Files
alttpr-python/DungeonGenerator.py

4233 lines
188 KiB
Python

import RaceRandom as random
import collections
import itertools
from collections import defaultdict, deque
from functools import reduce
import logging
import math
import operator as op
import time
from typing import List
from BaseClasses import DoorType, Direction, CrystalBarrier, RegionType, Polarity, PolSlot, flooded_keys, Sector
from BaseClasses import Hook, hook_from_door, Door
from Regions import dungeon_events, flooded_keys_reverse
from Dungeons import split_region_starts
from RoomData import DoorKind
from source.dungeon.DungeonStitcher import generate_dungeon_find_proposal
from source.dungeon.DungeonStitcher import GenerationException as OtherGenException
class GraphPiece:
def __init__(self):
self.hanger_info = None
self.hanger_crystal = None
self.hooks = {}
self.visited_regions = set()
self.possible_bk_locations = set()
self.pinball_used = False
# Dungeons shouldn't be generated until all entrances are appropriately accessible
def pre_validate(builder, entrance_region_names, split_dungeon, world, player):
entrance_regions = convert_regions(entrance_region_names, world, player)
excluded = {}
for region in entrance_regions:
portal = next((x for x in world.dungeon_portals[player] if x.door.entrance.parent_region == region), None)
if portal and portal.destination:
excluded[region] = None
entrance_regions = [x for x in entrance_regions if x not in excluded.keys()]
proposed_map = {}
doors_to_connect = {}
all_regions = set()
bk_special = False
for sector in builder.sectors:
for door in sector.outstanding_doors:
doors_to_connect[door.name] = door
if world.mode[player] == 'standard' and builder.name == 'Hyrule Castle Dungeon':
all_regions.update([x for x in sector.regions if x.name != 'Hyrule Castle Behind Tapestry'])
else:
all_regions.update(sector.regions)
bk_special |= check_for_special(sector.regions)
bk_needed = False
for sector in builder.sectors:
bk_needed |= determine_if_bk_needed(sector, split_dungeon, bk_special, world, player)
paths = determine_paths_for_dungeon(world, player, all_regions, builder.name)
dungeon, hangers, hooks = gen_dungeon_info(builder.name, builder.sectors, entrance_regions, all_regions,
proposed_map, doors_to_connect, bk_needed, bk_special, world, player)
return check_valid(builder.name, dungeon, hangers, hooks, proposed_map, doors_to_connect, all_regions,
bk_needed, bk_special, paths, entrance_regions, world, player)
def generate_dungeon(builder, entrance_region_names, split_dungeon, world, player):
if builder.valid_proposal: # we made this earlier in gen, just use it
proposed_map = builder.valid_proposal
else:
proposed_map = generate_dungeon_find_proposal_old(builder, entrance_region_names, split_dungeon, world, player)
builder.valid_proposal = proposed_map
queue = collections.deque(proposed_map.items())
while len(queue) > 0:
a, b = queue.popleft()
connect_doors(a, b)
queue.remove((b, a))
if len(builder.sectors) == 0:
return Sector()
available_sectors = list(builder.sectors)
master_sector = available_sectors.pop()
for sub_sector in available_sectors:
master_sector.regions.extend(sub_sector.regions)
master_sector.outstanding_doors.clear()
master_sector.r_name_set = None
return master_sector
def generate_dungeon_find_proposal_old(builder, entrance_region_names, split_dungeon, world, player):
logger = logging.getLogger('')
name = builder.name
entrance_regions = convert_regions(entrance_region_names, world, player)
excluded = {}
for region in entrance_regions:
portal = next((x for x in world.dungeon_portals[player] if x.door.entrance.parent_region == region), None)
if portal:
if portal.destination:
excluded[region] = None
elif len(entrance_regions) > 1:
p_region = portal.door.entrance.connected_region
access_region = next(x.parent_region for x in p_region.entrances
if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld])
if ((access_region.name in world.inaccessible_regions[player] and
region.name not in world.enabled_entrances[player])
or (world.mode[player] == 'standard' and access_region.name != 'Hyrule Castle Courtyard'
and 'Hyrule Castle' in builder.name)):
excluded[region] = None
else: # for non-portals, holes and sewers in std
access_region = next((x.parent_region for x in region.entrances
if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld]
or x.parent_region.name == 'Sewer Drop'), None)
if access_region is None:
if builder.sewers_access is None:
excluded[region] = None
else:
if access_region.name == 'Sewer Drop':
if world.mode[player] == 'standard' and (builder.sewers_access is None
or builder.sewers_access.entrance.parent_region != region):
excluded[region] = None
access_region = next(x.parent_region for x in access_region.entrances)
if (access_region.name in world.inaccessible_regions[player] and
region.name not in world.enabled_entrances[player]):
excluded[region] = None
entrance_regions = [x for x in entrance_regions if x not in excluded.keys()]
doors_to_connect = {}
all_regions = set()
bk_special = False
for sector in builder.sectors:
for door in sector.outstanding_doors:
doors_to_connect[door.name] = door
all_regions.update(sector.regions)
bk_special |= check_for_special(sector.regions)
bk_needed = False
for sector in builder.sectors:
bk_needed |= determine_if_bk_needed(sector, split_dungeon, bk_special, world, player)
proposed_map = {}
choices_master = [[]]
depth = 0
dungeon_cache = {}
backtrack = False
itr = 0
attempt = 1
finished = False
# flag if standard and this is hyrule castle
paths = determine_paths_for_dungeon(world, player, all_regions, name)
while not finished:
# what are my choices?
itr += 1
if itr > 1000:
if attempt > 9:
raise GenerationException('Generation taking too long. Ref %s' % name)
proposed_map = {}
choices_master = [[]]
depth = 0
dungeon_cache = {}
backtrack = False
itr = 0
attempt += 1
logger.debug(f'Starting new attempt {attempt}')
if depth not in dungeon_cache.keys():
dungeon, hangers, hooks = gen_dungeon_info(name, builder.sectors, entrance_regions, all_regions, proposed_map,
doors_to_connect, bk_needed, bk_special, world, player)
dungeon_cache[depth] = dungeon, hangers, hooks
if len(proposed_map) != len(doors_to_connect) and builder.name == 'Hyrule Castle Dungeon':
check_regions = all_regions.difference({world.get_region('Hyrule Castle Behind Tapestry', player)})
else:
check_regions = all_regions
valid = check_valid(name, dungeon, hangers, hooks, proposed_map, doors_to_connect, check_regions,
bk_needed, bk_special, paths, entrance_regions, world, player)
else:
dungeon, hangers, hooks = dungeon_cache[depth]
valid = True
if valid:
if len(proposed_map) == len(doors_to_connect):
if dungeon['Origin'].pinball_used:
door = world.get_door('Skull Pinball WS', player)
room = world.get_room(door.roomIndex, player)
if room.doorList[door.doorListPos][1] == DoorKind.Trap:
room.change(door.doorListPos, DoorKind.Normal)
door.trapFlag = 0x0
door.blocked = False
finished = True
continue
prev_choices = choices_master[depth]
# make a choice
hanger, hook = make_a_choice(dungeon, hangers, hooks, prev_choices, name)
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 GenerationException('Invalid dungeon. Ref %s' % name)
a, b = choices_master[depth][-1]
logger.debug(' ' * depth + "%d: Rescinding %s, %s", depth, a.name, b.name)
proposed_map.pop(a, None)
proposed_map.pop(b, None)
return proposed_map
def determine_if_bk_needed(sector, split_dungeon, bk_special, world, player):
if not split_dungeon or bk_special:
for region in sector.regions:
for ext in region.exits:
door = world.check_for_door(ext.name, player)
if door is not None and door.bigKey:
return True
return False
def check_for_special(regions):
for region in regions:
for loc in region.locations:
if loc.forced_big_key():
return True
return False
def gen_dungeon_info(name, available_sectors, entrance_regions, all_regions, proposed_map, valid_doors, bk_needed, bk_special, world, player):
# step 1 create dungeon: Dict<DoorName|Origin, GraphPiece>
dungeon = {}
start = ExplorationState(dungeon=name)
start.big_key_special = bk_special
group_flags, door_map = find_bk_groups(name, available_sectors, proposed_map, bk_special)
bk_flag = False if world.bigkeyshuffle[player] and not bk_special else bk_needed
def exception(d):
return name == 'Skull Woods 2' and d.name == 'Skull Pinball WS'
original_state = extend_reachable_state_improved(entrance_regions, start, proposed_map, all_regions,
valid_doors, bk_flag, world, player, exception)
dungeon['Origin'] = create_graph_piece_from_state(None, original_state, original_state, proposed_map, exception,
world, player)
either_crystal = True # if all hooks from the origin are either, explore all bits with either
for hook, crystal in dungeon['Origin'].hooks.items():
if crystal != CrystalBarrier.Either:
either_crystal = False
break
init_crystal = CrystalBarrier.Either if either_crystal else CrystalBarrier.Orange
hanger_set = set()
o_state_cache = {}
for sector in available_sectors:
for door in sector.outstanding_doors:
if door not in proposed_map.keys():
hanger_set.add(door)
bk_flag = group_flags[door_map[door]]
parent = door.entrance.parent_region
crystal_start = CrystalBarrier.Either if parent.crystal_switch else init_crystal
init_state = ExplorationState(crystal_start, dungeon=name)
init_state.big_key_special = start.big_key_special
o_state = extend_reachable_state_improved([parent], init_state, proposed_map, all_regions,
valid_doors, bk_flag, world, player, exception)
o_state_cache[door.name] = o_state
piece = create_graph_piece_from_state(door, o_state, o_state, proposed_map, exception, world, player)
dungeon[door.name] = piece
check_blue_states(hanger_set, dungeon, o_state_cache, proposed_map, all_regions, valid_doors,
group_flags, door_map, world, player, exception)
# catalog hooks: Dict<Hook, List<Door, Crystal, Door>>
# and hangers: Dict<Hang, List<Door>>
avail_hooks = defaultdict(list)
hangers = defaultdict(list)
for key, piece in dungeon.items():
door_hang = piece.hanger_info
if door_hang is not None:
hanger = hanger_from_door(door_hang)
hangers[hanger].append(door_hang)
for door, crystal in piece.hooks.items():
hook = hook_from_door(door)
avail_hooks[hook].append((door, crystal, door_hang))
# thin out invalid hanger
winnow_hangers(hangers, avail_hooks)
return dungeon, hangers, avail_hooks
def find_bk_groups(name, available_sectors, proposed_map, bk_special):
groups = {}
door_ids = {}
gid = 1
for sector in available_sectors:
if bk_special:
my_gid = None
for door in sector.outstanding_doors:
if door in proposed_map and proposed_map[door] in door_ids:
if my_gid:
merge_gid = door_ids[proposed_map[door]]
for door in door_ids.keys():
if door_ids[door] == merge_gid:
door_ids[door] = my_gid
groups[my_gid] = groups[my_gid] or groups[merge_gid]
else:
my_gid = door_ids[proposed_map[door]]
if not my_gid:
my_gid = gid
gid += 1
for door in sector.outstanding_doors:
door_ids[door] = my_gid
if my_gid not in groups.keys():
groups[my_gid] = False
for region in sector.regions:
for loc in region.locations:
if loc.forced_item and loc.item.bigkey and name in loc.item.name:
groups[my_gid] = True
else:
for door in sector.outstanding_doors:
door_ids[door] = gid
groups[gid] = False
return groups, door_ids
def check_blue_states(hanger_set, dungeon, o_state_cache, proposed_map, all_regions, valid_doors, group_flags, door_map,
world, player, exception):
not_blue = set()
not_blue.update(hanger_set)
doors_to_check = set()
doors_to_check.update(hanger_set) # doors to check, check everything on first pass
blue_hooks = []
blue_hangers = []
new_blues = True
while new_blues:
new_blues = False
for door in doors_to_check:
piece = dungeon[door.name]
for hook, crystal in piece.hooks.items():
if crystal != CrystalBarrier.Orange:
h_type = hook_from_door(hook)
if h_type not in blue_hooks:
new_blues = True
blue_hooks.append(h_type)
if piece.hanger_crystal == CrystalBarrier.Either:
h_type = hanger_from_door(piece.hanger_info)
if h_type not in blue_hangers:
new_blues = True
blue_hangers.append(h_type)
doors_to_check = set()
for door in not_blue: # am I now blue?
hang_type = hanger_from_door(door) # am I hangable on a hook?
hook_type = hook_from_door(door) # am I hookable onto a hanger?
if (hang_type in blue_hooks and not door.stonewall) or hook_type in blue_hangers:
bk_flag = group_flags[door_map[door]]
explore_blue_state(door, dungeon, o_state_cache[door.name], proposed_map, all_regions, valid_doors,
bk_flag, world, player, exception)
doors_to_check.add(door)
not_blue.difference_update(doors_to_check)
def explore_blue_state(door, dungeon, o_state, proposed_map, all_regions, valid_doors, bk_flag, world, player, exception):
parent = door.entrance.parent_region
blue_start = ExplorationState(CrystalBarrier.Blue, o_state.dungeon)
blue_start.big_key_special = o_state.big_key_special
b_state = extend_reachable_state_improved([parent], blue_start, proposed_map, all_regions, valid_doors, bk_flag,
world, player, exception)
dungeon[door.name] = create_graph_piece_from_state(door, o_state, b_state, proposed_map, exception, world, player)
def make_a_choice(dungeon, hangers, avail_hooks, prev_choices, name):
# choose a hanger
all_hooks = {}
origin = dungeon['Origin']
for key in avail_hooks.keys():
for hstuff in avail_hooks[key]:
all_hooks[hstuff[0]] = None
candidate_hangers = []
for key in hangers.keys():
candidate_hangers.extend(hangers[key])
candidate_hangers.sort(key=lambda x: x.name) # sorting to create predictable seeds
random.shuffle(candidate_hangers) # randomize if equal preference
stage_2_hangers = []
if len(prev_choices) > 0:
prev_hanger = prev_choices[0][0]
if prev_hanger in candidate_hangers:
stage_2_hangers.append(prev_hanger)
candidate_hangers.remove(prev_hanger)
hookable_hangers = collections.deque()
queue = collections.deque(candidate_hangers)
while len(queue) > 0:
c_hang = queue.popleft()
if c_hang in all_hooks.keys():
hookable_hangers.append(c_hang)
else:
stage_2_hangers.append(c_hang) # prefer hangers that are not hooks
# todo : prefer hangers with fewer hooks at some point? not sure about this
# this prefer hangers of the fewest type - to catch problems fast
hookable_hangers = sorted(hookable_hangers, key=lambda door: len(hangers[hanger_from_door(door)]), reverse=True)
origin_hangers = []
while len(hookable_hangers) > 0:
c_hang = hookable_hangers.pop()
if c_hang in origin.hooks.keys():
origin_hangers.append(c_hang)
else:
stage_2_hangers.append(c_hang) # prefer hangers that are not hooks on the 'origin'
stage_2_hangers.extend(origin_hangers)
hook = None
next_hanger = None
while hook is None:
if len(stage_2_hangers) == 0:
return None, None
next_hanger = stage_2_hangers.pop(0)
next_hanger_type = hanger_from_door(next_hanger)
hook_candidates = []
for door, crystal, orig_hang in avail_hooks[next_hanger_type]:
if filter_choices(next_hanger, door, orig_hang, prev_choices, hook_candidates):
hook_candidates.append(door)
if len(hook_candidates) > 0:
hook_candidates.sort(key=lambda x: x.name) # sort for deterministic seeds
hook = random.choice(tuple(hook_candidates))
elif name == 'Skull Woods 2' and next_hanger.name == 'Skull Pinball WS':
continue
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(name, dungeon, hangers, hooks, proposed_map, doors_to_connect, all_regions,
bk_needed, bk_special, paths, entrance_regions, world, player):
# 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
if not world.bigkeyshuffle[player]:
possible_bks = len(dungeon['Origin'].possible_bk_locations)
if bk_special and check_for_special(dungeon['Origin'].visited_regions):
possible_bks = 1
true_origin_hooks = [x for x in dungeon['Origin'].hooks.keys() if not x.bigKey or possible_bks > 0 or not bk_needed]
if len(true_origin_hooks) == 0 and len(proposed_map.keys()) < len(doors_to_connect):
return False
if len(true_origin_hooks) == 0 and bk_needed and possible_bks == 0 and len(proposed_map.keys()) == len(doors_to_connect):
return False
for key in hangers.keys():
if len(hooks[key]) > 0 and len(hangers[key]) == 0:
return False
# todo: stonewall - check that there's no hook-only that is without a matching hanger
must_hang = defaultdict(list)
all_hooks = set()
for key in hooks.keys():
for hook in hooks[key]:
all_hooks.add(hook[0])
for key in hangers.keys():
for hanger in hangers[key]:
if hanger not in all_hooks:
must_hang[key].append(hanger)
for key in must_hang.keys():
if len(must_hang[key]) > len(hooks[key]):
return False
outstanding_doors = defaultdict(list)
for d in doors_to_connect.values():
if d not in proposed_map.keys():
outstanding_doors[hook_from_door(d)].append(d)
for key in outstanding_doors.keys():
opp_key = opposite_h_type(key)
if len(outstanding_doors[key]) > 0 and len(hangers[key]) == 0 and len(hooks[opp_key]) == 0:
return False
all_visited = set()
bk_possible = not bk_needed or (world.bigkeyshuffle[player] and not bk_special)
for piece in dungeon.values():
all_visited.update(piece.visited_regions)
if ((not bk_possible and len(piece.possible_bk_locations) > 0) or
(bk_special and check_for_special(piece.visited_regions))):
bk_possible = True
if len(all_regions.difference(all_visited)) > 0:
return False
if not bk_possible:
return False
if not valid_paths(name, paths, entrance_regions, doors_to_connect, all_regions, proposed_map,
bk_needed, bk_special, world, player):
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 valid_paths(name, paths, entrance_regions, valid_doors, all_regions, proposed_map,
bk_needed, bk_special, world, player):
for path in paths:
if type(path) is tuple:
target = path[1]
start_regions = []
for region in all_regions:
if path[0] == region.name:
start_regions.append(region)
break
else:
target = path
start_regions = entrance_regions
if not valid_path(name, start_regions, target, valid_doors, proposed_map, all_regions,
bk_needed, bk_special, world, player):
return False
return True
def valid_path(name, starting_regions, target, valid_doors, proposed_map, all_regions,
bk_needed, bk_special, world, player):
target_regions = set()
if type(target) is not list:
for region in all_regions:
if target == region.name:
target_regions.add(region)
break
else:
for region in all_regions:
if region.name in target:
target_regions.add(region)
start = ExplorationState(dungeon=name)
start.big_key_special = bk_special
bk_flag = False if world.bigkeyshuffle[player] and not bk_special else bk_needed
def exception(d):
return name == 'Skull Woods 2' and d.name == 'Skull Pinball WS'
original_state = extend_reachable_state_improved(starting_regions, start, proposed_map, all_regions,
valid_doors, bk_flag, world, player, exception)
for exp_door in original_state.unattached_doors:
if not exp_door.door.blocked:
return True # outstanding connection possible
for target in target_regions:
if original_state.visited_at_all(target):
return True
return False # couldn't find an outstanding door or the target
def determine_required_paths(world, player):
paths = {}
for name, builder in world.dungeon_layouts[player].items():
all_regions = builder.master_sector.regions
paths[name] = determine_paths_for_dungeon(world, player, all_regions, name)
return paths
boss_path_checks = ['Eastern Boss', 'Desert Boss', 'Hera Boss', 'Tower Agahnim 1', 'PoD Boss', 'Swamp Boss',
'Skull Boss', 'Ice Boss', 'Mire Boss', 'TR Boss', 'GT Agahnim 2']
# pinball is allowed to orphan you
drop_path_checks = ['Skull Pot Circle', 'Skull Left Drop', 'Skull Back Drop', 'Sewers Rat Path']
def determine_paths_for_dungeon(world, player, all_regions, name):
all_r_names = set(x.name for x in all_regions)
paths = []
non_hole_portals = []
for portal in world.dungeon_portals[player]:
if portal.door.entrance.parent_region in all_regions:
non_hole_portals.append(portal.door.entrance.parent_region.name)
if portal.destination:
paths.append(portal.door.entrance.parent_region.name)
if world.mode[player] == 'standard':
if name == 'Hyrule Castle':
paths.append('Hyrule Dungeon Cellblock')
paths.append(('Hyrule Dungeon Cellblock', 'Sanctuary'))
if name == 'Hyrule Castle Sewers':
paths.append('Sanctuary')
if name == 'Hyrule Castle Dungeon':
paths.append('Hyrule Dungeon Cellblock')
paths.append(('Hyrule Dungeon Cellblock', 'Hyrule Castle Throne Room'))
if world.doorShuffle[player] in ['basic'] and name == 'Thieves Town':
paths.append('Thieves Attic Window')
elif 'Thieves Attic Window' in all_r_names:
paths.append('Thieves Attic Window')
for boss in boss_path_checks:
if boss in all_r_names:
paths.append(boss)
if 'Thieves Boss' in all_r_names:
paths.append('Thieves Boss')
if world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind':
paths.append(('Thieves Blind\'s Cell', 'Thieves Boss'))
for drop_check in drop_path_checks:
if drop_check in all_r_names:
paths.append((drop_check, non_hole_portals))
return paths
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, exception, world, player):
# 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 or exception(d))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, world, player))
graph_piece.possible_bk_locations.update(filter_for_potential_bk_locations(b_state.bk_found, world, player))
graph_piece.pinball_used = o_state.pinball_used or b_state.pinball_used
return graph_piece
def filter_for_potential_bk_locations(locations, world, player):
return [x for x in locations if '- Big Chest' not in x.name and not reserved_location(x, world, player) and
not x.forced_item and not prize_or_event(x) and not blind_boss_unavail(x, locations, world, player)]
type_map = {
Hook.Stairs: Hook.Stairs,
Hook.North: Hook.South,
Hook.South: Hook.North,
Hook.West: Hook.East,
Hook.East: Hook.West
}
def opposite_h_type(h_type) -> Hook:
return type_map[h_type]
hang_dir_map = {
Direction.North: Hook.South,
Direction.South: Hook.North,
Direction.West: Hook.East,
Direction.East: Hook.West,
}
def hanger_from_door(door):
if door.type == DoorType.SpiralStairs:
return Hook.Stairs
if door.type in [DoorType.Normal, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
return hang_dir_map[door.direction]
return None
def connect_doors(a, b):
# Return on unsupported types.
if a.type in [DoorType.Hole, DoorType.Warp, DoorType.Interior, DoorType.Logical]:
return
# Connect supported types
if a.type in [DoorType.Normal, DoorType.SpiralStairs, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
if a.blocked:
connect_one_way(b.entrance, a.entrance)
elif b.blocked:
connect_one_way(a.entrance, b.entrance)
else:
connect_two_way(a.entrance, b.entrance)
dep_doors, target = [], None
if len(a.dependents) > 0:
dep_doors, target = a.dependents, b
elif len(b.dependents) > 0:
dep_doors, target = b.dependents, a
if target is not None:
target_region = target.entrance.parent_region
for dep in dep_doors:
connect_simple_door(dep, target_region)
return
# If we failed to account for a type, panic
raise RuntimeError('Unknown door type ' + a.type.name)
def connect_two_way(entrance, ext):
# if these were already connected somewhere, remove the backreference
if entrance.connected_region is not None:
entrance.connected_region.entrances.remove(entrance)
if ext.connected_region is not None:
ext.connected_region.entrances.remove(ext)
entrance.connect(ext.parent_region)
ext.connect(entrance.parent_region)
if entrance.parent_region.dungeon:
ext.parent_region.dungeon = entrance.parent_region.dungeon
x = entrance.door
y = ext.door
if x is not None:
x.dest = y
if y is not None:
y.dest = x
def connect_one_way(entrance, ext):
# if these were already connected somewhere, remove the backreference
if entrance.connected_region is not None:
entrance.connected_region.entrances.remove(entrance)
if ext.connected_region is not None:
ext.connected_region.entrances.remove(ext)
entrance.connect(ext.parent_region)
if entrance.parent_region.dungeon:
ext.parent_region.dungeon = entrance.parent_region.dungeon
x = entrance.door
y = ext.door
if x is not None:
x.dest = y
if y is not None:
y.dest = x
def connect_simple_door(exit_door, region):
exit_door.entrance.connect(region)
exit_door.dest = region
special_big_key_doors = ['Hyrule Dungeon Cellblock Door', "Thieves Blind's Cell Door"]
std_special_big_key_doors = ['Hyrule Castle Throne Room Tapestry'] + special_big_key_doors
def get_special_big_key_doors(world, player):
if world.mode[player] == 'standard':
return std_special_big_key_doors
return special_big_key_doors
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
self.pinball_used = False
self.prize_door_set = {}
self.prize_doors = []
self.prize_doors_opened = False
self.prize_received = False
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)
ret.dungeon = self.dungeon
ret.pinball_used = self.pinball_used
ret.prize_door_set = dict(self.prize_door_set)
ret.prize_doors = list(self.prize_doors)
ret.prize_doors_opened = self.prize_doors_opened
ret.prize_received = self.prize_received
return ret
def init_zelda_event_doors(self, event_starts, player):
for entrance in event_starts:
event_door = Door(player, entrance.name, DoorType.Logical)
event_door.req_event = 'Zelda Drop Off'
event_door.entrance = entrance
event_door.crystal = CrystalBarrier.Orange # always start in orange
self.append_door_to_list(event_door, self.event_doors)
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 region.type != RegionType.Dungeon:
self.crystal = CrystalBarrier.Orange
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.forced_item and 'Small Key' in location.item.name:
self.key_locations += 1
if location.name not in dungeon_events and '- Prize' not in location.name and location.name not in ['Agahnim 1', 'Agahnim 2']:
self.ttl_locations += 1
if location not in self.found_locations:
self.found_locations.append(location)
if not bk_flag and (not location.forced_item or 'Big Key' in location.item.name):
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 '- Prize' in location.name:
self.prize_received = True
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.popleft()
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.controller is not None:
door = door.controller
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, exception):
for door in get_doors(world, region, player):
if door.blocked and exception(door):
self.pinball_used = True
if self.can_traverse(door, exception):
if door.controller is not None:
door = door.controller
if door.dest is None and door not in proposed_map.keys() and door.name in valid_doors.keys():
if not self.in_door_list_ic(door, self.unattached_doors):
self.append_door_to_list(door, self.unattached_doors, flag)
else:
other = self.find_door_in_list(door, self.unattached_doors)
if self.crystal != other.crystal:
other.crystal = CrystalBarrier.Either
elif door.req_event is not None and door.req_event not in self.events and not self.in_door_list(door,
self.event_doors):
self.append_door_to_list(door, self.event_doors, flag)
elif not self.in_door_list(door, self.avail_doors):
self.append_door_to_list(door, self.avail_doors, flag)
def add_all_doors_check_key_region(self, region, key_region, world, player):
for door in get_doors(world, region, player):
if self.can_traverse(door):
if door.req_event is not None and door.req_event not in self.events and not self.in_door_list(door,
self.event_doors):
self.append_door_to_list(door, self.event_doors)
elif not self.in_door_list(door, self.avail_doors):
self.append_door_to_list(door, self.avail_doors)
if door.name not in self.door_krs.keys():
self.door_krs[door.name] = key_region
else:
if door.name not in self.door_krs.keys():
self.door_krs[door.name] = key_region
def add_all_doors_check_keys(self, region, key_door_proposal, world, player):
for door in get_doors(world, region, player):
if self.can_traverse(door):
if door.controller:
door = door.controller
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 or door.name in special_big_key_doors) 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 add_all_doors_check_big_keys(self, region, big_key_door_proposal, world, player):
for door in get_doors(world, region, player):
if self.can_traverse(door):
if door.controller:
door = door.controller
if (door in big_key_door_proposal
or door.name in get_special_big_key_doors(world, player)) 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 found_forced_bk(self):
for location in self.found_locations:
if location.forced_big_key():
return True
return False
def can_traverse(self, door, exception=None):
if door.blocked:
return exception(door) if exception else False
if door.crystal not in [CrystalBarrier.Null, CrystalBarrier.Either]:
return self.crystal == CrystalBarrier.Either or door.crystal == self.crystal
return True
def count_locations_exclude_specials(self, world, player):
return count_locations_exclude_big_chest(self.found_locations, world, player)
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
def count_locations_exclude_big_chest(locations, world, player):
cnt = 0
for loc in locations:
if ('- Big Chest' not in loc.name and not loc.forced_item and not reserved_location(loc, world, player)
and not prize_or_event(loc) and not blind_boss_unavail(loc, locations, world, player)):
cnt += 1
return cnt
def prize_or_event(loc):
return loc.name in dungeon_events or '- Prize' in loc.name or loc.name in ['Agahnim 1', 'Agahnim 2']
def reserved_location(loc, world, player):
return hasattr(world, 'item_pool_config') and loc.name in world.item_pool_config.reserved_locations[player]
def blind_boss_unavail(loc, locations, world, player):
if loc.name == "Thieves' Town - Boss":
return (loc.parent_region.dungeon.boss.name == 'Blind' and
(not any(x for x in locations if x.name == 'Suspicious Maiden') or
(world.get_region('Thieves Attic Window', player).dungeon.name == 'Thieves Town' and
not any(x for x in locations if x.name == 'Attic Cracked Floor'))))
return False
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)
def extend_reachable_state_improved(search_regions, state, proposed_map, all_regions, valid_doors, bk_flag, world, player, exception):
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, exception)
while len(local_state.avail_doors) > 0:
explorable_door = local_state.next_avail_door()
if explorable_door.door.bigKey:
if bk_flag:
big_not_found = (not special_big_key_found(local_state) if local_state.big_key_special
else local_state.count_locations_exclude_specials(world, player) == 0)
if big_not_found:
continue # we can't open this door
if explorable_door.door in proposed_map:
connect_region = world.get_entrance(proposed_map[explorable_door.door].name, player).parent_region
else:
connect_region = world.get_entrance(explorable_door.door.name, player).connected_region
if connect_region is not None:
if valid_region_to_explore_in_regions(connect_region, all_regions, 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, exception)
return local_state
def special_big_key_found(state):
for location in state.found_locations:
if location.forced_item and location.forced_item.bigkey:
return True
return False
def valid_region_to_explore_in_regions(region, all_regions, world, player):
if region is None:
return False
return (region.type == RegionType.Dungeon and region in all_regions)\
or region.name in world.inaccessible_regions[player]\
or (region.name == 'Hyrule Castle Ledge' and world.mode[player] == 'standard')
# 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 and region.dungeon.name in name)
or region.name in world.inaccessible_regions[player]
or (region.name == 'Hyrule Castle Ledge' and world.mode[player] == 'standard'))
def get_doors(world, region, player):
res = []
for ext in region.exits:
door = world.check_for_door(ext.name, player)
if door is not None:
res.append(door)
return res
def get_dungeon_doors(region, world, player):
res = []
for ext in region.exits:
door = world.check_for_door(ext.name, player)
if door is not None and ext.parent_region.type == RegionType.Dungeon:
res.append(door)
return res
def get_entrance_doors(world, region, player):
res = []
for ext in region.entrances:
door = world.check_for_door(ext.name, player)
if door is not None:
res.append(door)
return res
def convert_regions(region_names, world, player):
region_list = []
for name in region_names:
region_list.append(world.get_region(name, player))
return region_list
# Begin crossed mode sector shuffle
class DungeonBuilder(object):
def __init__(self, name):
self.name = name
self.sectors = []
self.location_cnt = 0
self.location_set = set()
self.key_drop_cnt = 0
self.dungeon_items = None # during fill how many dungeon items are left
self.free_items = None # during fill how many dungeon items are left
self.bk_required = False
self.bk_provided = False
self.c_switch_required = False
self.c_switch_present = False
self.c_locked = False
self.dead_ends = 0
self.branches = 0
self.forced_loops = 0
self.total_conn_lack = 0
self.conn_needed = defaultdict(int)
self.conn_supplied = defaultdict(int)
self.conn_balance = defaultdict(int)
self.mag_needed = {}
self.unfulfilled = defaultdict(int)
self.all_entrances = None # used for sector segregation/branching
self.entrance_list = None # used for overworld accessibility
self.layout_starts = None # used for overworld accessibility
self.master_sector = None
self.path_entrances = None # used for pathing/key doors, I think
self.split_flag = False
self.candidates = None
self.total_keys = None
self.key_doors_num = None
self.combo_size = None
self.flex = 0
self.key_door_proposal = None
self.bk_door_proposal = None
self.trap_door_proposal = None
self.allowance = None
if 'Stonewall' in name:
self.allowance = 1
elif 'Prewall' in name:
orig_name = name[:-8]
if orig_name in dungeon_dead_end_allowance.keys():
self.allowance = dungeon_dead_end_allowance[orig_name]
if self.allowance is None:
self.allowance = 1
self.valid_proposal = None
self.split_dungeon_map = None
self.exception_list = []
self.throne_door = None
self.throne_sector = None
self.chosen_lobby = None
self.sewers_access = None
def polarity_complement(self):
pol = Polarity()
for sector in self.sectors:
pol += sector.polarity()
return pol.complement()
def polarity(self):
pol = Polarity()
for sector in self.sectors:
pol += sector.polarity()
return pol
def __str__(self):
return str(self.__unicode__())
def __unicode__(self):
return '%s' % self.name
def simple_dungeon_builder(name, sector_list):
define_sector_features(sector_list)
builder = DungeonBuilder(name)
dummy_pool = dict.fromkeys(sector_list)
global_pole = GlobalPolarity(dummy_pool)
for sector in sector_list:
assign_sector(sector, builder, dummy_pool, global_pole)
return builder
def create_dungeon_builders(all_sectors, connections_tuple, world, player, dungeon_pool,
dungeon_entrances=None, split_dungeon_entrances=None):
logger = logging.getLogger('')
logger.info('Shuffling Dungeon Sectors')
if dungeon_entrances is None:
dungeon_entrances = default_dungeon_entrances
if split_dungeon_entrances is None:
split_dungeon_entrances = split_region_starts
define_sector_features(all_sectors)
finished, dungeon_map, attempts = False, {}, 0
while not finished:
candidate_sectors = dict.fromkeys(all_sectors)
global_pole = GlobalPolarity(candidate_sectors)
dungeon_map = {}
for key in dungeon_pool:
current_dungeon = dungeon_map[key] = DungeonBuilder(key)
for r_name in dungeon_boss_sectors[key]:
assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, candidate_sectors, global_pole)
if key == 'Hyrule Castle' and world.mode[player] == 'standard':
for r_name in ['Hyrule Dungeon Cellblock', 'Sanctuary', 'Hyrule Castle Throne Room']: # need to deliver zelda
assign_sector(find_sector(r_name, candidate_sectors), current_dungeon,
candidate_sectors, global_pole)
if key == 'Thieves Town' and world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind':
assign_sector(find_sector("Thieves Blind's Cell", candidate_sectors), current_dungeon,
candidate_sectors, global_pole)
entrances_map, potentials, connections = connections_tuple
accessible_sectors, reverse_d_map = set(), {}
for key in dungeon_pool:
current_dungeon = dungeon_map[key]
current_dungeon.all_entrances = dungeon_entrances[key]
for r_name in current_dungeon.all_entrances:
sector = find_sector(r_name, candidate_sectors)
assign_sector(sector, current_dungeon, candidate_sectors, global_pole)
if r_name in entrances_map[key]:
if sector:
accessible_sectors.add(sector)
else:
if not sector:
sector = find_sector(r_name, all_sectors)
reverse_d_map[sector] = key
if world.mode[player] == 'standard':
if 'Hyrule Castle' in dungeon_map:
current_dungeon = dungeon_map['Hyrule Castle']
standard_stair_check(dungeon_map, current_dungeon, candidate_sectors, global_pole)
complete_dungeons = {x: y for x, y in dungeon_map.items() if sum(len(sector.outstanding_doors) for sector in y.sectors) <= 0}
[dungeon_map.pop(key) for key in complete_dungeons.keys()]
if not dungeon_map:
dungeon_map.update(complete_dungeons)
return dungeon_map
# categorize sectors
identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map, connections,
dungeon_entrances, split_dungeon_entrances)
for name, builder in dungeon_map.items():
calc_allowance_and_dead_ends(builder, connections_tuple, world, player)
if world.mode[player] == 'open' and world.shuffle[player] not in ['lean', 'crossed', 'insanity']:
sanc = find_sector('Sanctuary', candidate_sectors)
if sanc: # only run if sanc if a candidate
lw_builders = []
for name in dungeon_pool:
for portal_name in dungeon_portals[name]:
if world.get_portal(portal_name, player).light_world:
lw_builders.append(dungeon_map[name])
break
# portals only - not drops for mirror stuff
sanc_builder = random.choice(lw_builders)
assign_sector(sanc, sanc_builder, candidate_sectors, global_pole)
retro_std_flag = world.bow_mode[player].startswith('retro') and world.mode[player] == 'standard'
non_hc_sectors = {}
free_location_sectors = {}
crystal_switches = {}
crystal_barriers = {}
polarized_sectors = {}
neutral_sectors = {}
for sector in candidate_sectors:
if retro_std_flag and 'Bow' in sector.item_logic: # these need to be distributed outside of HC
non_hc_sectors[sector] = None
elif world.mode[player] == 'standard' and 'Open Floodgate' in sector.item_logic:
non_hc_sectors[sector] = None
elif sector.chest_locations > 0:
free_location_sectors[sector] = None
elif sector.c_switch:
crystal_switches[sector] = None
elif sector.blue_barrier:
crystal_barriers[sector] = None
elif sector.polarity().is_neutral():
neutral_sectors[sector] = None
else:
polarized_sectors[sector] = None
if non_hc_sectors:
assign_non_hc_sectors(dungeon_map, non_hc_sectors, global_pole)
leftover = assign_location_sectors_minimal(dungeon_map, free_location_sectors, global_pole, world, player)
free_location_sectors = scatter_extra_location_sectors(dungeon_map, leftover, global_pole)
for sector in free_location_sectors:
if sector.c_switch:
crystal_switches[sector] = None
elif sector.blue_barrier:
crystal_barriers[sector] = None
elif sector.polarity().is_neutral():
neutral_sectors[sector] = None
else:
polarized_sectors[sector] = None
leftover = assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barriers, global_pole)
ensure_crystal_switches_reachable(dungeon_map, leftover, polarized_sectors, crystal_barriers, global_pole)
for sector in leftover:
if sector.polarity().is_neutral():
neutral_sectors[sector] = None
else:
polarized_sectors[sector] = None
# blue barriers
assign_crystal_barrier_sectors(dungeon_map, crystal_barriers, global_pole)
try:
# polarity:
if not global_pole.is_valid(dungeon_map):
# restart
raise NeutralizingException('Either free location/crystal assignment is already globally invalid')
logger.info(world.fish.translate("cli", "cli", "balance.doors"))
builder_info = dungeon_entrances, split_dungeon_entrances, connections_tuple, world, player
assign_polarized_sectors(dungeon_map, polarized_sectors, global_pole, builder_info)
# the rest
assign_the_rest(dungeon_map, neutral_sectors, global_pole, builder_info)
dungeon_map.update(complete_dungeons)
finished = True
except (NeutralizingException, GenerationException) as e:
attempts += 1
logger.debug(f'Attempt {attempts} failed with {str(e)}')
if attempts >= 10:
raise Exception('Could not find a valid seed quickly, something is likely horribly wrong.', e)
return dungeon_map
def standard_stair_check(dungeon_map, dungeon, candidate_sectors, global_pole):
# this is because there must be at least one non-dead stairway in hc to get out
# this check may not be necessary
filtered_sectors = [x for x in candidate_sectors if 'Open Floodgate' not in x.item_logic and
any(y for y in x.outstanding_doors if not y.dead and y.type == DoorType.SpiralStairs)]
valid = False
while not valid:
chosen_sector = random.choice(filtered_sectors)
filtered_sectors.remove(chosen_sector)
valid = global_pole.is_valid_choice(dungeon_map, dungeon, [chosen_sector])
if valid:
assign_sector(chosen_sector, dungeon, candidate_sectors, global_pole)
def identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map, connections, dungeon_entrances, split_dungeon_entrances):
accessible_overworld, found_connections, explored = set(), set(), False
while not explored:
explored = True
for ent_name, region in connections.items():
if ent_name in found_connections:
continue
sector = find_sector(ent_name, reverse_d_map.keys())
if sector is None:
continue
if sector in accessible_sectors:
found_connections.add(ent_name)
accessible_overworld.add(region) # todo: drops don't give ow access
explored = False
elif region in accessible_overworld:
found_connections.add(ent_name)
accessible_sectors.add(sector)
explored = False
else:
d_name = reverse_d_map[sector]
if d_name not in dungeon_map:
return
if d_name not in split_dungeon_entrances:
for r_name in dungeon_entrances[d_name]:
ent_sector = find_sector(r_name, dungeon_map[d_name].sectors)
if ent_sector in accessible_sectors and ent_name not in dead_entrances:
sector.destination_entrance = True
found_connections.add(ent_name)
accessible_sectors.add(sector)
accessible_overworld.add(region)
explored = False
break
elif d_name in split_dungeon_entrances.keys():
split_section = None
for split_name, split_list in split_dungeon_entrances[d_name].items():
if ent_name in split_list:
split_section = split_name
break
if split_section:
for r_name in split_dungeon_entrances[d_name][split_section]:
ent_sector = find_sector(r_name, dungeon_map[d_name].sectors)
if ent_sector in accessible_sectors and ent_name not in dead_entrances:
sector.destination_entrance = True
found_connections.add(ent_name)
accessible_sectors.add(sector)
accessible_overworld.add(region)
explored = False
break
# todo: split version that adds allowance for potential entrances
def calc_allowance_and_dead_ends(builder, connections_tuple, world, player):
portals = world.dungeon_portals[player]
entrances_map, potentials, connections = connections_tuple
name = builder.name if not builder.split_flag else builder.name.rsplit(' ', 1)[0]
needed_connections = [x for x in builder.all_entrances if x not in entrances_map[name]]
starting_allowance = 0
used_sectors = set()
destination_entrances = [x.door.entrance.parent_region.name for x in portals if x.destination]
dead_ends = [x.door.entrance.parent_region.name for x in portals if x.deadEnd]
for entrance in entrances_map[name]:
sector = find_sector(entrance, builder.sectors)
if sector:
outflow_target = 0 if entrance not in drop_entrances_allowance else 1
if sector not in used_sectors and (sector.adj_outflow() > outflow_target or entrance in dead_ends):
if entrance not in destination_entrances:
starting_allowance += 1
else:
builder.branches -= 1
used_sectors.add(sector)
elif sector not in used_sectors:
if entrance in destination_entrances and sector.branches() > 0:
builder.branches -= 1
if entrance not in drop_entrances_allowance:
needed_connections.append(entrance)
if builder.sewers_access:
starting_allowance += 1
builder.allowance = starting_allowance
for entrance in needed_connections:
sector = find_sector(entrance, builder.sectors)
if sector and sector not in used_sectors: # ignore things on same sector
is_destination = entrance in destination_entrances
connect_able = False
if entrance in connections.keys():
enabling_region = connections[entrance]
check_list = list(potentials[enabling_region])
if enabling_region.name in ['Desert Ledge', 'Desert Ledge Keep']:
alternate = 'Desert Ledge Keep' if enabling_region.name == 'Desert Ledge' else 'Desert Ledge'
if world.get_region(alternate, player) in potentials:
check_list.extend(potentials[world.get_region(alternate, player)])
connecting_entrances = [x for x in check_list if x != entrance and x not in dead_entrances and x not in drop_entrances_allowance]
connect_able = len(connecting_entrances) > 0
if is_destination and sector.branches() == 0: #
builder.dead_ends += 1
if is_destination and sector.branches() > 0:
builder.branches -= 1
if connect_able and not is_destination:
builder.allowance += 1
used_sectors.add(sector)
def define_sector_features(sectors):
for sector in sectors:
for region in sector.regions:
for loc in region.locations:
if '- Prize' in loc.name or loc.name in ['Agahnim 1', 'Agahnim 2']:
pass
elif loc.forced_item and 'Small Key' in loc.item.name:
sector.key_only_locations += 1
elif loc.forced_item and loc.forced_item.bigkey:
sector.bk_provided = True
elif loc.name not in dungeon_events and not loc.forced_item:
sector.chest_locations += 1
sector.chest_location_set.add(loc.name)
if '- Big Chest' in loc.name or loc.name in ["Hyrule Castle - Zelda's Chest",
"Thieves' Town - Blind's Cell"]:
sector.bk_required = True
for ext in region.exits:
door = ext.door
if door is not None and not door.blocked:
if door.crystal == CrystalBarrier.Either:
sector.c_switch = True
elif door.crystal == CrystalBarrier.Orange:
sector.orange_barrier = True
elif door.crystal == CrystalBarrier.Blue:
sector.blue_barrier = True
if door.bigKey:
sector.bk_required = True
if region.name in ['PoD Mimics 2', 'PoD Bow Statue Right', 'PoD Mimics 1', 'GT Mimics 1', 'GT Mimics 2',
'Eastern Single Eyegore', 'Eastern Duo Eyegores']:
sector.item_logic.add('Bow')
if region.name in ['Swamp Lobby', 'Swamp Entrance']:
sector.item_logic.add('Open Floodgate')
def assign_sector(sector, dungeon, candidate_sectors, global_pole):
if sector:
del candidate_sectors[sector]
global_pole.consume(sector)
assign_sector_helper(sector, dungeon)
def assign_sector_helper(sector, builder):
builder.sectors.append(sector)
builder.location_cnt += sector.chest_locations
builder.key_drop_cnt += sector.key_only_locations
builder.location_set.update(sector.chest_location_set)
if sector.c_switch:
builder.c_switch_present = True
if sector.blue_barrier:
builder.c_switch_required = True
if sector.bk_required:
builder.bk_required = True
if sector.bk_provided:
builder.bk_provided = True
count_conn_needed_supplied(sector, builder.conn_needed, builder.conn_supplied)
builder.dead_ends += sector.dead_ends()
builder.branches += sector.branches()
if sector in builder.exception_list:
builder.exception_list.remove(sector)
else:
if builder.split_dungeon_map:
builder.split_dungeon_map = None
if builder.valid_proposal:
builder.valid_proposal = None
def count_conn_needed_supplied(sector, conn_needed, conn_supplied):
for door in sector.outstanding_doors:
# todo: destination sectors like skull 2 west should be
if (door.blocked or door.dead or sector.adj_outflow() <= 1) and not sector.is_entrance_sector():
conn_needed[hook_from_door(door)] += 1
# todo: stonewall
else: # todo: dungeons that need connections... skull, tr, hc, desert (when edges are done)
conn_supplied[hanger_from_door(door)] += 1
def find_sector(r_name, sectors):
for s in sectors:
if r_name in s.region_set():
return s
return None
def assign_non_hc_sectors(dungeon_map, non_hc_sectors, global_pole):
sector_list = list(non_hc_sectors)
random.shuffle(sector_list)
population = []
for name in dungeon_map:
if name != 'Hyrule Castle':
population.append(name)
choices = random.choices(population, k=len(sector_list))
for i, choice in enumerate(choices):
builder = dungeon_map[choice]
assign_sector(sector_list[i], builder, non_hc_sectors, global_pole)
def scatter_extra_location_sectors(dungeon_map, free_location_sectors, global_pole):
population = [n for n in dungeon_map.keys()]
k = round(len(free_location_sectors) * .50)
valid = False
choices = None
candidates = []
sector_list = list(free_location_sectors)
while not valid:
candidates = random.sample(sector_list, k=k)
choices = random.choices(population, k=len(candidates))
sector_dict = defaultdict(list)
for i, choice in enumerate(choices):
builder = dungeon_map[choice]
sector_dict[builder].append(candidates[i])
valid = global_pole.is_valid_multi_choice_2(dungeon_map, dungeon_map.values(), sector_dict)
for i, choice in enumerate(choices):
builder = dungeon_map[choice]
assign_sector(candidates[i], builder, free_location_sectors, global_pole)
return free_location_sectors
def assign_location_sectors_minimal(dungeon_map, free_location_sectors, global_pole, world, player):
valid = False
choices = defaultdict(list)
sector_list = list(free_location_sectors)
random.shuffle(sector_list)
orig_location_set = build_orig_location_set(dungeon_map)
num_dungeon_items = requested_dungeon_items(world, player)
d_idx = {builder.name: i for i, builder in enumerate(dungeon_map.values())}
next_sector = sector_list.pop()
while not valid:
choice, totals, location_set = weighted_random_location(dungeon_map, choices, orig_location_set, world, player)
if not choice:
break
choices[choice].append(next_sector)
if global_pole.is_valid_multi_choice_2(dungeon_map, dungeon_map.values(), choices):
idx = d_idx[choice.name]
totals[idx] += next_sector.chest_locations
location_set[choice.name].update(next_sector.chest_location_set)
valid = True
for d_name, idx in d_idx.items():
free_items = count_reserved_locations(world, player, location_set[d_name])
target = max(free_items, 2) + num_dungeon_items
if totals[idx] < target:
valid = False
break
if not valid:
if len(sector_list) == 0:
choices = defaultdict(list)
sector_list = list(free_location_sectors)
else:
next_sector = sector_list.pop()
else:
choices[choice].remove(next_sector)
for builder, choice_list in choices.items():
for choice in choice_list:
assign_sector(choice, builder, free_location_sectors, global_pole)
return free_location_sectors
def weighted_random_location(dungeon_map, choices, orig_location_set, world, player):
population = []
totals = []
location_set = {x: set(y) for x, y in orig_location_set.items()}
num_dungeon_items = requested_dungeon_items(world, player)
for i, dungeon_builder in enumerate(dungeon_map.values()):
ttl = dungeon_builder.location_cnt + sum(sector.chest_locations for sector in choices[dungeon_builder])
totals.append(ttl)
builder_set = location_set[dungeon_builder.name]
builder_set.update(set().union(*(s.chest_location_set for s in choices[dungeon_builder])))
free_items = count_reserved_locations(world, player, builder_set)
target = max(free_items, 2) + num_dungeon_items
if ttl < target:
population.append(dungeon_builder)
choice = random.choice(population) if len(population) > 0 else None
return choice, totals, location_set
# deprecated
def weighted_random_locations(dungeon_map, free_location_sectors):
population = []
ttl_assigned = 0
weights = []
totals = []
d_idx = {}
for i, dungeon_builder in enumerate(dungeon_map.values()):
population.append(dungeon_builder)
totals.append(dungeon_builder.location_cnt)
ttl_assigned += dungeon_builder.location_cnt
weights.append(6.375)
d_idx[dungeon_builder.name] = i
average = ttl_assigned / 13
for i, db in enumerate(population):
if db.location_cnt < average:
weights[i] += average - db.location_cnt
if db.location_cnt > average:
weights[i] = max(0, weights[i] - db.location_cnt + average)
choices = random.choices(population, weights, k=len(free_location_sectors))
return choices, d_idx, totals
def build_orig_location_set(dungeon_map):
orig_locations = {}
for name, builder in dungeon_map.items():
orig_locations[name] = set().union(*(s.chest_location_set for s in builder.sectors))
return orig_locations
def requested_dungeon_items(world, player):
num = 0
if not world.bigkeyshuffle[player]:
num += 1
if not world.compassshuffle[player]:
num += 1
if not world.mapshuffle[player]:
num += 1
return num
def count_reserved_locations(world, player, proposed_set):
if world.item_pool_config:
return len([x for x in proposed_set if x in world.item_pool_config.reserved_locations[player]])
return 2
def assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barriers, global_pole, assign_one=False):
population = []
some_c_switches_present = False
for name, builder in dungeon_map.items():
if builder.c_switch_required and not builder.c_switch_present and not builder.c_locked:
population.append(name)
if builder.c_switch_present and not builder.c_locked:
some_c_switches_present = True
if len(population) == 0: # nothing needs a switch
if assign_one and not some_c_switches_present: # something should have one
if len(crystal_switches) == 0:
raise GenerationException('No crystal switches to assign. Ref %s' % next(iter(dungeon_map.keys())))
valid, builder_choice, switch_choice = False, None, None
switch_candidates = list(crystal_switches)
switch_choice = random.choice(switch_candidates)
switch_candidates.remove(switch_choice)
builder_candidates = [name for name, builder in dungeon_map.items() if not builder.c_locked]
while not valid:
if len(builder_candidates) == 0:
if len(switch_candidates) == 0:
raise GenerationException('No where to assign crystal switch. Ref %s' % next(iter(dungeon_map.keys())))
switch_choice = random.choice(switch_candidates)
switch_candidates.remove(switch_choice)
builder_candidates = list(dungeon_map.keys())
choice = random.choice(builder_candidates)
builder_candidates.remove(choice)
builder_choice = dungeon_map[choice]
test_set = [switch_choice]
test_set.extend(crystal_barriers)
valid = global_pole.is_valid_choice(dungeon_map, builder_choice, test_set)
assign_sector(switch_choice, builder_choice, crystal_switches, global_pole)
return crystal_switches
if len(crystal_switches) == 0:
raise GenerationException('No crystal switches to assign')
sector_list = list(crystal_switches)
if len(population) > len(sector_list):
raise GenerationException('Not enough crystal switch sectors for those needed')
choices = random.sample(sector_list, k=len(population))
for i, choice in enumerate(choices):
builder = dungeon_map[population[i]]
assign_sector(choice, builder, crystal_switches, global_pole)
return crystal_switches
def ensure_crystal_switches_reachable(dungeon_map, crystal_switches, polarized_sectors, crystal_barriers, global_pole):
invalid_builders = []
for name, builder in dungeon_map.items():
if builder.c_switch_present and builder.c_switch_required and not builder.c_locked:
invalid_builders.append(builder)
random.shuffle(invalid_builders)
while len(invalid_builders) > 0:
valid_builders = []
for builder in invalid_builders:
entrance_sectors = []
reachable_crystals = defaultdict()
for sector in builder.sectors:
if sector.equations is None:
sector.equations = calc_sector_equations(sector)
if sector.is_entrance_sector() and not sector.destination_entrance:
need_switch = True
for region in sector.get_start_regions():
if region.crystal_switch:
need_switch = False
break
any_benefit = False
for eq in sector.equations:
if len(eq.benefit) > 0:
any_benefit = True
break
if need_switch and any_benefit:
entrance_sectors.append(sector)
for eq in sector.equations:
if eq.c_switch:
reachable_crystals[hook_from_door(eq.door)] = True
valid_ent_sectors = []
random.shuffle(entrance_sectors)
for entrance_sector in entrance_sectors:
other_sectors = [x for x in builder.sectors if x != entrance_sector]
reachable, access = is_c_switch_reachable(entrance_sector, reachable_crystals, other_sectors)
if reachable:
valid_ent_sectors.append(entrance_sector)
else:
candidates = {}
for c in find_pol_cand_for_c_switch(access, reachable_crystals, polarized_sectors):
candidates[c] = 'Polarized'
for c in find_crystal_cand(access, crystal_switches):
candidates[c] = 'Crystals'
for c in find_pol_cand_for_c_switch(access, reachable_crystals, crystal_barriers):
candidates[c] = 'Barriers'
valid, sector, which_list = False, None, None
while not valid:
if len(candidates) <= 0:
raise GenerationException(f'need to provide more sophisticated crystal connection for {entrance_sector}')
# prioritize candidates
if any(x == 'Crystals' for x in candidates.values()):
cand_list = [x for x in candidates.items() if x[1] == 'Crystals']
else:
cand_list = list(candidates.items())
sector, which_list = random.choice(cand_list)
del candidates[sector]
valid = global_pole.is_valid_choice(dungeon_map, builder, [sector])
if which_list == 'Polarized':
assign_sector(sector, builder, polarized_sectors, global_pole)
elif which_list == 'Crystals':
assign_sector(sector, builder, crystal_switches, global_pole)
elif which_list == 'Barriers':
assign_sector(sector, builder, crystal_barriers, global_pole)
entrance_sectors = [x for x in entrance_sectors if x not in valid_ent_sectors]
if len(entrance_sectors) == 0:
valid_builders.append(builder)
invalid_builders = [x for x in invalid_builders if x not in valid_builders]
def is_c_switch_reachable(entrance_sector, reachable_crystals, other_sectors):
current_access = {}
for eq in entrance_sector.equations:
if eq.total_cost() <= 0:
for key, door_list in eq.benefit.items():
for door in door_list:
if door not in eq.crystal_blocked.keys() or eq.crystal_blocked[door] != CrystalBarrier.Blue:
current_access[key] = True
break
for key, flag in current_access.items():
if opposite_h_type(key) in reachable_crystals.keys():
return True, {}
changed = True
while changed:
changed = False
for sector in other_sectors:
for eq in sector.equations:
key, cost_door = eq.cost
if key in current_access.keys() and current_access[key]:
for bene_key, door_list in eq.benefit.items():
for door in door_list:
block_dict = eq.crystal_blocked
if door not in block_dict.keys() or block_dict[door] != CrystalBarrier.Blue:
if bene_key not in current_access.keys():
current_access[bene_key] = True
changed = True
break
for key, flag in current_access.items():
if opposite_h_type(key) in reachable_crystals.keys():
return True, {}
return False, current_access
def find_pol_cand_for_c_switch(access, reachable_crystals, polarized_candidates):
candidates = []
for sector in polarized_candidates:
if pol_cand_matches_access_reach(sector, access, reachable_crystals):
candidates.append(sector)
return candidates
def pol_cand_matches_access_reach(sector, access, reachable_crystals):
if sector.equations is None:
sector.equations = calc_sector_equations(sector)
for eq in sector.equations:
key, cost_door = eq.cost
if key in access.keys() and access[key]:
for bene_key, door_list in eq.benefit.items():
for door in door_list:
if door not in eq.crystal_blocked.keys() or eq.crystal_blocked[door] != CrystalBarrier.Blue:
if opposite_h_type(bene_key) in reachable_crystals.keys():
return True
return False
def find_crystal_cand(access, crystal_switches):
candidates = []
for sector in crystal_switches:
if crystal_cand_matches_access(sector, access):
candidates.append(sector)
return candidates
def crystal_cand_matches_access(sector, access):
if sector.equations is None:
sector.equations = calc_sector_equations(sector)
for eq in sector.equations:
key, cost_door = eq.cost
if key in access.keys() and access[key] and eq.c_switch and len(sector.outstanding_doors) > 1:
return True
return False
def assign_crystal_barrier_sectors(dungeon_map, crystal_barriers, global_pole):
population = []
for name, builder in dungeon_map.items():
if builder.c_switch_present and not builder.c_locked:
population.append(name)
sector_list = list(crystal_barriers)
random.shuffle(sector_list)
choices = random.choices(population, k=len(sector_list))
for i, choice in enumerate(choices):
builder = dungeon_map[choice]
assign_sector(sector_list[i], builder, crystal_barriers, global_pole)
def identify_polarity_issues(dungeon_map):
unconnected_builders = {}
for name, builder in dungeon_map.items():
identify_polarity_issues_internal(name, builder, unconnected_builders)
return unconnected_builders
def identify_polarity_issues_internal(name, builder, unconnected_builders):
if len(builder.sectors) == 1:
return
else:
def sector_filter(x, y):
return x != y
# else:
# def sector_filter(x, y):
# return x != y and (x.outflow() > 1 or is_entrance_sector(builder, x))
connection_flags = {}
for slot in PolSlot:
connection_flags[slot] = {}
for slot2 in PolSlot:
connection_flags[slot][slot2] = False
for sector in builder.sectors:
others = [x for x in builder.sectors if sector_filter(x, sector)]
other_mag = sum_magnitude(others)
sector_mag = sector.magnitude()
check_flags(sector_mag, connection_flags)
unconnected_sector = True
for i in PolSlot:
if sector_mag[i.value] == 0 or other_mag[i.value] > 0 or self_connecting(sector, i, sector_mag):
unconnected_sector = False
break
if unconnected_sector:
for i in PolSlot:
if sector_mag[i.value] > 0 and other_mag[i.value] == 0 and not self_connecting(sector, i, sector_mag):
builder.mag_needed[i] = [x for x in PolSlot if other_mag[x.value] > 0]
if name not in unconnected_builders.keys():
unconnected_builders[name] = builder
ttl_mag = sum_magnitude(builder.sectors)
for slot in PolSlot:
for slot2 in PolSlot:
if ttl_mag[slot.value] > 0 and ttl_mag[slot2.value] > 0 and not connection_flags[slot][slot2]:
builder.mag_needed[slot] = [slot2]
builder.mag_needed[slot2] = [slot]
if name not in unconnected_builders.keys():
unconnected_builders[name] = builder
def self_connecting(sector, slot, magnitude):
return sector.polarity()[slot.value] == 0 and sum(magnitude) > magnitude[slot.value]
def check_flags(sector_mag, connection_flags):
for slot in PolSlot:
for slot2 in PolSlot:
if sector_mag[slot.value] > 0 and sector_mag[slot2.value] > 0:
connection_flags[slot][slot2] = True
if slot != slot2:
for check_slot in PolSlot: # transitivity check
if check_slot not in [slot, slot2] and connection_flags[slot2][check_slot]:
connection_flags[slot][check_slot] = True
connection_flags[check_slot][slot] = True
def identify_simple_branching_issues(dungeon_map):
problem_builders = {}
for name, builder in dungeon_map.items():
if name == 'Skull Woods 2': # i dislike this special case todo: identify destination entrances
builder.conn_supplied[Hook.West] += 1
builder.conn_needed[Hook.East] -= 1
builder.forced_loops = calc_forced_loops(builder.sectors)
if builder.dead_ends + builder.forced_loops * 2 > builder.branches + builder.allowance:
problem_builders[name] = builder
for h_type in Hook:
lack = builder.conn_balance[h_type] = builder.conn_supplied[h_type] - builder.conn_needed[h_type]
if lack < 0:
builder.total_conn_lack += -lack
problem_builders[name] = builder
return problem_builders
def calc_forced_loops(sector_list):
forced_loops = 0
for sector in sector_list:
h_mag = sector.hook_magnitude()
other_sectors = [x for x in sector_list if x != sector]
other_mag = sum_hook_magnitude(other_sectors)
loop_parts = 0
for hook in Hook:
opp = opposite_h_type(hook).value
if h_mag[hook.value] > other_mag[opp] and loop_present(hook, opp, h_mag, other_mag):
loop_parts += (h_mag[hook.value] - other_mag[opp]) / 2
forced_loops += math.floor(loop_parts)
return forced_loops
def loop_present(hook, opp, h_mag, other_mag):
if hook == Hook.Stairs:
return h_mag[hook.value] - other_mag[opp] >= 2
else:
return h_mag[opp] >= h_mag[hook.value] - other_mag[opp]
def is_satisfied(door_dict_list):
for door_dict in door_dict_list:
for door_list in door_dict.values():
if len(door_list) > 0:
return False
return True
# todo: maybe filter by used doors too
# todo: I want the number of door that match is accessible by still
def filter_match_deps(candidate, match_deps):
return [x for x in match_deps if x != candidate]
def sum_magnitude(sector_list):
result = [0] * len(PolSlot)
for sector in sector_list:
vector = sector.magnitude()
for i in range(len(result)):
result[i] = result[i] + vector[i]
return result
def sum_hook_magnitude(sector_list):
result = [0] * len(Hook)
for sector in sector_list:
vector = sector.hook_magnitude()
for i in range(len(result)):
result[i] = result[i] + vector[i]
return result
def sum_polarity(sector_list):
pol = Polarity()
for sector in sector_list:
pol += sector.polarity()
return pol
def assign_polarized_sectors(dungeon_map, polarized_sectors, global_pole, builder_info):
# step 1: fix polarity connection issues
unconnected_builders = identify_polarity_issues(dungeon_map)
while len(unconnected_builders) > 0:
for name, builder in unconnected_builders.items():
candidates = find_connection_candidates(builder.mag_needed, polarized_sectors)
valid, sector = False, None
while not valid:
if len(candidates) == 0:
raise GenerationException('Cross Dungeon Builder: Cannot find a candidate for connectedness. %s' % name)
sector = random.choice(candidates)
candidates.remove(sector)
valid = global_pole.is_valid_choice(dungeon_map, builder, [sector])
assign_sector(sector, builder, polarized_sectors, global_pole)
builder.mag_needed = {}
unconnected_builders = identify_polarity_issues(unconnected_builders)
# step 2: fix dead ends
problem_builders = identify_simple_branching_issues(dungeon_map)
while len(problem_builders) > 0:
for name, builder in problem_builders.items():
candidates, charges = find_simple_branching_candidates(builder, polarized_sectors)
best = min(charges)
best_candidates = [x for i, x in enumerate(candidates) if charges[i] <= best]
valid, choice = False, None
while not valid:
if len(best_candidates) == 0:
if len(candidates) == 0:
raise GenerationException('Cross Dungeon Builder: Simple branch problems: %s' % name)
best = min(charges)
best_candidates = [x for i, x in enumerate(candidates) if charges[i] <= best]
choice = random.choice(best_candidates)
best_candidates.remove(choice)
i = candidates.index(choice)
candidates.pop(i)
charges.pop(i)
valid = global_pole.is_valid_choice(dungeon_map, builder, [choice]) and valid_connected_assignment(builder, [choice])
assign_sector(choice, builder, polarized_sectors, global_pole)
builder.total_conn_lack = 0
builder.conn_balance.clear()
problem_builders = identify_simple_branching_issues(problem_builders)
# step 3: fix neutrality issues
polarity_step_3(dungeon_map, polarized_sectors, global_pole)
# step 4: fix dead ends again
neutral_choices: List[List] = neutralize_the_rest(polarized_sectors)
problem_builders = identify_branching_issues(dungeon_map, builder_info)
while len(problem_builders) > 0:
for name, builder in problem_builders.items():
candidates = find_branching_candidates(builder, neutral_choices, builder_info)
valid, choice, package = False, None, None
while not valid:
if len(candidates) <= 0:
raise GenerationException('Cross Dungeon Builder: Complex branch problems: %s' % name)
choice, package = random.choice(candidates)
candidates.remove((choice, package))
valid = global_pole.is_valid_choice(dungeon_map, builder, choice) and valid_polarized_assignment(builder, choice)
neutral_choices.remove(choice)
for sector in choice:
assign_sector(sector, builder, polarized_sectors, global_pole)
if package:
builder.throne_door, builder.throne_sector, builder.chosen_lobby = package
builder.unfulfilled.clear()
problem_builders = identify_branching_issues(problem_builders, builder_info)
# step 5: assign randomly until gone - must maintain connectedness, neutral polarity, branching, lack, etc.
comb_w_replace = len(dungeon_map) ** len(neutral_choices)
combinations = None
if comb_w_replace <= 1000:
combinations = list(itertools.product(dungeon_map.keys(), repeat=len(neutral_choices)))
random.shuffle(combinations)
tries = 0
while len(polarized_sectors) > 0:
if tries > 1000 or (combinations and tries >= len(combinations)):
raise GenerationException('No valid assignment found. Ref: %s' % next(iter(dungeon_map.keys())))
if combinations:
choices = combinations[tries]
else:
choices = random.choices(list(dungeon_map.keys()), k=len(neutral_choices))
chosen_sectors = defaultdict(list)
for i, choice in enumerate(choices):
chosen_sectors[choice].extend(neutral_choices[i])
all_valid, package_map = True, {}
for name, sector_list in chosen_sectors.items():
flag, package = valid_assignment(dungeon_map[name], sector_list, builder_info)
if not flag:
all_valid = False
break
if package:
package_map[dungeon_map[name]] = package
if all_valid:
for i, choice in enumerate(choices):
builder = dungeon_map[choice]
for sector in neutral_choices[i]:
assign_sector(sector, builder, polarized_sectors, global_pole)
if builder in package_map:
builder.throne_door, builder.throne_sector, builder.chosen_lobby = package_map[builder]
tries += 1
def polarity_step_3(dungeon_map, polarized_sectors, global_pole):
# step 3a: fix odd builders
odd_builders = [x for x in dungeon_map.values() if sum_polarity(x.sectors).charge() % 2 != 0]
grouped_choices: List[List] = find_forced_groupings(polarized_sectors, dungeon_map)
random.shuffle(odd_builders)
odd_candidates = find_odd_sectors(grouped_choices)
tries = 0
while len(odd_builders) > 0:
if tries > 1000:
raise GenerationException('Unable to fix dungeon parity. Ref: %s' % next(iter(odd_builders)).name)
best_choices = None
best_charge = sum([x.polarity().charge() for x in dungeon_map.values()])
samples = 0
combos = ncr(len(odd_candidates), len(odd_builders))
sample_target = 100 if combos > 10 else combos * 2
while best_choices is None or samples < sample_target:
samples += 1
if len(odd_candidates) < len(odd_builders):
raise GenerationException(f'Unable to fix dungeon parity - not enough candidates.'
f' Ref: {next(iter(odd_builders)).name}')
choices = random.sample(odd_candidates, k=len(odd_builders))
valid = global_pole.is_valid_multi_choice(dungeon_map, odd_builders, choices)
charge = calc_total_charge(dungeon_map, odd_builders, choices)
if valid and charge < best_charge:
best_choices = choices
best_charge = charge
if samples > sample_target and best_choices is None:
best_choices = choices
best_charge = charge
samples = 0
all_valid = True
for i, candidate_list in enumerate(best_choices):
test_set = find_forced_connections(dungeon_map, candidate_list, polarized_sectors)
builder = odd_builders[i]
if ensure_test_set_connectedness(test_set, builder, polarized_sectors, dungeon_map, global_pole):
all_valid &= valid_branch_only(builder, candidate_list)
else:
all_valid = False
break
if not all_valid:
break
if all_valid:
for i, candidate_list in enumerate(best_choices):
builder = odd_builders[i]
for sector in candidate_list:
assign_sector(sector, builder, polarized_sectors, global_pole)
odd_builders = [x for x in dungeon_map.values() if sum_polarity(x.sectors).charge() % 2 != 0]
else:
tries += 1
# step 3b: neutralize all builders
parallel_full_neutralization(dungeon_map, polarized_sectors, global_pole)
def parallel_full_neutralization(dungeon_map, polarized_sectors, global_pole):
start = time.process_time()
builders = list(dungeon_map.values())
finished = all([x.polarity().is_neutral() for x in builders])
solution_list, current_depth = defaultdict(list), 1
complete_builders = [x for x in builders if x.polarity().is_neutral()]
avail_sectors = list(polarized_sectors)
while not finished:
builders_to_check = [x for x in builders if not (x.polarity()+sum_polarity(solution_list[x])).is_neutral()]
candidates, last_depth = find_exact_neutralizing_candidates_parallel_db(builders_to_check, solution_list,
avail_sectors, current_depth)
increment_depth = True
any_valid = False
for builder, candidate_list in candidates.items():
valid, sectors = False, None
while not valid:
if len(candidate_list) == 0:
increment_depth = False #need to look again at current level
break
sectors = random.choice(candidate_list)
candidate_list.remove(sectors)
proposal = solution_list.copy()
proposal[builder] = list(proposal[builder])
proposal[builder].extend(sectors)
valid = global_pole.is_valid_multi_choice_2(dungeon_map, builders, proposal)
if valid:
any_valid = True
solution_list[builder].extend(sectors)
for sector in sectors:
avail_sectors.remove(sector)
complete_builders.append(builder)
for other_builder, other_cand_list in candidates.items():
if other_builder not in complete_builders:
candidates_to_remove = list()
for candidate in other_cand_list:
for sector in sectors:
if sector in candidate:
candidates_to_remove.append(candidate)
break
other_cand_list[:] = [x for x in other_cand_list if x not in candidates_to_remove]
# remove sectors from other candidate lists
if not any_valid:
increment_depth = True
current_depth = last_depth + 1 if increment_depth else last_depth
finished = all([(x.polarity()+sum_polarity(solution_list[x])).is_neutral() for x in builders])
logging.getLogger('').info(f'-Balanced solution found in {time.process_time()-start}')
for builder, sectors in solution_list.items():
for sector in sectors:
assign_sector(sector, builder, polarized_sectors, global_pole)
def find_forced_connections(dungeon_map, candidate_list, polarized_sectors):
test_set = list(candidate_list)
other_sectors = [x for x in polarized_sectors if x not in candidate_list]
dungeon_hooks = defaultdict(int)
for name, builder in dungeon_map.items():
d_mag = sum_hook_magnitude(builder.sectors)
for val in Hook:
dungeon_hooks[val] += d_mag[val.value]
queue = deque(candidate_list)
while queue:
candidate = queue.popleft()
c_mag = candidate.hook_magnitude()
other_candidates = [x for x in candidate_list if x != candidate]
for val in Hook:
if c_mag[val.value] > 0:
opp = opposite_h_type(val)
o_val = opp.value
if sum_hook_magnitude(other_candidates)[o_val] == 0 and dungeon_hooks[opp] == 0 and not valid_self(c_mag, val, opp):
forced_sector = []
for sec in other_sectors:
if sec.hook_magnitude()[o_val] > 0:
forced_sector.append(sec)
if len(forced_sector) > 1:
break
if len(forced_sector) == 1:
test_set.append(forced_sector[0])
return test_set
def valid_self(c_mag, val, opp):
if val == Hook.Stairs:
return c_mag[val.value] > 2
else:
return c_mag[opp.value] > 0 and sum(c_mag) > 2
def ensure_test_set_connectedness(test_set, builder, polarized_sectors, dungeon_map, global_pole):
test_copy = list(test_set)
while not valid_connected_assignment(builder, test_copy):
dummy_builder = DungeonBuilder("Dummy Builder for " + builder.name)
dummy_builder.sectors = builder.sectors + test_copy
possibles = [x for x in polarized_sectors if x not in test_copy]
candidates = find_connected_candidates(possibles)
valid, sector = False, None
while not valid:
if len(candidates) == 0:
return False
sector = random.choice(candidates)
candidates.remove(sector)
t2 = test_copy+[sector]
valid = global_pole.is_valid_choice(dungeon_map, builder, t2) and valid_branch_only(builder, t2)
test_copy.append(sector)
dummy_builder.sectors = builder.sectors + test_copy
test_set[:] = test_copy
return True
def calc_total_charge(dungeon_map, builders, sector_lists):
polarity_list = [x.polarity() for x in dungeon_map.values() if x not in builders]
for i, sectors in enumerate(sector_lists):
builder = builders[i]
polarity = builder.polarity() + sum_polarity(sectors)
polarity_list.append(polarity)
return sum([x.charge() for x in polarity_list])
class GlobalPolarity:
def __init__(self, candidate_sectors):
self.positives = [0, 0, 0]
self.negatives = [0, 0, 0]
self.evens = 0
self.odds = 0
for sector in candidate_sectors:
pol = sector.polarity()
if pol.charge() % 2 == 0:
self.evens += 1
else:
self.odds += 1
for slot in PolSlot:
if pol.vector[slot.value] < 0:
self.negatives[slot.value] += -pol.vector[slot.value]
elif pol.vector[slot.value] > 0:
self.positives[slot.value] += pol.vector[slot.value]
def copy(self):
gp = GlobalPolarity([])
gp.positives = self.positives.copy()
gp.negatives = self.negatives.copy()
gp.evens = self.evens
gp.odds = self.odds
return gp
def is_valid(self, dungeon_map):
polarities = [x.polarity() for x in dungeon_map.values()]
return self._check_parity(polarities) and self._is_valid_polarities(polarities)
def _check_parity(self, polarities):
local_evens = 0
local_odds = 0
for pol in polarities:
if pol.charge() % 2 == 0:
local_evens += 1
else:
local_odds += 1
if local_odds > self.odds:
return False
return True
def _is_valid_polarities(self, polarities):
positives = self.positives.copy()
negatives = self.negatives.copy()
for polarity in polarities:
for slot in PolSlot:
if polarity[slot.value] > 0 and slot != PolSlot.Stairs:
if negatives[slot.value] >= polarity[slot.value]:
negatives[slot.value] -= polarity[slot.value]
else:
return False
elif polarity[slot.value] < 0 and slot != PolSlot.Stairs:
if positives[slot.value] >= -polarity[slot.value]:
positives[slot.value] += polarity[slot.value]
else:
return False
elif slot == PolSlot.Stairs:
if positives[slot.value] >= polarity[slot.value]:
positives[slot.value] -= polarity[slot.value]
else:
return False
return True
def consume(self, sector):
polarity = sector.polarity()
if polarity.charge() % 2 == 0:
self.evens -= 1
else:
self.odds -= 1
for slot in PolSlot:
if polarity[slot.value] > 0 and slot != PolSlot.Stairs:
if self.positives[slot.value] >= polarity[slot.value]:
self.positives[slot.value] -= polarity[slot.value]
else:
raise GenerationException('Invalid assignment of %s' % sector.name)
elif polarity[slot.value] < 0 and slot != PolSlot.Stairs:
if self.negatives[slot.value] >= -polarity[slot.value]:
self.negatives[slot.value] += polarity[slot.value]
else:
raise GenerationException('Invalid assignment of %s' % sector.name)
elif slot == PolSlot.Stairs:
if self.positives[slot.value] >= polarity[slot.value]:
self.positives[slot.value] -= polarity[slot.value]
else:
raise GenerationException('Invalid assignment of %s' % sector.name)
def is_valid_choice(self, dungeon_map, builder, sectors):
proposal = self.copy()
non_neutral_polarities = [x.polarity() for x in dungeon_map.values() if not x.polarity().is_neutral() and x != builder]
current_polarity = builder.polarity() + sum_polarity(sectors)
non_neutral_polarities.append(current_polarity)
for sector in sectors:
proposal.consume(sector)
return proposal._check_parity(non_neutral_polarities) and proposal._is_valid_polarities(non_neutral_polarities)
def is_valid_multi_choice(self, dungeon_map, builders, sector_lists):
proposal = self.copy()
non_neutral_polarities = [x.polarity() for x in dungeon_map.values() if not x.polarity().is_neutral()
and x not in builders]
for i, sectors in enumerate(sector_lists):
builder = builders[i]
current_polarity = builder.polarity() + sum_polarity(sectors)
non_neutral_polarities.append(current_polarity)
for sector in sectors:
proposal.consume(sector)
return proposal._check_parity(non_neutral_polarities) and proposal._is_valid_polarities(non_neutral_polarities)
def is_valid_multi_choice_2(self, dungeon_map, builders, sector_dict):
proposal = self.copy()
non_neutral_polarities = [x.polarity() for x in dungeon_map.values() if not x.polarity().is_neutral()
and x not in builders]
for builder, sectors in sector_dict.items():
current_polarity = builder.polarity() + sum_polarity(sectors)
non_neutral_polarities.append(current_polarity)
for sector in sectors:
proposal.consume(sector)
return proposal._check_parity(non_neutral_polarities) and proposal._is_valid_polarities(non_neutral_polarities)
# def check_odd_polarities(self, candidate_sectors, dungeon_map):
# odd_candidates = [x for x in candidate_sectors if x.polarity().charge() % 2 != 0]
# odd_map = {n: x for (n, x) in dungeon_map.items() if sum_polarity(x.sectors).charge() % 2 != 0}
# gp = GlobalPolarity(odd_candidates)
# return gp.is_valid(odd_map)
def find_connection_candidates(mag_needed, sector_pool):
candidates = []
for sector in sector_pool:
if sector.branching_factor() < 2:
continue
mag = sector.magnitude()
matches = False
for slot, match_slot in mag_needed.items():
if mag[slot.value] > 0:
for i in PolSlot:
if i in match_slot and mag[i.value] > 0:
matches = True
break
if matches:
candidates.append(sector)
return candidates
def find_simple_branching_candidates(builder, sector_pool):
candidates = defaultdict(list)
charges = defaultdict(list)
outflow_needed = builder.dead_ends + builder.forced_loops * 2 > builder.branches + builder.allowance
total_needed = builder.dead_ends + builder.forced_loops * 2 - builder.branches + builder.allowance
original_lack = builder.total_conn_lack
best_lack = original_lack
for sector in sector_pool:
if outflow_needed and sector.branching_factor() <= 2:
continue
calc_sector_balance(sector)
ttl_lack = 0
for hook in Hook:
lack = builder.conn_balance[hook] + sector.conn_balance[hook]
if lack < 0:
ttl_lack += -lack
forced_loops = calc_forced_loops(builder.sectors + [sector])
net_outflow = builder.dead_ends + forced_loops * 2 + sector.dead_ends() - builder.branches - builder.allowance - sector.branches()
valid_branches = net_outflow < total_needed
if valid_branches and (ttl_lack < original_lack or original_lack >= 0):
candidates[ttl_lack].append(sector)
charges[ttl_lack].append((builder.polarity()+sector.polarity()).charge())
if ttl_lack < best_lack:
best_lack = ttl_lack
if best_lack == original_lack and not outflow_needed:
raise GenerationException('These candidates may not help at all')
if len(candidates[best_lack]) <= 0:
raise GenerationException('Nothing can fix the simple branching issue. Panic ensues.')
return candidates[best_lack], charges[best_lack]
def calc_sector_balance(sector): # todo: move to base class?
if sector.conn_balance is None:
sector.conn_balance = defaultdict(int)
for door in sector.outstanding_doors:
if door.blocked or door.dead or sector.branching_factor() <= 1:
sector.conn_balance[hook_from_door(door)] -= 1
else:
sector.conn_balance[hanger_from_door(door)] += 1
def find_odd_sectors(grouped_candidates):
return [x for x in grouped_candidates if sum_polarity(x).charge() % 2 != 0]
# This is related to the perfect sum problem in CS
# * Best algorithm so far - db for dynamic programming
# * Keeps track of unique deviations from neutral in the index
# * Another assumption is that solutions that take fewer sector are more ideal
# * When attempting to add depth and there are no more possibilities, this raises an Exception
# * Each depth should be checked before asking for another one
# An alterative approach would be to trim the db after deciding the candidate at the current depth will be
# part of the propsoal
def find_exact_neutralizing_candidates_parallel_db(builders, proposal, avail_sectors, current_depth):
candidate_map = defaultdict(list)
polarity_map = {}
for builder in builders:
polarity_map[builder] = builder.polarity() + sum_polarity(proposal[builder])
finished = False
db, index = create_db_for_depth(current_depth, avail_sectors)
while not finished:
depth_map = db[current_depth]
for builder in builders:
target = polarity_map[builder].complement()
if target in depth_map.keys():
finished = True
candidate_map[builder].extend(depth_map[target].keys())
if finished:
for builder in list(candidate_map.keys()):
try:
candidate_map[builder] = weed_candidates(builder, {0: candidate_map[builder]}, 0)
except NeutralizingException:
del candidate_map[builder]
if len(candidate_map) == 0:
finished = False
if not finished:
current_depth += 1
add_depth_to_db(db, index, current_depth, avail_sectors)
return candidate_map, current_depth
def create_db_for_depth(depth, avail_sectors):
db = {0: {Polarity(): {OrderedFrozenSet(): None}}}
db_index = {Polarity()}
for i in range(1, depth+1):
add_depth_to_db(db, db_index, i, avail_sectors)
return db, db_index
def add_depth_to_db(db, db_index, i, avail_sectors):
previous = db[i-1]
depth_map = defaultdict(dict)
index_additions = set()
for sector in avail_sectors:
sector_set = {sector}
sector_pol = sector.polarity()
for polarity, choices in previous.items():
combo_pol = sector_pol + polarity
if combo_pol not in db_index:
index_additions.add(combo_pol)
for choice in choices:
if sector in choice.frozen_set:
continue
new_set = choice.new_with_element(sector_set)
depth_map[combo_pol][new_set] = None
for addition in index_additions:
if len(depth_map[addition]) > 0:
db_index.add(addition)
else:
del depth_map[addition]
if len(depth_map) == 0:
raise NeutralizingException('There is not a solution for this particular combination. Crystal switch issue?') # restart required
db[i] = depth_map
class OrderedFrozenSet:
def __init__(self):
self.frozen_set = frozenset()
self.order = []
def __eq__(self, other):
return self.frozen_set == other.frozen_set
def __hash__(self):
return hash(self.frozen_set)
def __iter__(self):
return self.order.__iter__()
def __len__(self):
return len(self.order)
def new_with_element(self, elements):
ret = OrderedFrozenSet()
ret.frozen_set = frozenset(self.frozen_set | elements)
ret.order = list(self.order)
ret.order.extend(elements)
return ret
# this could be re-worked for the more complete solution
# i'm not sure it does a whole lot now
def weed_candidates(builder, candidates, best_charge):
official_cand = []
while len(official_cand) == 0:
if len(candidates.keys()) == 0:
raise NeutralizingException('Cross Dungeon Builder: Weeded out all candidates %s' % builder.name)
while best_charge not in candidates.keys():
best_charge += 1
candidate_list = candidates.pop(best_charge)
best_lack = None
for cand in candidate_list:
ttl_deads = 0
ttl_branches = 0
for sector in cand:
calc_sector_balance(sector)
ttl_deads += sector.dead_ends()
ttl_branches += sector.branches()
ttl_lack = 0
ttl_balance = 0
for hook in Hook:
bal = 0
for sector in cand:
bal += sector.conn_balance[hook]
lack = builder.conn_balance[hook] + bal
ttl_balance += lack
if lack < 0:
ttl_lack += -lack
forced_loops = calc_forced_loops(builder.sectors + list(cand))
if ttl_balance >= 0 and builder.dead_ends + ttl_deads + forced_loops * 2 <= builder.branches + ttl_branches + builder.allowance:
if best_lack is None or ttl_lack < best_lack:
best_lack = ttl_lack
official_cand = [cand]
elif ttl_lack == best_lack:
official_cand.append(cand)
# choose from among those that use less
best_len = None
cand_len = []
for cand in official_cand:
size = len(cand)
if best_len is None or size < best_len:
best_len = size
cand_len = [cand]
elif size == best_len:
cand_len.append(cand)
return cand_len
def find_branching_candidates(builder, neutral_choices, builder_info):
candidates = []
for choice in neutral_choices:
resolved, problem_list, package = check_for_valid_layout(builder, choice, builder_info)
if resolved:
candidates.append((choice, package))
return candidates
def find_connected_candidates(sector_pool):
candidates = []
for sector in sector_pool:
if sector.adj_outflow() >= 2:
candidates.append(sector)
return candidates
def neutralize_the_rest(sector_pool):
neutral_choices = []
main_pool = list(sector_pool)
failed_pool = []
r_size = 1
while len(main_pool) > 0 or len(failed_pool) > 0:
if len(main_pool) <= r_size:
main_pool.extend(failed_pool)
failed_pool.clear()
r_size += 1
candidate = random.choice(main_pool)
main_pool.remove(candidate)
if r_size > len(main_pool):
raise GenerationException("Cross Dungeon Builder: no more neutral pairings possible")
combinations = ncr(len(main_pool), r_size)
itr = 0
done = False
while not done:
ttl_polarity = candidate.polarity()
choice_set = kth_combination(itr, main_pool, r_size)
for choice in choice_set:
ttl_polarity += choice.polarity()
if ttl_polarity.is_neutral():
choice_set.append(candidate)
neutral_choices.append(choice_set)
main_pool = [x for x in main_pool if x not in choice_set]
failed_pool = [x for x in failed_pool if x not in choice_set]
done = True
else:
itr += 1
if itr >= combinations:
failed_pool.append(candidate)
done = True
return neutral_choices
# doesn't force a grouping when all in the found_list comes from the same sector
def find_forced_groupings(sector_pool, dungeon_map):
dungeon_hooks = {}
for name, builder in dungeon_map.items():
dungeon_hooks[name] = categorize_groupings(builder.sectors)
groupings = []
queue = deque(sector_pool)
skips = set()
while len(queue) > 0:
grouping = queue.popleft()
is_list = isinstance(grouping, List)
if not is_list and grouping in skips:
continue
grouping = grouping if is_list else [grouping]
hook_categories = categorize_groupings(grouping)
force_found = False
for val in Hook:
if val in hook_categories.keys():
required_doors, flexible_doors = hook_categories[val]
if len(required_doors) >= 1:
opp = opposite_h_type(val)
found_list = []
if opp in hook_categories.keys() and len(hook_categories[opp][1]) > 0:
found_list.extend(hook_categories[opp][1])
for name, hooks in dungeon_hooks.items():
if opp in hooks.keys() and len(hooks[opp][1]) > 0:
found_list.extend(hooks[opp][1])
other_sectors = [x for x in sector_pool if x not in grouping]
other_sector_cats = categorize_groupings(other_sectors)
if opp in other_sector_cats.keys() and len(other_sector_cats[opp][1]) > 0:
found_list.extend(other_sector_cats[opp][1])
if len(required_doors) == len(found_list):
forced_sectors = []
for sec in other_sectors:
cats = categorize_groupings([sec])
if opp in cats.keys() and len(cats[opp][1]) > 0:
forced_sectors.append(sec)
if len(forced_sectors) > 0:
grouping.extend(forced_sectors)
skips.update(forced_sectors)
merge_groups = []
for group in groupings:
for sector in group:
if sector in forced_sectors:
merge_groups.append(group)
for merge in merge_groups:
grouping = list(set(grouping).union(set(merge)))
groupings.remove(merge)
queue.append(grouping)
force_found = True
elif len(flexible_doors) == 1:
opp = opposite_h_type(val)
found_list = []
if opp in hook_categories.keys() and (len(hook_categories[opp][0]) > 0 or len(hook_categories[opp][1]) > 0):
found_list.extend(hook_categories[opp][0])
found_list.extend([x for x in hook_categories[opp][1] if x not in flexible_doors])
for name, hooks in dungeon_hooks.items():
if opp in hooks.keys() and (len(hooks[opp][0]) > 0 or len(hooks[opp][1]) > 0):
found_list.extend(hooks[opp][0])
found_list.extend(hooks[opp][1])
other_sectors = [x for x in sector_pool if x not in grouping]
other_sector_cats = categorize_groupings(other_sectors)
if opp in other_sector_cats.keys() and (len(other_sector_cats[opp][0]) > 0 or len(other_sector_cats[opp][1]) > 0):
found_list.extend(other_sector_cats[opp][0])
found_list.extend(other_sector_cats[opp][1])
if len(found_list) == 1:
forced_sectors = []
for sec in other_sectors:
cats = categorize_groupings([sec])
if opp in cats.keys() and (len(cats[opp][0]) > 0 or len(cats[opp][1]) > 0):
forced_sectors.append(sec)
if len(forced_sectors) > 0:
grouping.extend(forced_sectors)
skips.update(forced_sectors)
merge_groups = []
for group in groupings:
for sector in group:
if sector in forced_sectors:
merge_groups.append(group)
for merge in merge_groups:
grouping += merge
groupings.remove(merge)
queue.append(grouping)
force_found = True
if force_found:
break
if not force_found:
groupings.append(grouping)
return groupings
def categorize_groupings(sectors):
hook_categories = {}
for sector in sectors:
for door in sector.outstanding_doors:
hook = hook_from_door(door)
if hook not in hook_categories.keys():
hook_categories[hook] = ([], [])
if door.blocked or door.dead:
hook_categories[hook][0].append(door)
else:
hook_categories[hook][1].append(door)
return hook_categories
def valid_assignment(builder, sector_list, builder_info):
if not valid_entrance(builder, sector_list, builder_info):
return False, None
if not valid_c_switch(builder, sector_list):
return False, None
if not valid_polarized_assignment(builder, sector_list):
return False, None
resolved, problems, package = check_for_valid_layout(builder, sector_list, builder_info)
return resolved, package
def valid_entrance(builder, sector_list, builder_info):
is_dead_end = False
if len(builder.sectors) == 0:
is_dead_end = True
else:
entrances, splits, c_tuple, world, player = builder_info
if builder.name not in entrances.keys():
name_parts = builder.name.rsplit(' ', 1)
entrance_list = splits[name_parts[0]][name_parts[1]]
entrances = []
for sector in builder.sectors:
if sector.is_entrance_sector():
sector.region_set()
entrances.append(sector)
all_dead = True
for sector in entrances:
for region in entrance_list:
if region in sector.region_set():
portal = next((x for x in world.dungeon_portals[player] if x.door.entrance.parent_region.name == region), None)
if portal and not portal.deadEnd:
all_dead = False
break
if not all_dead:
break
is_dead_end = all_dead
return len(sector_list) == 0 if is_dead_end else True
def valid_c_switch(builder, sector_list):
if builder.c_switch_present:
return True
for sector in sector_list:
if sector.c_switch:
return True
if builder.c_switch_required:
return False
for sector in sector_list:
if sector.blue_barrier:
return False
return True
def valid_connected_assignment(builder, sector_list):
full_list = sector_list + builder.sectors
if len(full_list) == 1 and sum_magnitude(full_list) == [0, 0, 0]:
return True
for sector in full_list:
if sector.is_entrance_sector():
continue
others = [x for x in full_list if x != sector]
other_mag = sum_magnitude(others)
sector_mag = sector.magnitude()
hookable = False
for i in range(len(sector_mag)):
if sector_mag[i] > 0 and other_mag[i] > 0:
hookable = True
if not hookable:
return False
return True
def valid_branch_assignment(builder, sector_list):
if not valid_connected_assignment(builder, sector_list):
return False
return valid_branch_only(builder, sector_list)
def valid_branch_only(builder, sector_list):
forced_loops = calc_forced_loops(builder.sectors + sector_list)
ttl_deads = 0
ttl_branches = 0
for s in sector_list:
# calc_sector_balance(sector) # do I want to check lack here? see weed_candidates
ttl_deads += s.dead_ends()
ttl_branches += s.branches()
return builder.dead_ends + ttl_deads + forced_loops * 2 <= builder.branches + ttl_branches + builder.allowance
def valid_polarized_assignment(builder, sector_list):
if not valid_branch_assignment(builder, sector_list):
return False
return (sum_polarity(sector_list) + sum_polarity(builder.sectors)).is_neutral()
def assign_the_rest(dungeon_map, neutral_sectors, global_pole, builder_info):
comb_w_replace = len(dungeon_map) ** len(neutral_sectors)
combinations = None
if comb_w_replace <= 1000:
combinations = list(itertools.product(dungeon_map.keys(), repeat=len(neutral_sectors)))
random.shuffle(combinations)
tries = 0
while len(neutral_sectors) > 0:
if tries > 1000 or (combinations and tries >= len(combinations)):
raise GenerationException('No valid assignment found for "neutral" sectors. Ref: %s' % next(iter(dungeon_map.keys())))
# sector_list = list(neutral_sectors)
if combinations:
choices = combinations[tries]
else:
choices = random.choices(list(dungeon_map.keys()), k=len(neutral_sectors))
neutral_sector_list = list(neutral_sectors)
chosen_sectors = defaultdict(list)
for i, choice in enumerate(choices):
chosen_sectors[choice].append(neutral_sector_list[i])
all_valid, package_map = True, {}
for name, sector_list in chosen_sectors.items():
flag, package = valid_assignment(dungeon_map[name], sector_list, builder_info)
if not flag:
all_valid = False
break
if package:
package_map[dungeon_map[name]] = package
if all_valid:
for name, sector_list in chosen_sectors.items():
builder = dungeon_map[name]
for sector in sector_list:
assign_sector(sector, builder, neutral_sectors, global_pole)
if builder in package_map:
builder.throne_door, builder.throne_sector, builder.chosen_lobby = package_map[builder]
tries += 1
def split_dungeon_builder(builder, split_list, builder_info):
ents, splits, c_tuple, world, player = builder_info
if builder.split_dungeon_map and len(builder.exception_list) == 0:
for name, proposal in builder.valid_proposal.items():
builder.split_dungeon_map[name].valid_proposal = proposal
if builder.name == 'Hyrule Castle':
builder.chosen_lobby.outstanding_doors.remove(builder.throne_door)
builder.throne_sector.outstanding_doors.remove(world.get_door('Hyrule Castle Throne Room N', player))
return builder.split_dungeon_map # we made this earlier in gen, just use it
attempts, comb_w_replace, merge_attempt, merge_limit = 0, None, 0, len(split_list) - 1
while attempts < 5: # does not solve coin flips 3% of the time
try:
candidate_sectors = dict.fromkeys(builder.sectors)
if builder.name == 'Hyrule Castle':
throne_sector = find_sector('Hyrule Castle Throne Room', candidate_sectors)
chosen_lobbies = {r_name for x in split_list.values() for r_name in x}
choices = {}
for sector in candidate_sectors:
if sector.adj_outflow() > 1 and sector != throne_sector:
for door in sector.outstanding_doors:
if door.direction == Direction.South and door.entrance.parent_region not in chosen_lobbies:
choices[door] = sector
chosen_door = random.choice(list(choices.keys()))
split_list['Sewers'].append(chosen_door.entrance.parent_region.name)
choices[chosen_door].outstanding_doors.remove(chosen_door)
builder.throne_door = chosen_door
builder.throne_sector = throne_sector
builder.chosen_lobby = choices[chosen_door]
throne_sector.outstanding_doors.remove(world.get_door('Hyrule Castle Throne Room N', player))
global_pole = GlobalPolarity(candidate_sectors)
dungeon_map, sub_builder, merge_keys = {}, None, []
if merge_attempt > 0:
candidates = []
for name, split_entrances in split_list.items():
if len(split_entrances) > 1:
candidates.append(name)
continue
elif len(split_entrances) <= 0:
continue
r_name = split_entrances[0]
p = next((x for x in world.dungeon_portals[player] if x.door.entrance.parent_region.name == r_name), None)
if p and not p.deadEnd:
candidates.append(name)
merge_keys = random.sample(candidates, merge_attempt+1) if len(candidates) >= merge_attempt+1 else []
for name, split_entrances in split_list.items():
key = builder.name + ' ' + name
if merge_keys and name in merge_keys:
other_keys = [builder.name + ' ' + x for x in merge_keys if x != name]
other_key = next((x for x in other_keys if x in dungeon_map), None)
if other_key:
key = other_key
sub_builder = dungeon_map[other_key]
sub_builder.all_entrances.extend(split_entrances)
if key not in dungeon_map:
dungeon_map[key] = sub_builder = DungeonBuilder(key)
sub_builder.split_flag = True
sub_builder.all_entrances = list(split_entrances)
for r_name in split_entrances:
assign_sector(find_sector(r_name, candidate_sectors), sub_builder, candidate_sectors, global_pole)
if builder.name == 'Hyrule Castle':
assign_sector(find_sector('Hyrule Castle Throne Room', candidate_sectors),
dungeon_map['Hyrule Castle Dungeon'], candidate_sectors, global_pole)
assign_sector(find_sector('Hyrule Dungeon Cellblock', candidate_sectors),
dungeon_map['Hyrule Castle Dungeon'], candidate_sectors, global_pole)
dungeon_map['Hyrule Castle Dungeon'].throne_door = world.get_door('Hyrule Castle Throne Room N', player)
dungeon_map['Hyrule Castle Sewers'].sewers_access = builder.throne_door
if len(candidate_sectors) == 0:
return dungeon_map
comb_w_replace = len(dungeon_map) ** len(candidate_sectors)
return balance_split(candidate_sectors, dungeon_map, global_pole, builder_info)
except (GenerationException, NeutralizingException):
if comb_w_replace and comb_w_replace <= 10000 and not builder.throne_door:
attempts += 5 # all the combinations were tried already, no use repeating
else:
attempts += 1
if builder.throne_door:
previous = find_sector(builder.throne_door.entrance.parent_region.name, builder.sectors)
previous.outstanding_doors.append(builder.throne_door)
builder.throne_sector.outstanding_doors.append(world.get_door('Hyrule Castle Throne Room N', player))
split_list['Sewers'].remove(builder.throne_door.entrance.parent_region.name)
builder.throne_door = None
if attempts >= 5 and merge_attempt < merge_limit and builder.name != 'Hyrule Castle':
merge_attempt, attempts = merge_attempt + 1, 0
raise GenerationException('Unable to resolve in 5 attempts')
def balance_split(candidate_sectors, dungeon_map, global_pole, builder_info):
dungeon_entrances, split_dungeon_entrances, connections_tuple, world, player = builder_info
for name, builder in dungeon_map.items():
calc_allowance_and_dead_ends(builder, connections_tuple, world, player)
comb_w_replace = len(dungeon_map) ** len(candidate_sectors)
if comb_w_replace <= 10000:
combinations = list(itertools.product(dungeon_map.keys(), repeat=len(candidate_sectors)))
random.shuffle(combinations)
tries = 0
while tries < len(combinations):
choices = combinations[tries]
main_sector_list = list(candidate_sectors)
chosen_sectors = defaultdict(list)
for i, choice in enumerate(choices):
chosen_sectors[choice].append(main_sector_list[i])
all_valid, package_map = True, {}
for name, builder in dungeon_map.items():
flag, package = valid_assignment(builder, chosen_sectors[name], builder_info)
if not flag:
all_valid = False
break
if package:
package_map[builder] = package
if all_valid:
for name, sector_list in chosen_sectors.items():
builder = dungeon_map[name]
for sector in sector_list:
assign_sector(sector, builder, candidate_sectors, global_pole)
if builder in package_map:
builder.throne_door, builder.throne_sector, builder.chosen_lobby = package_map[builder]
return dungeon_map
tries += 1
raise GenerationException('Split Dungeon Builder: Impossible dungeon. Ref %s' % next(iter(dungeon_map.keys())))
# categorize sectors
check_for_forced_dead_ends(dungeon_map, candidate_sectors, global_pole)
check_for_forced_assignments(dungeon_map, candidate_sectors, global_pole)
check_for_forced_crystal(dungeon_map, candidate_sectors, global_pole)
crystal_switches, crystal_barriers, neutral_sectors, polarized_sectors = categorize_sectors(candidate_sectors)
leftover = assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barriers,
global_pole, len(crystal_barriers) > 0)
ensure_crystal_switches_reachable(dungeon_map, leftover, polarized_sectors, crystal_barriers, global_pole)
for sector in leftover:
if sector.polarity().is_neutral():
neutral_sectors[sector] = None
else:
polarized_sectors[sector] = None
# blue barriers
assign_crystal_barrier_sectors(dungeon_map, crystal_barriers, global_pole)
# polarity:
assign_polarized_sectors(dungeon_map, polarized_sectors, global_pole, builder_info)
# the rest
assign_the_rest(dungeon_map, neutral_sectors, global_pole, builder_info)
return dungeon_map
def check_for_forced_dead_ends(dungeon_map, candidate_sectors, global_pole):
dead_end_sectors = [x for x in candidate_sectors if x.branching_factor() <= 1]
other_sectors = [x for x in candidate_sectors if x not in dead_end_sectors]
for name, builder in dungeon_map.items():
other_sectors += builder.sectors
other_magnitude = sum_hook_magnitude(other_sectors)
dead_cnt = [0] * len(Hook)
for sector in dead_end_sectors:
hook_mag = sector.hook_magnitude()
for hook in Hook:
if hook_mag[hook.value] != 0:
dead_cnt[hook.value] += 1
for hook in Hook:
opp = opposite_h_type(hook).value
if dead_cnt[hook.value] > other_magnitude[opp]:
raise GenerationException('Impossible to satisfy all these dead ends')
elif dead_cnt[hook.value] == other_magnitude[opp]:
candidates = [x for x in dead_end_sectors if x.hook_magnitude()[hook.value] > 0]
for sector in other_sectors:
if sector.hook_magnitude()[opp] > 0 and sector.is_entrance_sector() and sector.branching_factor() == 2:
builder = None
for b in dungeon_map.values():
if sector in b.sectors:
builder = b
break
valid, candidate_sector = False, None
while not valid:
if len(candidates) == 0:
raise GenerationException('Split Dungeon Builder: Bad dead end %s' % builder.name)
candidate_sector = random.choice(candidates)
candidates.remove(candidate_sector)
valid = global_pole.is_valid_choice(dungeon_map, builder, [candidate_sector]) and check_crystal(candidate_sector, sector)
assign_sector(candidate_sector, builder, candidate_sectors, global_pole)
builder.c_locked = True
def check_crystal(dead_end, entrance):
if dead_end.blue_barrier and not entrance.c_switch and not dead_end.c_switch:
return False
if entrance.blue_barrier and not entrance.c_switch and not dead_end.c_switch:
return False
return True
def check_for_forced_assignments(dungeon_map, candidate_sectors, global_pole):
done = False
while not done:
done = True
magnitude = sum_hook_magnitude(candidate_sectors)
dungeon_hooks = {}
for name, builder in dungeon_map.items():
dungeon_hooks[name] = sum_hook_magnitude(builder.sectors)
for val in Hook:
if magnitude[val.value] == 1:
forced_sector = None
for sec in candidate_sectors:
if sec.hook_magnitude()[val.value] > 0:
forced_sector = sec
break
opp = opposite_h_type(val).value
other_sectors = [x for x in candidate_sectors if x != forced_sector]
if sum_hook_magnitude(other_sectors)[opp] == 0:
found_hooks = []
for name, hooks in dungeon_hooks.items():
if hooks[opp] > 0 and not dungeon_map[name].c_locked:
found_hooks.append(name)
if len(found_hooks) == 1:
done = False
assign_sector(forced_sector, dungeon_map[found_hooks[0]], candidate_sectors, global_pole)
def check_for_forced_crystal(dungeon_map, candidate_sectors, global_pole):
for name, builder in dungeon_map.items():
if check_for_forced_crystal_single(builder, candidate_sectors):
builder.c_switch_required = True
def check_for_forced_crystal_single(builder, candidate_sectors):
builder_doors = defaultdict(dict)
for sector in builder.sectors:
for door in sector.outstanding_doors:
builder_doors[hook_from_door(door)][door] = sector
if len(builder_doors) == 0:
return False
candidate_doors = defaultdict(dict)
for sector in candidate_sectors:
for door in sector.outstanding_doors:
candidate_doors[hook_from_door(door)][door] = sector
for hook in builder_doors.keys():
for door in builder_doors[hook].keys():
opp = opposite_h_type(hook)
if opp in builder_doors.keys():
for d, sector in builder_doors[opp].items():
if d != door and (not sector.blue_barrier or sector.c_switch):
return False
for d, sector in candidate_doors[opp].items():
if not sector.blue_barrier or sector.c_switch:
return False
return True
def categorize_sectors(candidate_sectors):
crystal_switches = {}
crystal_barriers = {}
polarized_sectors = {}
neutral_sectors = {}
for sector in candidate_sectors:
if sector.c_switch:
crystal_switches[sector] = None
elif sector.blue_barrier:
crystal_barriers[sector] = None
elif sector.polarity().is_neutral():
neutral_sectors[sector] = None
else:
polarized_sectors[sector] = None
return crystal_switches, crystal_barriers, neutral_sectors, polarized_sectors
class NeutralizingException(Exception):
pass
class GenerationException(Exception):
pass
class DoorEquation:
def __init__(self, door):
self.door = door
self.cost = None, None
self.benefit = defaultdict(list)
self.required = False
self.access_id = None
self.c_switch = False
self.crystal_blocked = {}
self.entrance_flag = False
def copy(self):
eq = DoorEquation(self.door)
eq.cost = self.cost
for key, doors in self.benefit.items():
eq.benefit[key] = doors.copy()
eq.required = self.required
eq.c_switch = self.c_switch
eq.crystal_blocked = self.crystal_blocked.copy()
return eq
def total_cost(self):
return 0 if self.cost[0] is None else 1
def gross(self, current_access):
key, cost_door = self.cost
if key is None:
# todo: could just be Orange as well (multiple entrance case)
crystal_access = current_access.access_door[None]
else:
crystal_access = None
for match_door, crystal in current_access.outstanding_doors.items():
if hook_from_door(match_door) == key:
if crystal_access is None or current_access._better_crystal(crystal_access, crystal):
crystal_access = crystal
ttl = 0
for key, door_list in self.benefit.items():
for door in door_list:
if door in current_access.outstanding_doors.keys() or door in current_access.proposed_connections.keys():
continue
if door in self.crystal_blocked.keys() and not self.c_switch:
if crystal_access == CrystalBarrier.Either or crystal_access == self.crystal_blocked[door]:
ttl += 1
else:
ttl += 1
return ttl
def profit(self, current_access):
return self.gross(current_access) - self.total_cost()
def neutral(self):
key, door = self.cost
if key is not None and len(self.benefit[key]) <= 0:
return False
return True
def neutral_profit(self):
key, door = self.cost
if key is not None:
if len(self.benefit[key]) < 1:
return False
if len(self.benefit[key]) > 1:
return True
return False
else:
return True
def can_cover_cost(self, current_access):
key, door = self.cost
if key is not None and current_access[key] < 1:
return False
return True
class DungeonAccess:
def __init__(self):
self.access = defaultdict(int)
self.door_access = {} # door -> crystal
self.door_sector_map = {} # door -> original sector
self.outstanding_doors = {}
self.blocked_doors = {}
self.door_access[None] = CrystalBarrier.Orange
self.proposed_connections = {}
self.reached_doors = set()
def can_cover_equation(self, equation):
key, door = equation.cost
if key is None:
return True
return self.access[key] >= 1
def can_pay(self, key):
if key is None:
return True
return self.access[key] >= 1
def adjust_for_equation(self, equation, sector):
if equation.cost[0] is None:
original_crystal = self.door_access[None]
for key, door_list in equation.benefit.items():
self.access[key] += len(door_list)
for door in door_list:
# I can't think of an entrance sector that forces blue
crystal_state = CrystalBarrier.Either if equation.c_switch else original_crystal
if crystal_state == CrystalBarrier.Either:
self.door_access[None] = CrystalBarrier.Either
self.door_access[door] = crystal_state
self.door_sector_map[door] = sector
self.outstanding_doors[door] = crystal_state
self.reached_doors.add(door)
else:
key, door = equation.cost
self.access[key] -= 1
# find the a matching connection
best_door, best_crystal = None, None
for match_door, crystal in self.outstanding_doors.items():
if hook_from_door(match_door) == key:
if best_door is None or self._better_crystal(best_crystal, crystal):
best_door = match_door
best_crystal = crystal
if best_door is None:
raise Exception('Something went terribly wrong I think')
# for match_door, crystal in self.blocked_doors.items():
# if hook_from_door(match_door) == key:
# if best_door is None or self._better_crystal(best_crystal, crystal):
# best_door = match_door
# best_crystal = crystal
self.door_sector_map[door] = sector
self.door_access[door] = best_crystal
self.reached_doors.add(door)
self.proposed_connections[door] = best_door
self.proposed_connections[best_door] = door
if best_door in self.outstanding_doors.keys():
del self.outstanding_doors[best_door]
elif best_door in self.blocked_doors.keys():
del self.blocked_doors[best_door]
self.reached_doors.add(best_door)
# todo: backpropagate crystal access
if equation.c_switch or best_crystal == CrystalBarrier.Either:
# if not equation.door.blocked:
self.door_access[door] = CrystalBarrier.Either
self.door_access[best_door] = CrystalBarrier.Either
queue = deque([best_door, door])
visited = set()
while len(queue) > 0:
next_door = queue.popleft()
visited.add(next_door)
curr_sector = self.door_sector_map[next_door]
next_eq = None
for eq in curr_sector.equations:
if eq.door == next_door:
next_eq = eq
break
if next_eq.entrance_flag:
crystal_state = self.door_access[next_door]
self.door_access[None] = crystal_state
for eq in curr_sector.equations:
cand_door = eq.door
crystal_state = self.door_access[None]
if cand_door in next_eq.crystal_blocked.keys():
crystal_state = next_eq.crystal_blocked[cand_door]
if cand_door not in visited:
self.door_access[cand_door] = crystal_state
if not cand_door.blocked:
if cand_door in self.outstanding_doors.keys():
self.outstanding_doors[cand_door] = crystal_state
if cand_door in self.proposed_connections.keys():
partner_door = self.proposed_connections[cand_door]
self.door_access[partner_door] = crystal_state
if partner_door in self.outstanding_doors.keys():
self.outstanding_doors[partner_door] = crystal_state
if partner_door not in visited:
queue.append(partner_door)
else:
for key, door_list in next_eq.benefit.items():
for cand_door in door_list:
crystal_state = self.door_access[next_door]
if cand_door in next_eq.crystal_blocked.keys():
crystal_state = next_eq.crystal_blocked[cand_door]
if cand_door in self.blocked_doors.keys():
needed_crystal = self.blocked_doors[cand_door]
if meets_crystal_requirment(crystal_state, needed_crystal):
del self.blocked_doors[cand_door]
if cand_door != door:
self.access[key] += 1
self.outstanding_doors[cand_door] = crystal_state
self.door_access[cand_door] = crystal_state
self.reached_doors.add(cand_door)
if cand_door not in visited:
self.door_access[cand_door] = crystal_state
if not cand_door.blocked:
if cand_door in self.outstanding_doors.keys():
self.outstanding_doors[cand_door] = crystal_state
if cand_door in self.proposed_connections.keys():
partner_door = self.proposed_connections[cand_door]
self.door_access[partner_door] = crystal_state
if partner_door in self.outstanding_doors.keys():
self.outstanding_doors[partner_door] = crystal_state
queue.append(cand_door)
queue.append(partner_door)
for key, door_list in equation.benefit.items():
for door in door_list:
crystal_access = self.door_access[best_door]
can_access = True
if door in equation.crystal_blocked.keys():
if crystal_access == CrystalBarrier.Either or crystal_access == equation.crystal_blocked[door]:
crystal_access = equation.crystal_blocked[door]
else:
self.blocked_doors[door] = equation.crystal_blocked[door]
can_access = False
self.door_sector_map[door] = sector
if can_access and door not in self.reached_doors:
self.access[key] += 1
self.door_access[door] = crystal_access
self.outstanding_doors[door] = crystal_access
self.reached_doors.add(door)
def _better_crystal(self, current_champ, contender):
if current_champ == CrystalBarrier.Either:
return False
elif contender == CrystalBarrier.Either:
return True
elif current_champ == CrystalBarrier.Blue:
return False
elif contender == CrystalBarrier.Blue:
return True
else:
return False
def identify_branching_issues(dungeon_map, builder_info):
unconnected_builders = {}
for name, builder in dungeon_map.items():
resolved, unreached_doors, package = check_for_valid_layout(builder, [], builder_info)
if not resolved:
unconnected_builders[name] = builder
for hook, door_list in unreached_doors.items():
builder.unfulfilled[hook] += len(door_list)
elif package:
builder.throne_door, builder.throne_sector, builder.chosen_lobby = package
return unconnected_builders
def check_for_valid_layout(builder, sector_list, builder_info):
dungeon_entrances, split_dungeon_entrances, c_tuple, world, player = builder_info
if builder.name in split_dungeon_entrances.keys():
try:
temp_builder = DungeonBuilder(builder.name)
for s in sector_list + builder.sectors:
assign_sector_helper(s, temp_builder)
split_list = split_dungeon_entrances[builder.name]
builder.split_dungeon_map = split_dungeon_builder(temp_builder, split_list, builder_info)
builder.valid_proposal = {}
possible_regions = set()
for portal in world.dungeon_portals[player]:
if not portal.destination and portal.name in dungeon_portals[builder.name]:
possible_regions.add(portal.door.entrance.parent_region.name)
if builder.name in dungeon_drops.keys() and (builder.name != 'Hyrule Castle'
or world.mode[player] != 'standard'):
possible_regions.update(dungeon_drops[builder.name])
independents = find_independent_entrances(possible_regions, world, player)
for name, split_build in builder.split_dungeon_map.items():
name_bits = name.split(" ")
orig_name = " ".join(name_bits[:-1])
entrance_regions = split_dungeon_entrances[orig_name][name_bits[-1]]
# todo: this is hardcoded information for random entrances
for sector in split_build.sectors:
match_set = set(sector.region_set()).intersection(possible_regions)
if len(match_set) > 0:
for r_name in match_set:
if r_name not in entrance_regions:
entrance_regions.append(r_name)
# entrance_regions = [x for x in entrance_regions if x not in split_check_entrance_invalid]
split = any(x for x in independents if x not in entrance_regions)
proposal = generate_dungeon_find_proposal(split_build, entrance_regions, split, world, player)
# record split proposals
builder.valid_proposal[name] = proposal
package = None
if temp_builder.name == 'Hyrule Castle':
temp_builder.chosen_lobby.outstanding_doors.append(temp_builder.throne_door)
temp_builder.throne_sector.outstanding_doors.append(world.get_door('Hyrule Castle Throne Room N', player))
package = temp_builder.throne_door, temp_builder.throne_sector, temp_builder.chosen_lobby
split_list['Sewers'].remove(temp_builder.throne_door.entrance.parent_region.name)
builder.exception_list = list(sector_list)
return True, {}, package
except (GenerationException, NeutralizingException, OtherGenException) as e:
logging.getLogger('').debug(f'Bailing on this layout for {builder.name}', exc_info=1)
builder.split_dungeon_map = None
builder.valid_proposal = None
if temp_builder.name == 'Hyrule Castle' and temp_builder.throne_door:
temp_builder.chosen_lobby.outstanding_doors.append(temp_builder.throne_door)
temp_builder.throne_sector.outstanding_doors.append(world.get_door('Hyrule Castle Throne Room N', player))
old_entrance = temp_builder.throne_door.entrance.parent_region.name
split_dungeon_entrances[builder.name]['Sewers'].remove(old_entrance)
unreached_doors = resolve_equations(builder, sector_list)
return False, unreached_doors, None
else:
unreached_doors = resolve_equations(builder, sector_list)
return len(unreached_doors) == 0, unreached_doors, None
def find_independent_entrances(entrance_regions, world, player):
independents = set()
for region in entrance_regions:
portal = next((x for x in world.dungeon_portals[player] if x.door.entrance.parent_region.name == region), None)
if portal:
if portal.destination:
continue
elif len(entrance_regions) > 1:
p_region = portal.door.entrance.connected_region
access_region = next(x.parent_region for x in p_region.entrances
if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld])
if access_region.name in world.inaccessible_regions[player]:
continue
else:
r = world.get_region(region, player)
access_region = next(x.parent_region for x in r.entrances
if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld]
or x.parent_region.name == 'Sewer Drop')
if access_region.name == 'Sewer Drop':
access_region = next(x.parent_region for x in access_region.entrances)
if access_region.name in world.inaccessible_regions[player]:
continue
independents.add(region)
return independents
def resolve_equations(builder, sector_list):
unreached_doors = defaultdict(list)
equations = {x: y for x, y in copy_door_equations(builder, sector_list).items() if len(y) > 0}
current_access = {}
sector_split = {} # those sectors that belong to a certain sector
if builder.name in split_region_starts.keys():
for name, region_list in split_region_starts[builder.name].items():
current_access[name] = DungeonAccess()
for r_name in region_list:
sector = find_sector(r_name, builder.sectors)
sector_split[sector] = name
else:
current_access[builder.name] = DungeonAccess()
# resolve all that provide more access
free_sector, eq_list, free_eq = find_free_equation(equations)
while free_eq is not None:
if free_sector in sector_split.keys():
access_id = sector_split[free_sector]
access = current_access[access_id]
else:
access_id = next(iter(current_access.keys()))
access = current_access[access_id]
resolve_equation(free_eq, eq_list, free_sector, access_id, access, equations)
free_sector, eq_list, free_eq = find_free_equation(equations)
while len(equations) > 0:
valid_access = next_access(current_access)
eq, eq_list, sector, access, access_id = None, None, None, None, None
if len(valid_access) == 1:
access_id, access = valid_access[0]
eq, eq_list, sector = find_priority_equation(equations, access_id, access)
elif len(valid_access) > 1:
access_id, access = valid_access[0]
eq, eq_list, sector = find_greedy_equation(equations, access_id, access, sector_split)
if eq:
resolve_equation(eq, eq_list, sector, access_id, access, equations)
else:
for sector, eq_list in equations.items():
for eq in eq_list:
unreached_doors[hook_from_door(eq.door)].append(eq.door)
return unreached_doors
valid_access = next_access(current_access)
for access_id, dungeon_access in valid_access:
access = dungeon_access.access
access[Hook.Stairs] = access[Hook.Stairs] % 2
ns_leftover = min(access[Hook.North], access[Hook.South])
access[Hook.North] -= ns_leftover
access[Hook.South] -= ns_leftover
ew_leftover = min(access[Hook.West], access[Hook.East])
access[Hook.East] -= ew_leftover
access[Hook.West] -= ew_leftover
if sum(access.values()) > 0:
for hook, num in access.items():
for i in range(num):
unreached_doors[hook].append('placeholder')
return unreached_doors
def next_access(current_access):
valid_ones = [(x, y) for x, y in current_access.items() if sum(y.access.values()) > 0]
valid_ones.sort(key=lambda x: sum(x[1].access.values()))
return valid_ones
# an equations with no change to access (check)
# the highest benefit equations, that can be paid for (check)
# 0-benefit required transforms
# 0-benefit transforms (how to pick between these?)
# negative benefit transforms (dead end)
def find_priority_equation(equations, access_id, current_access):
flex = calc_flex(equations, current_access)
required = calc_required(equations, current_access)
wanted_candidates = []
best_profit = None
all_candidates = []
local_profit_map = {}
for sector, eq_list in equations.items():
eq_list.sort(key=lambda eq: eq.profit(current_access), reverse=True)
best_local_profit = None
for eq in eq_list:
profit = eq.profit(current_access)
if current_access.can_cover_equation(eq) and (eq.access_id is None or eq.access_id == access_id):
# if eq.neutral_profit() or eq.neutral():
# return eq, eq_list, sector # don't need to compare - just use it now
if best_local_profit is None or profit > best_local_profit:
best_local_profit = profit
all_candidates.append((eq, eq_list, sector))
elif (best_profit is None or profit >= best_profit) and profit > 0:
if best_profit is None or profit > best_profit:
wanted_candidates = [eq]
best_profit = profit
else:
wanted_candidates.append(eq)
local_profit_map[sector] = best_local_profit
filtered_candidates = filter_requirements(all_candidates, equations, required, current_access)
filtered_candidates = [x for x in filtered_candidates if x[0].gross(current_access) > 0]
if len(filtered_candidates) == 0:
filtered_candidates = all_candidates # probably bad things
if len(filtered_candidates) == 0:
return None, None, None # can't pay for anything
if len(filtered_candidates) == 1:
return filtered_candidates[0]
neutral_candidates = [x for x in filtered_candidates if (x[0].neutral_profit() or x[0].neutral()) and x[0].profit(current_access) == local_profit_map[x[2]]]
if len(neutral_candidates) == 0:
neutral_candidates = filtered_candidates
if len(neutral_candidates) == 1:
return neutral_candidates[0]
filtered_candidates = filter_requirements(neutral_candidates, equations, required, current_access)
if len(filtered_candidates) == 0:
filtered_candidates = neutral_candidates
if len(filtered_candidates) == 1:
return filtered_candidates[0]
triplet_candidates = []
best_profit = None
for eq, eq_list, sector in filtered_candidates:
profit = eq.profit(current_access)
if best_profit is None or profit >= best_profit:
if best_profit is None or profit > best_profit:
triplet_candidates = [(eq, eq_list, sector)]
best_profit = profit
else:
triplet_candidates.append((eq, eq_list, sector))
filtered_candidates = filter_requirements(triplet_candidates, equations, required, current_access)
if len(filtered_candidates) == 0:
filtered_candidates = triplet_candidates
if len(filtered_candidates) == 1:
return filtered_candidates[0]
required_candidates = [x for x in filtered_candidates if x[0].required]
if len(required_candidates) == 0:
required_candidates = filtered_candidates
if len(required_candidates) == 1:
return required_candidates[0]
c_switch_candidates = [x for x in required_candidates if x[0].c_switch]
if len(c_switch_candidates) == 0:
c_switch_candidates = required_candidates
if len(c_switch_candidates) == 1:
return c_switch_candidates[0]
loop_candidates = find_enabling_switch_connections(current_access)
if len(loop_candidates) >= 1:
return loop_candidates[0] # just pick one
flexible_candidates = [x for x in c_switch_candidates if x[0].can_cover_cost(flex)]
if len(flexible_candidates) == 0:
flexible_candidates = c_switch_candidates
if len(flexible_candidates) == 1:
return flexible_candidates[0]
good_local_candidates = [x for x in flexible_candidates if local_profit_map[x[2]] == x[0].profit(current_access)]
if len(good_local_candidates) == 0:
good_local_candidates = flexible_candidates
if len(good_local_candidates) == 1:
return good_local_candidates[0]
leads_to_profit = [x for x in good_local_candidates if can_enable_wanted(x[0], wanted_candidates)]
if len(leads_to_profit) == 0:
leads_to_profit = good_local_candidates
if len(leads_to_profit) == 1:
return leads_to_profit[0]
cost_point = {x[0]: find_cost_point(x, current_access) for x in leads_to_profit}
best_point = max(cost_point.values())
cost_point_candidates = [x for x in leads_to_profit if cost_point[x[0]] == best_point]
if len(cost_point_candidates) == 0:
cost_point_candidates = leads_to_profit
return cost_point_candidates[0] # just pick one I guess
def find_enabling_switch_connections(current_access):
triad_list = []
# probably should check for loop/branches in builder at some stage
# - but this could indicate that a loop or branch is necessary
for cand_door, crystal in current_access.outstanding_doors.items():
for blocked_door, req_crystal in current_access.blocked_doors.items():
if hook_from_door(cand_door) == hanger_from_door(blocked_door):
if crystal == CrystalBarrier.Either or crystal == req_crystal:
sector, equation = current_access.door_sector_map[blocked_door], None
for eq in sector.equations:
if eq.door == blocked_door:
equation = eq.copy()
break
if equation:
triad_list.append((equation, [equation], sector))
return triad_list
def find_cost_point(eq_triplet, access):
cost_point = 0
key, cost_door = eq_triplet[0].cost
if cost_door is not None:
cost_point += access.access[key] - 1
return cost_point
def find_greedy_equation(equations, access_id, current_access, sector_split):
all_candidates = []
for sector, eq_list in equations.items():
if sector not in sector_split.keys() or sector_split[sector] == access_id:
eq_list.sort(key=lambda eq: eq.profit(current_access), reverse=True)
for eq in eq_list:
if current_access.can_cover_equation(eq) and (eq.access_id is None or eq.access_id == access_id):
all_candidates.append((eq, eq_list, sector))
if len(all_candidates) == 0:
return None, None, None # can't pay for anything
if len(all_candidates) == 1:
return all_candidates[0]
filtered_candidates = [x for x in all_candidates if x[0].profit(current_access) + 2 >= len(x[2].outstanding_doors)]
if len(filtered_candidates) == 0:
filtered_candidates = all_candidates # terrible! ugly dead ends
if len(filtered_candidates) == 1:
return filtered_candidates[0]
triplet_candidates = []
worst_profit = None
for eq, eq_list, sector in filtered_candidates:
profit = eq.profit(current_access)
if worst_profit is None or profit <= worst_profit:
if worst_profit is None or profit < worst_profit:
triplet_candidates = [(eq, eq_list, sector)]
worst_profit = profit
else:
triplet_candidates.append((eq, eq_list, sector))
if len(triplet_candidates) == 0:
triplet_candidates = filtered_candidates # probably bad things
return triplet_candidates[0] # just pick one?
def calc_required(equations, current_access):
ttl = sum(current_access.access.values())
local_profit_map = {}
for sector, eq_list in equations.items():
best_local_profit = None
for eq in eq_list:
profit = eq.profit(current_access)
if best_local_profit is None or profit > best_local_profit:
best_local_profit = profit
local_profit_map[sector] = best_local_profit
ttl += best_local_profit
if ttl == 0:
new_lists = {}
for sector, eq_list in equations.items():
if len(eq_list) > 1:
rem_list = []
for eq in eq_list:
if eq.profit(current_access) < local_profit_map[sector]:
rem_list.append(eq)
if len(rem_list) > 0:
new_lists[sector] = [x for x in eq_list if x not in rem_list]
for sector, eq_list in new_lists.items():
if len(eq_list) <= 1:
for eq in eq_list:
eq.required = True
equations[sector] = eq_list
required_costs = defaultdict(int)
required_benefits = defaultdict(int)
for sector, eq_list in equations.items():
for eq in eq_list:
if eq.required:
key, door = eq.cost
required_costs[key] += 1
for key, door_list in eq.benefit.items():
required_benefits[key] += len(door_list)
return required_costs, required_benefits
def calc_flex(equations, current_access):
flex_spending = defaultdict(int)
required_costs = defaultdict(int)
for sector, eq_list in equations.items():
for eq in eq_list:
if eq.required:
key, door = eq.cost
required_costs[key] += 1
for key in Hook:
flex_spending[key] = max(0, current_access.access[key]-required_costs[key])
return flex_spending
def filter_requirements(triplet_candidates, equations, required, current_access):
r_costs, r_exits = required
valid_candidates = []
for cand, cand_list, cand_sector in triplet_candidates:
valid = True
if not cand.required and not cand.c_switch:
potential_benefit = defaultdict(int)
benefit_counted = set()
potential_costs = defaultdict(int)
for h_type, benefit in current_access.access.items():
cur_cost = 1 if cand.cost[0] is not None else 0
if benefit - cur_cost > 0:
potential_benefit[h_type] += benefit - cur_cost
for h_type, benefit_list in cand.benefit.items():
potential_benefit[h_type] += len(benefit_list)
for sector, eq_list in equations.items():
if sector == cand_sector:
affected_doors = [d for x in cand.benefit.values() for d in x] + [cand.cost[1]]
adj_list = [x for x in eq_list if x.door not in affected_doors]
else:
adj_list = eq_list
for eq in adj_list:
for h_type, benefit_list in eq.benefit.items():
total_benefit = set(benefit_list) - benefit_counted
potential_benefit[h_type] += len(total_benefit)
benefit_counted.update(benefit_list)
h_type, cost_door = eq.cost
potential_costs[h_type] += 1
for h_type, requirement in r_costs.items():
if requirement > 0 and potential_benefit[h_type] < requirement:
valid = False
break
if valid:
for h_type, requirement in r_exits.items():
if requirement > 0 and potential_costs[h_type] < requirement:
valid = False
break
if valid:
valid_candidates.append((cand, cand_list, cand_sector))
return valid_candidates
def can_enable_wanted(test_eq, wanted_candidates):
for wanted in wanted_candidates:
covered = True
key, cost_door = wanted.cost
if len(test_eq.benefit[key]) < 1:
covered = False
if covered:
return True
return False
def resolve_equation(equation, eq_list, sector, access_id, current_access, equations):
if not current_access.can_pay(equation.cost[0]):
raise GenerationException('Cannot pay for this connection')
current_access.adjust_for_equation(equation, sector)
eq_list.remove(equation)
reached_doors = set(current_access.reached_doors)
reached_doors.update(current_access.blocked_doors.keys())
for r_eq in list(eq_list):
all_benefits_met = r_eq.door in reached_doors
for key in Hook:
fringe_list = [x for x in r_eq.benefit[key] if x not in reached_doors]
r_eq.benefit[key] = fringe_list
if len(fringe_list) > 0:
all_benefits_met = False
if all_benefits_met:
eq_list.remove(r_eq)
if len(eq_list) == 0 and sector in equations.keys():
del equations[sector]
else:
for eq in eq_list:
eq.access_id = access_id
def find_free_equation(equations):
for sector, eq_list in equations.items():
for eq in eq_list:
if eq.total_cost() <= 0:
return sector, eq_list, eq
return None, None, None
def copy_door_equations(builder, sector_list):
equations = {}
for sector in builder.sectors + sector_list:
sector.equations = calc_sector_equations(sector, builder.sewers_access)
curr_list = equations[sector] = []
for equation in sector.equations:
curr_list.append(equation.copy())
return equations
def calc_sector_equations(sector, sewers_flag=False):
equations = []
is_entrance = (sector.is_entrance_sector() and not sector.destination_entrance) or sewers_flag
if is_entrance:
flagged_equations = []
for door in sector.outstanding_doors:
equation, flag = calc_door_equation(door, sector, True, sewers_flag)
if flag:
flagged_equations.append(equation)
equations.append(equation)
for flagged_equation in flagged_equations:
for equation in equations:
for key, door_list in equation.benefit.items():
if flagged_equation.door in door_list and flagged_equation != equation:
door_list.remove(flagged_equation.door)
else:
for door in sector.outstanding_doors:
equation, flag = calc_door_equation(door, sector, False)
equations.append(equation)
return equations
def calc_door_equation(door, sector, look_for_entrance, sewers_flag=None):
if look_for_entrance and not door.blocked:
flag = sector.is_entrance_sector() or sewers_flag
if flag:
eq = DoorEquation(door)
eq.benefit[hook_from_door(door)].append(door)
eq.required = True
eq.c_switch = door.crystal == CrystalBarrier.Either
# exceptions for long entrances ???
# if door.name in ['PoD Dark Alley']:
eq.entrance_flag = True
return eq, flag
eq = DoorEquation(door)
eq.required = door.blocked or door.dead
eq.cost = (hanger_from_door(door), door)
eq.entrance_flag = sector.is_entrance_sector()
if not door.stonewall:
start_region = door.entrance.parent_region
visited = {(start_region, CrystalBarrier.Null)}
queue = deque([(start_region, CrystalBarrier.Null)])
found_events = set()
event_doors = set()
while len(queue) > 0:
region, crystal_barrier = queue.popleft()
if region.crystal_switch and crystal_barrier == CrystalBarrier.Null:
eq.c_switch = True
crystal_barrier = CrystalBarrier.Either
# todo: backtracking from double switch with orange on--
for loc in region.locations:
if loc.name in dungeon_events:
found_events.add(loc.name)
for d in event_doors:
if loc.name == d.req_event:
connect = d.entrance.connected_region
if connect is not None and connect.type == RegionType.Dungeon and valid_crystal(d, crystal_barrier):
cb_flag = crystal_barrier if d.crystal == CrystalBarrier.Null else d.crystal
cb_flag = CrystalBarrier.Null if cb_flag == CrystalBarrier.Either else cb_flag
if (connect, cb_flag) not in visited:
visited.add((connect, cb_flag))
queue.append((connect, cb_flag))
for ext in region.exits:
d = ext.door
if d is not None:
if d.controller is not None:
d = d.controller
if d is not door and d in sector.outstanding_doors and not d.blocked:
eq_list = eq.benefit[hook_from_door(d)]
if d not in eq_list:
eq_list.append(d)
crystal_barrier = crystal_barrier if d.crystal == CrystalBarrier.Null else d.crystal
if crystal_barrier != CrystalBarrier.Null:
if d in eq.crystal_blocked.keys() and eq.crystal_blocked[d] != crystal_barrier:
del eq.crystal_blocked[d]
else:
eq.crystal_blocked[d] = crystal_barrier
elif d.crystal == CrystalBarrier.Null:
if d in eq.crystal_blocked.keys() and eq.crystal_blocked[d] != crystal_barrier:
del eq.crystal_blocked[d]
if d.req_event is not None and d.req_event not in found_events:
event_doors.add(d)
else:
connect = ext.connected_region if ext.door.controller is None else d.entrance.parent_region
if connect is not None and connect.type == RegionType.Dungeon and valid_crystal(d, crystal_barrier):
cb_flag = crystal_barrier if d.crystal == CrystalBarrier.Null else d.crystal
cb_flag = CrystalBarrier.Null if cb_flag == CrystalBarrier.Either else cb_flag
if (connect, cb_flag) not in visited:
visited.add((connect, cb_flag))
queue.append((connect, cb_flag))
if len(eq.benefit) == 0:
eq.required = True
return eq, False
def meets_crystal_requirment(current_crystal, requirement):
if current_crystal == CrystalBarrier.Either:
return True
return current_crystal == requirement
def valid_crystal(door, current_crystal):
if door.crystal in [CrystalBarrier.Null, CrystalBarrier.Either]:
return True
if current_crystal in [CrystalBarrier.Either, CrystalBarrier.Null]:
return True
return door.crystal == current_crystal
# common functions - todo: move to a common place
def kth_combination(k, l, r):
if r == 0:
return []
elif len(l) == r:
return l
else:
i = ncr(len(l) - 1, r - 1)
if k < i:
return l[0:1] + kth_combination(k, l[1:], r - 1)
else:
return kth_combination(k - i, l[1:], r)
def ncr(n, r):
if r == 0:
return 1
r = min(r, n - r)
numerator = reduce(op.mul, range(n, n - r, -1), 1)
denominator = reduce(op.mul, range(1, r + 1), 1)
return int(numerator / denominator)
dungeon_boss_sectors = {
'Hyrule Castle': [],
'Eastern Palace': ['Eastern Boss'],
'Desert Palace': ['Desert Boss'],
'Tower of Hera': ['Hera Boss'],
'Agahnims Tower': ['Tower Agahnim 1'],
'Palace of Darkness': ['PoD Boss'],
'Swamp Palace': ['Swamp Boss'],
'Skull Woods': ['Skull Boss'],
'Thieves Town': ['Thieves Boss'],
'Ice Palace': ['Ice Boss'],
'Misery Mire': ['Mire Boss'],
'Turtle Rock': ['TR Boss'],
'Ganons Tower': ['GT Agahnim 2']
}
default_dungeon_entrances = {
'Hyrule Castle': ['Hyrule Castle Lobby', 'Hyrule Castle West Lobby', 'Hyrule Castle East Lobby', 'Sewers Rat Path',
'Sanctuary'],
'Eastern Palace': ['Eastern Lobby'],
'Desert Palace': ['Desert Back Lobby', 'Desert Main Lobby', 'Desert West Lobby', 'Desert East Lobby'],
'Tower of Hera': ['Hera Lobby'],
'Agahnims Tower': ['Tower Lobby'],
'Palace of Darkness': ['PoD Lobby'],
'Swamp Palace': ['Swamp Lobby'],
'Skull Woods': ['Skull 1 Lobby', 'Skull Pinball', 'Skull Left Drop', 'Skull Pot Circle', 'Skull 2 East Lobby',
'Skull 2 West Lobby', 'Skull Back Drop', 'Skull 3 Lobby'],
'Thieves Town': ['Thieves Lobby'],
'Ice Palace': ['Ice Lobby'],
'Misery Mire': ['Mire Lobby'],
'Turtle Rock': ['TR Main Lobby', 'TR Eye Bridge', 'TR Big Chest Entrance', 'TR Lazy Eyes'],
'Ganons Tower': ['GT Lobby']
}
drop_entrances = {
'Hyrule Castle': ['Sewers Rat Path'],
'Eastern Palace': [],
'Desert Palace': [],
'Tower of Hera': [],
'Agahnims Tower': [],
'Palace of Darkness': [],
'Swamp Palace': [],
'Skull Woods': ['Skull Pinball', 'Skull Left Drop', 'Skull Pot Circle', 'Skull Back Drop'],
'Thieves Town': [],
'Ice Palace': [],
'Misery Mire': [],
'Turtle Rock': [],
'Ganons Tower': []
}
# todo: calculate these for ER - the multi entrance dungeons anyway
dungeon_dead_end_allowance = {
'Hyrule Castle': 6,
'Eastern Palace': 1,
'Desert Palace': 2,
'Tower of Hera': 1,
'Agahnims Tower': 1,
'Palace of Darkness': 1,
'Swamp Palace': 1,
'Skull Woods': 3, # two allowed in skull 1, 1 in skull 3, 0 in skull 2
'Thieves Town': 1,
'Ice Palace': 1,
'Misery Mire': 1,
'Turtle Rock': 2, # this assumes one overworld connection
'Ganons Tower': 1,
'Desert Palace Back': 1,
'Desert Palace Main': 1,
'Skull Woods 1': 0,
'Skull Woods 2': 0,
'Skull Woods 3': 1,
}
drop_entrances_allowance = [
'Sewers Rat Path', 'Skull Pinball', 'Skull Left Drop', 'Skull Pot Circle', 'Skull Back Drop'
]
dead_entrances = [
'TR Big Chest Entrance'
]
split_check_entrance_invalid = [
'Desert East Lobby', 'Skull 2 West Lobby'
]
dungeon_portals = {
'Hyrule Castle': ['Hyrule Castle South', 'Hyrule Castle West', 'Hyrule Castle East', 'Sanctuary'],
'Eastern Palace': ['Eastern'],
'Desert Palace': ['Desert Back', 'Desert South', 'Desert West', 'Desert East'],
'Tower of Hera': ['Hera'],
'Agahnims Tower': ['Agahnims Tower'],
'Palace of Darkness': ['Palace of Darkness'],
'Swamp Palace': ['Swamp'],
'Skull Woods': ['Skull 1', 'Skull 2 East', 'Skull 2 West', 'Skull 3'],
'Thieves Town': ['Thieves Town'],
'Ice Palace': ['Ice'],
'Misery Mire': ['Mire'],
'Turtle Rock': ['Turtle Rock Main', 'Turtle Rock Lazy Eyes', 'Turtle Rock Chest', 'Turtle Rock Eye Bridge'],
'Ganons Tower': ['Ganons Tower']
}
dungeon_drops = {
'Hyrule Castle': ['Sewers Rat Path'],
'Skull Woods': ['Skull Pot Circle', 'Skull Pinball', 'Skull Left Drop', 'Skull Back Drop'],
}