the one way after validation chest (can't get to the chest from the door) Started refining some key logic to relax it / tighten it
720 lines
32 KiB
Python
720 lines
32 KiB
Python
import collections
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from Regions import dungeon_events
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from Dungeons import dungeon_keys, dungeon_bigs
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from DungeonGenerator import ExplorationState
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class KeySphere(object):
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def __init__(self):
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self.access_door = None
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self.free_locations = set()
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self.prize_region = False
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self.key_only_locations = set()
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self.child_doors = set()
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self.bk_locked = False
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self.parent_sphere = None
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self.other_locations = set()
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class KeyLayout(object):
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def __init__(self, sector, starts, proposal):
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self.sector = sector
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self.start_regions = starts
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self.proposal = proposal
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self.key_logic = KeyLogic(sector.name)
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self.checked_states = {}
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self.key_spheres = None
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self.flat_prop = None
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self.max_chests = None
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self.all_chest_locations = set()
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# bk special?
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# bk required? True if big chests or big doors exists
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def reset(self, proposal):
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self.proposal = proposal
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self.key_logic = KeyLogic(self.sector.name)
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self.checked_states = {}
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class KeyLogic(object):
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def __init__(self, dungeon_name):
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self.door_rules = {}
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self.bk_restricted = set()
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self.sm_restricted = set()
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self.small_key_name = dungeon_keys[dungeon_name]
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self.bk_name = dungeon_bigs[dungeon_name]
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self.logic_min = {}
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self.logic_max = {}
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class DoorRules(object):
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def __init__(self, number):
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self.small_key_num = number
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# allowing a different number if bk is behind this door in a set of locations
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self.alternate_small_key = None
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self.alternate_big_key_loc = set()
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# for a place with only 1 free location/key_only_location behind it ... no goals and locations
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self.allow_small = False
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self.small_location = None
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class KeyCounter(object):
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def __init__(self, max_chests):
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self.max_chests = max_chests
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self.free_locations = set()
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self.key_only_locations = set()
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self.child_doors = set()
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self.open_doors = set()
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self.used_keys = 0
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self.big_key_opened = False
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self.important_location = False
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def update(self, key_sphere):
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self.free_locations.update(key_sphere.free_locations)
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self.key_only_locations.update(key_sphere.key_only_locations)
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self.child_doors.update([x for x in key_sphere.child_doors if x not in self.open_doors and x.dest not in self.open_doors])
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self.important_location = self.important_location or key_sphere.prize_region or self.special_region(key_sphere)
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@staticmethod
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def special_region(key_sphere):
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for other in key_sphere.other_locations:
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# todo: zelda's cell is special in standard, and probably crossed too
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if other.name in ['Attic Cracked Floor', 'Suspicious Maiden']:
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return True
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return False
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def open_door(self, door, flat_proposal):
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if door in flat_proposal:
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self.used_keys += 1
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self.child_doors.remove(door)
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self.open_doors.add(door)
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if door.dest in flat_proposal:
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self.open_doors.add(door.dest)
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if door.dest in self.child_doors:
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self.child_doors.remove(door.dest)
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elif door.bigKey:
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self.big_key_opened = True
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self.child_doors.remove(door)
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self.open_doors.add(door)
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def used_smalls_loc(self, reserve=0):
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return max(self.used_keys + reserve - len(self.key_only_locations), 0)
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def copy(self):
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ret = KeyCounter(self.max_chests)
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ret.free_locations.update(self.free_locations)
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ret.key_only_locations.update(self.key_only_locations)
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ret.child_doors.update(self.child_doors)
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ret.used_keys = self.used_keys
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ret.open_doors.update(self.open_doors)
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ret.big_key_opened = self.big_key_opened
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ret.important_location = self.important_location
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return ret
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def analyze_dungeon(key_layout, world, player):
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key_layout = KeyLayout(key_layout.sector, key_layout.start_regions, key_layout.proposal)
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key_layout.flat_prop = flatten_pair_list(key_layout.proposal)
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key_layout.key_spheres = create_key_spheres(key_layout, world, player)
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key_logic = key_layout.key_logic
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key_layout.max_chests = len(world.get_dungeon(key_layout.sector.name, player).small_keys)
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find_bk_locked_sections(key_layout, world)
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key_counter = KeyCounter(key_layout.max_chests)
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key_counter.update(key_layout.key_spheres['Origin'])
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queue = collections.deque([(key_layout.key_spheres['Origin'], key_counter)])
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doors_completed = set()
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while len(queue) > 0:
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key_sphere, key_counter = queue.popleft()
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chest_keys = available_chest_small_keys(key_counter, False, world)
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# chest_keys_bk = available_chest_small_keys(key_counter, True, world)
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available = chest_keys + len(key_counter.key_only_locations) - key_counter.used_keys
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possible_smalls = count_unique_small_doors(key_counter, key_layout.flat_prop)
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if not key_counter.big_key_opened:
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if chest_keys == count_locations_big_optional(key_counter.free_locations) and available <= possible_smalls:
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key_logic.bk_restricted.update(key_counter.free_locations)
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# logic min?
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if not key_sphere.bk_locked and big_chest_in_locations(key_counter.free_locations):
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key_logic.sm_restricted.update(find_big_chest_locations(key_counter.free_locations))
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# todo: this feels like big key doors aren't accounted for - you may or may not find the big_key door at this point
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minimal_keys = available + key_counter.used_keys
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minimal_satisfied = False
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# todo: detect forced subsequent keys - see keypuzzles
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# try to relax the rules here? - smallest requirement that doesn't force a softlock
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childqueue = collections.deque()
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for child in sorted(list(key_sphere.child_doors), key=lambda x: x.name):
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next_sphere = key_layout.key_spheres[child.name]
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if not empty_sphere(next_sphere) and child not in doors_completed:
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childqueue.append((child, next_sphere))
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while len(childqueue) > 0:
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child, next_sphere = childqueue.popleft()
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if not child.bigKey:
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expanded_counter = expand_counter_to_last_door(child, key_counter, key_layout, set())
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parent_rule = find_best_parent_rule(key_layout, child)
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if parent_rule is not None:
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true_min = max(minimal_keys, parent_rule.small_key_num + 1)
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else:
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true_min = minimal_keys
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last_small_child = len([x for x in childqueue if not x[0].bigKey]) == 0
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force_min = not minimal_satisfied and last_small_child
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rule = create_rule(expanded_counter, key_layout, true_min, force_min, world)
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minimal_satisfied = minimal_satisfied or rule.small_key_num <= minimal_keys
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check_for_self_lock_key(rule, next_sphere, key_layout, world)
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bk_restricted_rules(rule, next_sphere, key_counter, key_layout, true_min, force_min, world)
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key_logic.door_rules[child.name] = rule
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doors_completed.add(next_sphere.access_door)
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next_counter = increment_key_counter(child, next_sphere, key_counter, key_layout.flat_prop)
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queue.append((next_sphere, next_counter))
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return key_layout
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def find_bk_locked_sections(key_layout, world):
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key_spheres = key_layout.key_spheres
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key_logic = key_layout.key_logic
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bk_key_not_required = set()
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big_chest_allowed_big_key = world.accessibility != 'locations'
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for key in key_spheres.keys():
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sphere = key_spheres[key]
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key_layout.all_chest_locations.update(sphere.free_locations)
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if sphere.bk_locked and (sphere.prize_region or KeyCounter.special_region(sphere)):
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big_chest_allowed_big_key = False
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if not sphere.bk_locked:
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bk_key_not_required.update(sphere.free_locations)
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key_logic.bk_restricted.update(key_layout.all_chest_locations.difference(bk_key_not_required))
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if not big_chest_allowed_big_key:
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key_logic.bk_restricted.update(find_big_chest_locations(key_layout.all_chest_locations))
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def empty_sphere(sphere):
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if len(sphere.key_only_locations) != 0 or len(sphere.free_locations) != 0 or len(sphere.child_doors) != 0:
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return False
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return not sphere.prize_region
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def find_best_parent_rule(key_layout, child):
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best = None
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for door_name, sphere in key_layout.key_spheres.items():
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if sphere.access_door is not None and child in sphere.child_doors:
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if door_name in key_layout.key_logic.door_rules.keys():
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rule = key_layout.key_logic.door_rules[door_name]
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if best is None or rule.small_key_num < best.small_key_num:
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best = rule
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return best
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def relative_empty_sphere(sphere, key_counter):
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if len(sphere.key_only_locations.difference(key_counter.key_only_locations)) > 0:
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return False
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if len(sphere.free_locations.difference(key_counter.free_locations)) > 0:
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return False
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new_child_door = False
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for child in sphere.child_doors:
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if unique_child_door(child, key_counter):
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new_child_door = True
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break
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if new_child_door:
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return False
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return True
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def unique_child_door(child, key_counter):
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if child in key_counter.child_doors or child.dest in key_counter.child_doors:
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return False
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if child in key_counter.open_doors or child.dest in key_counter.child_doors:
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return False
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if child.bigKey and key_counter.big_key_opened:
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return False
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return True
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# def relative_empty_sphere2(expanded_sphere, key_counter):
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# return len(expanded_sphere.free_locations.difference(key_counter.free_locations)) == 0
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#
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#
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# def expand_sphere(sphere, key_layout):
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# counter = KeyCounter(key_layout.max_chests)
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# counter.update(sphere)
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# queue = collections.deque(counter.child_doors)
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# already_queued = set(counter.child_doors)
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# while len(queue) > 0:
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# child = queue.popleft()
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# if child not in counter.open_doors:
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# counter = increment_key_counter(child, key_layout.key_spheres[child.name], counter, key_layout.flat_prop)
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# for new_door in counter.child_doors:
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# if new_door not in already_queued:
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# queue.append(new_door)
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# already_queued.add(new_door)
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# return counter
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def increment_key_counter(door, sphere, key_counter, flat_proposal):
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new_counter = key_counter.copy()
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new_counter.open_door(door, flat_proposal)
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new_counter.update(sphere)
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return new_counter
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def expand_counter_to_last_door(door, key_counter, key_layout, ignored_doors):
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door_sphere = key_layout.key_spheres[door.name]
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small_doors = set()
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big_doors = set()
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for other in key_counter.child_doors:
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if other != door and other not in ignored_doors:
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if other.bigKey:
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big_doors.add(other)
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elif other.dest not in small_doors:
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small_doors.add(other)
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# I feel bk might be available if the current small door could use a key_only_loc - the param might cover this case
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big_key_available = len(key_counter.free_locations) - key_counter.used_smalls_loc(1) > 0
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if len(small_doors) == 0 and (len(big_doors) == 0 or not big_key_available):
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return key_counter
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new_counter = key_counter
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last_counter = key_counter
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new_ignored = set(ignored_doors)
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for new_door in small_doors.union(big_doors):
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new_sphere = key_layout.key_spheres[new_door.name]
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new_counter = increment_key_counter(new_door, new_sphere, new_counter, key_layout.flat_prop)
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# this means the new_door invalidates the door / leads to the same stuff
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if relative_empty_sphere(door_sphere, new_counter):
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new_counter = last_counter
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new_ignored.add(new_door)
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else:
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last_counter = new_counter
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old_counter = None
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while old_counter != new_counter:
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old_counter = new_counter
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new_counter = expand_counter_to_last_door(door, old_counter, key_layout, new_ignored)
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return new_counter
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def create_rule(key_counter, key_layout, minimal_keys, force_min, world):
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chest_keys = available_chest_small_keys(key_counter, key_counter.big_key_opened, world)
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available = chest_keys + len(key_counter.key_only_locations) - key_counter.used_keys
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possible_smalls = count_unique_small_doors(key_counter, key_layout.flat_prop)
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required_keys = min(available, possible_smalls) + key_counter.used_keys
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if not force_min or required_keys <= minimal_keys:
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return DoorRules(required_keys)
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else:
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return DoorRules(minimal_keys)
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def check_for_self_lock_key(rule, sphere, key_layout, world):
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if world.accessibility != 'locations':
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counter = KeyCounter(key_layout.max_chests)
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counter.update(sphere)
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if not self_lock_possible(counter):
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return
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queue = collections.deque(counter.child_doors)
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already_queued = set(counter.child_doors)
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while len(queue) > 0:
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child = queue.popleft()
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if child not in counter.open_doors:
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counter = increment_key_counter(child, key_layout.key_spheres[child.name], counter, key_layout.flat_prop)
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if not self_lock_possible(counter):
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return
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for new_door in counter.child_doors:
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if new_door not in already_queued:
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queue.append(new_door)
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already_queued.add(new_door)
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if len(counter.free_locations) == 1 and len(counter.key_only_locations) == 0 and not counter.important_location:
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rule.allow_small = True
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rule.small_location = next(iter(counter.free_locations))
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def self_lock_possible(counter):
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return len(counter.free_locations) <= 1 and len(counter.key_only_locations) == 0 and not counter.important_location
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def available_chest_small_keys(key_counter, bk, world):
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if not world.keysanity and world.mode != 'retro':
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cnt = 0
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for loc in key_counter.free_locations:
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if bk or '- Big Chest' not in loc.name:
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cnt += 1
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return min(cnt, key_counter.max_chests)
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else:
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return key_counter.max_chests
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def bk_restricted_rules(rule, sphere, key_counter, key_layout, minimal_keys, force_min, world):
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if sphere.bk_locked:
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return
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expanded_counter = expand_counter_no_big_doors(sphere.access_door, key_counter, key_layout, set())
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bk_number = create_rule(expanded_counter, key_layout, minimal_keys, force_min, world).small_key_num
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if bk_number == rule.small_key_num:
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return
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post_counter = KeyCounter(key_layout.max_chests)
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post_counter.update(sphere)
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other_doors_beyond_me = [x for x in post_counter.child_doors if not x.bigKey]
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queue = collections.deque(other_doors_beyond_me)
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already_queued = set(other_doors_beyond_me)
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while len(queue) > 0:
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child = queue.popleft()
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if child not in post_counter.open_doors:
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post_counter = increment_key_counter(child, key_layout.key_spheres[child.name], post_counter, key_layout.flat_prop)
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for new_door in post_counter.child_doors:
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if not new_door.bigKey and new_door not in already_queued and new_door.dest not in already_queued:
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queue.append(new_door)
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already_queued.add(new_door)
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unique_loc = post_counter.free_locations.difference(expanded_counter.free_locations)
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if len(unique_loc) > 0:
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rule.alternate_small_key = bk_number
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rule.alternate_big_key_loc.update(unique_loc)
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def expand_counter_no_big_doors(door, key_counter, key_layout, ignored_doors):
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door_sphere = key_layout.key_spheres[door.name]
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small_doors = set()
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for other in key_counter.child_doors:
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if other != door and other not in ignored_doors:
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if other.dest not in small_doors and not other.bigKey:
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small_doors.add(other)
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if len(small_doors) == 0:
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return key_counter
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new_counter = key_counter
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last_counter = key_counter
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new_ignored = set(ignored_doors)
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for new_door in small_doors:
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new_sphere = key_layout.key_spheres[new_door.name]
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new_counter = increment_key_counter(new_door, new_sphere, new_counter, key_layout.flat_prop)
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# this means the new_door invalidates the door / leads to the same stuff
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if relative_empty_sphere(door_sphere, new_counter):
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new_counter = last_counter
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new_ignored.add(new_door)
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else:
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last_counter = new_counter
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old_counter = None
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while old_counter != new_counter:
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old_counter = new_counter
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new_counter = expand_counter_no_big_doors(door, old_counter, key_layout, new_ignored)
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return new_counter
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def create_key_spheres(key_layout, world, player):
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key_spheres = {}
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flat_proposal = key_layout.flat_prop
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state = ExplorationState()
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state.key_locations = len(world.get_dungeon(key_layout.sector.name, player).small_keys)
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state.big_key_special = world.get_region('Hyrule Dungeon Cellblock', player) in key_layout.sector.regions
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for region in key_layout.start_regions:
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state.visit_region(region, key_checks=True)
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state.add_all_doors_check_keys(region, flat_proposal, world, player)
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expand_key_state(state, flat_proposal, world, player)
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key_spheres['Origin'] = create_key_sphere(state, None, None)
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queue = collections.deque([(key_spheres['Origin'], state)])
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while len(queue) > 0:
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next_key_sphere, parent_state = queue.popleft()
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for door in next_key_sphere.child_doors:
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child_state = parent_state.copy()
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# open the door
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open_a_door(door, child_state, flat_proposal)
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expand_key_state(child_state, flat_proposal, world, player)
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child_kr = create_key_sphere(child_state, next_key_sphere, door)
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if door.name not in key_spheres.keys():
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key_spheres[door.name] = child_kr
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queue.append((child_kr, child_state))
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else:
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old_sphere = key_spheres[door.name]
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old_sphere.bk_locked = old_sphere.bk_locked and child_kr.bk_locked
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return key_spheres
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|
def create_key_sphere(state, parent_sphere, door):
|
|
key_sphere = KeySphere()
|
|
key_sphere.parent_sphere = parent_sphere
|
|
p_region = parent_sphere
|
|
parent_doors = set()
|
|
parent_locations = set()
|
|
while p_region is not None:
|
|
parent_doors.update(p_region.child_doors)
|
|
parent_locations.update(p_region.free_locations)
|
|
parent_locations.update(p_region.key_only_locations)
|
|
parent_locations.update(p_region.other_locations)
|
|
p_region = p_region.parent_sphere
|
|
u_doors = 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
|
|
key_sphere.other_locations.add(loc)
|
|
elif loc.event and 'Small Key' in loc.item.name:
|
|
key_sphere.key_only_locations.add(loc)
|
|
elif loc.name not in dungeon_events:
|
|
key_sphere.free_locations.add(loc)
|
|
else:
|
|
key_sphere.other_locations.add(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_door = door
|
|
return key_sphere
|
|
|
|
|
|
def open_a_door(door, child_state, flat_proposal):
|
|
if door.bigKey:
|
|
child_state.big_key_opened = True
|
|
child_state.avail_doors.extend(child_state.big_doors)
|
|
child_state.opened_doors.extend(set([d.door for d in child_state.big_doors]))
|
|
child_state.big_doors.clear()
|
|
else:
|
|
child_state.opened_doors.append(door)
|
|
doors_to_open = [x for x in child_state.small_doors if x.door == door]
|
|
child_state.small_doors[:] = [x for x in child_state.small_doors if x.door != door]
|
|
child_state.avail_doors.extend(doors_to_open)
|
|
dest_door = door.dest
|
|
if dest_door in flat_proposal:
|
|
child_state.opened_doors.append(dest_door)
|
|
if child_state.in_door_list_ic(dest_door, child_state.small_doors):
|
|
now_available = [x for x in child_state.small_doors if x.door == dest_door]
|
|
child_state.small_doors[:] = [x for x in child_state.small_doors if x.door != dest_door]
|
|
child_state.avail_doors.extend(now_available)
|
|
|
|
|
|
# allows dest doors
|
|
def unique_doors(doors):
|
|
unique_d_set = 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
|
|
|
|
|
|
# Soft lock stuff
|
|
class SoftLockException(Exception):
|
|
pass
|
|
|
|
|
|
# vanilla validation code
|
|
def validate_vanilla_key_logic(world, player):
|
|
validators = {
|
|
'Hyrule Castle': val_hyrule,
|
|
'Eastern Palace': val_eastern,
|
|
'Desert Palace': val_desert,
|
|
'Tower of Hera': val_hera,
|
|
'Agahnims Tower': val_tower,
|
|
'Palace of Darkness': val_pod,
|
|
'Swamp Palace': val_swamp,
|
|
'Skull Woods': val_skull,
|
|
'Thieves Town': val_thieves,
|
|
'Ice Palace': val_ice,
|
|
'Misery Mire': val_mire,
|
|
'Turtle Rock': val_turtle,
|
|
'Ganons Tower': val_ganons
|
|
}
|
|
key_logic_dict = world.key_logic[player]
|
|
for key, key_logic in key_logic_dict.items():
|
|
validators[key](key_logic, world, player)
|
|
|
|
|
|
def val_hyrule(key_logic, world, player):
|
|
val_rule(key_logic.door_rules['Sewers Secret Room Key Door S'], 2)
|
|
val_rule(key_logic.door_rules['Sewers Dark Cross Key Door N'], 3)
|
|
val_rule(key_logic.door_rules['Hyrule Dungeon Map Room Key Door S'], 3)
|
|
val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 4, True, 'Hyrule Castle - Zelda\'s Chest')
|
|
# why is allow_small actually false?
|
|
# val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 4)
|
|
|
|
|
|
def val_eastern(key_logic, world, player):
|
|
# val_rule(key_logic.door_rules['Eastern Dark Square Key Door WN'], 2, False, None, 1, {'Eastern Palace - Big Key Chest'})
|
|
val_rule(key_logic.door_rules['Eastern Dark Square Key Door WN'], 1)
|
|
val_rule(key_logic.door_rules['Eastern Darkness Up Stairs'], 2)
|
|
assert world.get_location('Eastern Palace - Big Chest', player) in key_logic.bk_restricted
|
|
assert world.get_location('Eastern Palace - Boss', player) in key_logic.bk_restricted
|
|
assert len(key_logic.bk_restricted) == 2
|
|
|
|
|
|
def val_desert(key_logic, world, player):
|
|
val_rule(key_logic.door_rules['Desert East Wing Key Door EN'], 4)
|
|
val_rule(key_logic.door_rules['Desert Tiles 1 Up Stairs'], 2)
|
|
val_rule(key_logic.door_rules['Desert Beamos Hall NE'], 3)
|
|
val_rule(key_logic.door_rules['Desert Tiles 2 NE'], 4)
|
|
assert world.get_location('Desert Palace - Big Chest', player) in key_logic.bk_restricted
|
|
assert world.get_location('Desert Palace - Boss', player) in key_logic.bk_restricted
|
|
assert len(key_logic.bk_restricted) == 2
|
|
|
|
|
|
def val_hera(key_logic, world, player):
|
|
val_rule(key_logic.door_rules['Hera Lobby Key Stairs'], 1, True, 'Tower of Hera - Big Key Chest')
|
|
assert world.get_location('Tower of Hera - Big Chest', player) in key_logic.bk_restricted
|
|
assert world.get_location('Tower of Hera - Compass Chest', player) in key_logic.bk_restricted
|
|
assert world.get_location('Tower of Hera - Boss', player) in key_logic.bk_restricted
|
|
assert len(key_logic.bk_restricted) == 3
|
|
|
|
|
|
def val_tower(key_logic, world, player):
|
|
val_rule(key_logic.door_rules['Tower Room 03 Up Stairs'], 1)
|
|
val_rule(key_logic.door_rules['Tower Dark Maze ES'], 2)
|
|
val_rule(key_logic.door_rules['Tower Dark Archers Up Stairs'], 3)
|
|
val_rule(key_logic.door_rules['Tower Circle of Pots WS'], 4)
|
|
|
|
|
|
def val_pod(key_logic, world, player):
|
|
val_rule(key_logic.door_rules['PoD Arena Main NW'], 4)
|
|
val_rule(key_logic.door_rules['PoD Basement Ledge Up Stairs'], 6, True, 'Palace of Darkness - Big Key Chest')
|
|
val_rule(key_logic.door_rules['PoD Compass Room SE'], 6, True, 'Palace of Darkness - Harmless Hellway')
|
|
val_rule(key_logic.door_rules['PoD Falling Bridge WN'], 6)
|
|
val_rule(key_logic.door_rules['PoD Dark Pegs WN'], 6)
|
|
assert world.get_location('Palace of Darkness - Big Chest', player) in key_logic.bk_restricted
|
|
assert world.get_location('Palace of Darkness - Boss', player) in key_logic.bk_restricted
|
|
assert len(key_logic.bk_restricted) == 2
|
|
|
|
|
|
def val_swamp(key_logic, world, player):
|
|
val_rule(key_logic.door_rules['Swamp Entrance Down Stairs'], 1)
|
|
val_rule(key_logic.door_rules['Swamp Pot Row WS'], 2)
|
|
val_rule(key_logic.door_rules['Swamp Trench 1 Key Ledge NW'], 3)
|
|
val_rule(key_logic.door_rules['Swamp Hub North Ledge N'], 5)
|
|
val_rule(key_logic.door_rules['Swamp Hub WN'], 6)
|
|
val_rule(key_logic.door_rules['Swamp Waterway NW'], 6)
|
|
assert world.get_location('Swamp Palace - Entrance', player) in key_logic.bk_restricted
|
|
assert len(key_logic.bk_restricted) == 1
|
|
|
|
|
|
def val_skull(key_logic, world, player):
|
|
val_rule(key_logic.door_rules['Skull 3 Lobby NW'], 4)
|
|
val_rule(key_logic.door_rules['Skull Spike Corner ES'], 5)
|
|
|
|
|
|
def val_thieves(key_logic, world, player):
|
|
val_rule(key_logic.door_rules['Thieves Hallway WS'], 1)
|
|
val_rule(key_logic.door_rules['Thieves Spike Switch Up Stairs'], 3)
|
|
val_rule(key_logic.door_rules['Thieves Conveyor Bridge WS'], 3, True, 'Thieves\' Town - Big Chest')
|
|
assert world.get_location('Thieves\' Town - Attic', player) in key_logic.bk_restricted
|
|
assert world.get_location('Thieves\' Town - Boss', player) in key_logic.bk_restricted
|
|
assert world.get_location('Thieves\' Town - Blind\'s Cell', player) in key_logic.bk_restricted
|
|
assert world.get_location('Thieves\' Town - Big Chest', player) in key_logic.bk_restricted
|
|
assert len(key_logic.bk_restricted) == 4
|
|
|
|
|
|
def val_ice(key_logic, world, player):
|
|
val_rule(key_logic.door_rules['Ice Jelly Key Down Stairs'], 1)
|
|
val_rule(key_logic.door_rules['Ice Conveyor SW'], 2)
|
|
val_rule(key_logic.door_rules['Ice Backwards Room Down Stairs'], 5)
|
|
assert world.get_location('Ice Palace - Boss', player) in key_logic.bk_restricted
|
|
assert world.get_location('Ice Palace - Big Chest', player) in key_logic.bk_restricted
|
|
assert len(key_logic.bk_restricted) == 2
|
|
|
|
|
|
def val_mire(key_logic, world, player):
|
|
mire_west_wing = {'Misery Mire - Big Key Chest', 'Misery Mire - Compass Chest'}
|
|
val_rule(key_logic.door_rules['Mire Spikes NW'], 4) # todo: crystal state in key door analysis
|
|
val_rule(key_logic.door_rules['Mire Hub WS'], 5, False, None, 4, mire_west_wing)
|
|
val_rule(key_logic.door_rules['Mire Conveyor Crystal WS'], 6, False, None, 5, mire_west_wing)
|
|
assert world.get_location('Misery Mire - Boss', player) in key_logic.bk_restricted
|
|
assert world.get_location('Misery Mire - Big Chest', player) in key_logic.bk_restricted
|
|
assert len(key_logic.bk_restricted) == 2
|
|
|
|
|
|
def val_turtle(key_logic, world, player):
|
|
val_rule(key_logic.door_rules['TR Hub NW'], 1)
|
|
val_rule(key_logic.door_rules['TR Pokey 1 NW'], 2)
|
|
val_rule(key_logic.door_rules['TR Chain Chomps Down Stairs'], 3)
|
|
val_rule(key_logic.door_rules['TR Pokey 2 ES'], 6, True, 'Turtle Rock - Big Key Chest', 4, {'Turtle Rock - Big Key Chest'})
|
|
val_rule(key_logic.door_rules['TR Crystaroller Down Stairs'], 5)
|
|
val_rule(key_logic.door_rules['TR Dash Bridge WS'], 6)
|
|
assert world.get_location('Turtle Rock - Eye Bridge - Bottom Right', player) in key_logic.bk_restricted
|
|
assert world.get_location('Turtle Rock - Eye Bridge - Top Left', player) in key_logic.bk_restricted
|
|
assert world.get_location('Turtle Rock - Eye Bridge - Top Right', player) in key_logic.bk_restricted
|
|
assert world.get_location('Turtle Rock - Eye Bridge - Bottom Left', player) in key_logic.bk_restricted
|
|
assert world.get_location('Turtle Rock - Boss', player) in key_logic.bk_restricted
|
|
assert world.get_location('Turtle Rock - Crystaroller Room', player) in key_logic.bk_restricted
|
|
assert world.get_location('Turtle Rock - Big Chest', player) in key_logic.bk_restricted
|
|
assert len(key_logic.bk_restricted) == 7
|
|
|
|
|
|
def val_ganons(key_logic, world, player):
|
|
rando_room = {'Ganons Tower - Randomizer Room - Top Left', 'Ganons Tower - Randomizer Room - Top Right', 'Ganons Tower - Randomizer Room - Bottom Left', 'Ganons Tower - Randomizer Room - Bottom Right'}
|
|
compass_room = {'Ganons Tower - Compass Room - Top Left', 'Ganons Tower - Compass Room - Top Right', 'Ganons Tower - Compass Room - Bottom Left', 'Ganons Tower - Compass Room - Bottom Right'}
|
|
gt_middle = {'Ganons Tower - Big Key Room - Left', 'Ganons Tower - Big Key Chest', 'Ganons Tower - Big Key Room - Right', 'Ganons Tower - Bob\'s Chest', 'Ganons Tower - Big Chest'}
|
|
val_rule(key_logic.door_rules['GT Double Switch EN'], 7, False, None, 5, rando_room.union({'Ganons Tower - Firesnake Room'}))
|
|
val_rule(key_logic.door_rules['GT Hookshot ES'], 8, True, 'Ganons Tower - Map Chest', 6, {'Ganons Tower - Map Chest'})
|
|
val_rule(key_logic.door_rules['GT Tile Room EN'], 6, False, None, 5, compass_room)
|
|
val_rule(key_logic.door_rules['GT Firesnake Room SW'], 8, False, None, 6, rando_room)
|
|
val_rule(key_logic.door_rules['GT Conveyor Star Pits EN'], 7, False, None, 6, gt_middle)
|
|
val_rule(key_logic.door_rules['GT Mini Helmasaur Room WN'], 7)
|
|
val_rule(key_logic.door_rules['GT Crystal Circles SW'], 8)
|
|
assert world.get_location('Ganons Tower - Mini Helmasaur Room - Left', player) in key_logic.bk_restricted
|
|
assert world.get_location('Ganons Tower - Mini Helmasaur Room - Right', player) in key_logic.bk_restricted
|
|
assert world.get_location('Ganons Tower - Big Chest', player) in key_logic.bk_restricted
|
|
assert world.get_location('Ganons Tower - Pre-Moldorm Chest', player) in key_logic.bk_restricted
|
|
assert world.get_location('Ganons Tower - Validation Chest', player) in key_logic.bk_restricted
|
|
assert len(key_logic.bk_restricted) == 5
|
|
|
|
|
|
def val_rule(rule, skn, allow=False, loc=None, askn=None, setCheck=None):
|
|
if setCheck is None:
|
|
setCheck = set()
|
|
assert rule.small_key_num == skn
|
|
assert rule.allow_small == allow
|
|
assert rule.small_location == loc or rule.small_location.name == loc
|
|
assert rule.alternate_small_key == askn
|
|
assert len(setCheck) == len(rule.alternate_big_key_loc)
|
|
for loc in rule.alternate_big_key_loc:
|
|
assert loc.name in setCheck
|