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

1038 lines
46 KiB
Python

import collections
from collections import defaultdict
from Regions import dungeon_events
from Dungeons import dungeon_keys, dungeon_bigs
from DungeonGenerator import ExplorationState
class KeySphere(object):
def __init__(self):
self.access_door = None
self.free_locations = {}
self.prize_region = False
self.key_only_locations = {}
self.child_doors = {}
self.bk_locked = False
self.parent_sphere = None
self.other_locations = {}
def __eq__(self, other):
if self.prize_region != other.prize_region:
return False
# already have merge function for this
# if self.bk_locked != other.bk_locked:
# return False
if len(self.free_locations) != len(other.free_locations):
return False
if len(self.key_only_locations) != len(other.key_only_locations):
return False
if len(set(self.free_locations).symmetric_difference(set(other.free_locations))) > 0:
return False
if len(set(self.key_only_locations).symmetric_difference(set(other.key_only_locations))) > 0:
return False
if len(set(self.child_doors).symmetric_difference(set(other.child_doors))) > 0:
return False
return True
class KeyLayout(object):
def __init__(self, sector, starts, proposal):
self.sector = sector
self.start_regions = starts
self.proposal = proposal
self.key_logic = KeyLogic(sector.name)
self.key_spheres = None
self.key_counters = None
self.flat_prop = None
self.max_chests = None
self.max_drops = None
self.all_chest_locations = {}
# bk special?
# bk required? True if big chests or big doors exists
def reset(self, proposal):
self.proposal = proposal
self.flat_prop = flatten_pair_list(self.proposal)
self.key_logic = KeyLogic(self.sector.name)
class KeyLogic(object):
def __init__(self, dungeon_name):
self.door_rules = {}
self.bk_restricted = set()
self.sm_restricted = set()
self.small_key_name = dungeon_keys[dungeon_name]
self.bk_name = dungeon_bigs[dungeon_name]
self.logic_min = {}
self.logic_max = {}
class DoorRules(object):
def __init__(self, number):
self.small_key_num = number
# allowing a different number if bk is behind this door in a set of locations
self.alternate_small_key = None
self.alternate_big_key_loc = set()
# for a place with only 1 free location/key_only_location behind it ... no goals and locations
self.allow_small = False
self.small_location = None
class KeyCounter(object):
def __init__(self, max_chests):
self.max_chests = max_chests
self.free_locations = {}
self.key_only_locations = {}
self.child_doors = {}
self.open_doors = {}
self.used_keys = 0
self.big_key_opened = False
self.important_location = False
def update(self, key_sphere):
self.free_locations.update(key_sphere.free_locations)
self.key_only_locations.update(key_sphere.key_only_locations)
self.child_doors.update(dict.fromkeys([x for x in key_sphere.child_doors if x not in self.open_doors and x.dest not in self.open_doors]))
self.important_location = self.important_location or key_sphere.prize_region or self.special_region(key_sphere)
@staticmethod
def special_region(key_sphere):
for other in key_sphere.other_locations:
# todo: zelda's cell is special in standard, and probably crossed too
if other.name in ['Attic Cracked Floor', 'Suspicious Maiden']:
return True
return False
def open_door(self, door, flat_proposal):
if door in flat_proposal:
self.used_keys += 1
del self.child_doors[door]
self.open_doors[door] = None
if door.dest in flat_proposal:
self.open_doors[door.dest] = None
if door.dest in self.child_doors:
del self.child_doors[door.dest]
elif door.bigKey:
self.big_key_opened = True
del self.child_doors[door]
self.open_doors[door] = None
def used_smalls_loc(self, reserve=0):
return max(self.used_keys + reserve - len(self.key_only_locations), 0)
def copy(self):
ret = KeyCounter(self.max_chests)
ret.free_locations.update(self.free_locations)
ret.key_only_locations.update(self.key_only_locations)
ret.child_doors.update(self.child_doors)
ret.used_keys = self.used_keys
ret.open_doors.update(self.open_doors)
ret.big_key_opened = self.big_key_opened
ret.important_location = self.important_location
return ret
def build_key_layout(sector, start_regions, proposal, world, player):
key_layout = KeyLayout(sector, start_regions, proposal)
key_layout.flat_prop = flatten_pair_list(key_layout.proposal)
key_layout.max_chests = len(world.get_dungeon(key_layout.sector.name, player).small_keys)
key_layout.max_drops = count_key_drops(key_layout.sector)
return key_layout
def analyze_dungeon(key_layout, world, player):
key_layout.key_counters = create_key_counters(key_layout, world, player)
key_layout.key_spheres = create_key_spheres(key_layout, world, player)
key_logic = key_layout.key_logic
find_bk_locked_sections(key_layout, world)
init_bk = check_special_locations(key_layout.key_spheres['Origin'].free_locations.keys())
key_counter = key_layout.key_counters[counter_id({}, init_bk, key_layout.flat_prop)]
queue = collections.deque([(key_layout.key_spheres['Origin'], key_counter)])
doors_completed = set()
while len(queue) > 0:
queue = collections.deque(sorted(queue, key=queue_sorter))
key_sphere, key_counter = queue.popleft()
chest_keys = available_chest_small_keys(key_counter, world)
raw_avail = chest_keys + len(key_counter.key_only_locations)
available = raw_avail - key_counter.used_keys
possible_smalls = count_unique_small_doors(key_counter, key_layout.flat_prop)
if not key_counter.big_key_opened:
if chest_keys == count_locations_big_optional(key_counter.free_locations) and available <= possible_smalls:
key_logic.bk_restricted.update(filter_big_chest(key_counter.free_locations))
if not key_sphere.bk_locked and big_chest_in_locations(key_counter.free_locations):
key_logic.sm_restricted.update(find_big_chest_locations(key_counter.free_locations))
# todo: detect forced subsequent keys - see keypuzzles
# try to relax the rules here? - smallest requirement that doesn't force a softlock
child_queue = collections.deque()
for child in sorted(list(key_sphere.child_doors), key=lambda x: x.name):
next_sphere = key_layout.key_spheres[child.name]
# todo: empty_sphere are not always empty, Mire spike barrier is not empty if other doors open first
if not empty_sphere(next_sphere) and child not in doors_completed:
child_queue.append((child, next_sphere))
while len(child_queue) > 0:
child, next_sphere = child_queue.popleft()
if not child.bigKey:
best_counter = find_best_counter(child, key_counter, key_layout, world, False)
rule = create_rule(best_counter, key_counter, key_layout, world)
check_for_self_lock_key(rule, next_sphere, key_layout, world)
bk_restricted_rules(rule, next_sphere, key_counter, key_layout, world)
key_logic.door_rules[child.name] = rule
doors_completed.add(next_sphere.access_door)
next_counter = find_next_counter(child, key_counter, next_sphere, key_layout)
queue.append((next_sphere, next_counter))
check_rules(key_layout)
return key_layout
def count_key_drops(sector):
cnt = 0
for region in sector.regions:
for loc in region.locations:
if loc.event and 'Small Key' in loc.item.name:
cnt += 1
return cnt
def queue_sorter(queue_item):
sphere, counter = queue_item
if sphere.access_door is None:
return 0
return 1 if sphere.access_door.bigKey else 0
def find_bk_locked_sections(key_layout, world):
key_spheres = key_layout.key_spheres
key_logic = key_layout.key_logic
bk_key_not_required = set()
big_chest_allowed_big_key = world.accessibility != 'locations'
for key in key_spheres.keys():
sphere = key_spheres[key]
key_layout.all_chest_locations.update(sphere.free_locations)
if sphere.bk_locked and (sphere.prize_region or KeyCounter.special_region(sphere)):
big_chest_allowed_big_key = False
if not sphere.bk_locked:
bk_key_not_required.update(sphere.free_locations)
key_logic.bk_restricted.update(dict.fromkeys(set(key_layout.all_chest_locations).difference(bk_key_not_required)))
if not big_chest_allowed_big_key:
key_logic.bk_restricted.update(find_big_chest_locations(key_layout.all_chest_locations))
def empty_sphere(sphere):
if len(sphere.key_only_locations) != 0 or len(sphere.free_locations) != 0 or len(sphere.child_doors) != 0:
return False
return not sphere.prize_region
def relative_empty_sphere(sphere, key_counter):
if len(set(sphere.key_only_locations).difference(key_counter.key_only_locations)) > 0:
return False
if len(set(sphere.free_locations).difference(key_counter.free_locations)) > 0:
return False
new_child_door = False
for child in sphere.child_doors:
if unique_child_door(child, key_counter):
new_child_door = True
break
if new_child_door:
return False
return True
def unique_child_door(child, key_counter):
if child in key_counter.child_doors or child.dest in key_counter.child_doors:
return False
if child in key_counter.open_doors or child.dest in key_counter.child_doors:
return False
if child.bigKey and key_counter.big_key_opened:
return False
return True
def increment_key_counter(door, sphere, key_counter, flat_proposal):
new_counter = key_counter.copy()
new_counter.open_door(door, flat_proposal)
new_counter.update(sphere)
return new_counter
def find_best_counter(door, key_counter, key_layout, world, skip_bk): # try to waste as many keys as possible?
door_sphere = key_layout.key_spheres[door.name]
ignored_doors = {door, door.dest}
finished = False
opened_doors = dict(key_counter.open_doors)
bk_opened = key_counter.big_key_opened
# new_counter = key_counter
last_counter = key_counter
while not finished:
door_set = find_potential_open_doors(last_counter, ignored_doors, skip_bk)
if door_set is None or len(door_set) == 0:
finished = True
continue
for new_door in door_set:
proposed_doors = {**opened_doors, **dict.fromkeys([new_door, new_door.dest])}
bk_open = bk_opened or new_door.bigKey
new_counter = find_counter(proposed_doors, bk_open, key_layout)
bk_open = new_counter.big_key_opened
# this means the new_door invalidates the door / leads to the same stuff
if relative_empty_sphere(door_sphere, new_counter):
ignored_doors.add(new_door)
else:
if not key_wasted(new_door, last_counter, new_counter, key_layout, world):
ignored_doors.add(new_door)
else:
last_counter = new_counter
opened_doors = proposed_doors
bk_opened = bk_open
return last_counter
def find_potential_open_doors(key_counter, ignored_doors, skip_bk):
small_doors = []
big_doors = []
for other in key_counter.child_doors:
if other not in ignored_doors and other.dest not in ignored_doors:
if other.bigKey:
if not skip_bk:
big_doors.append(other)
elif other.dest not in small_doors:
small_doors.append(other)
big_key_available = len(key_counter.free_locations) - key_counter.used_smalls_loc(1) > 0
if len(small_doors) == 0 and (not skip_bk and (len(big_doors) == 0 or not big_key_available)):
return None
return small_doors + big_doors
def key_wasted(new_door, old_counter, new_counter, key_layout, world):
if new_door.bigKey: # big keys are not wastes - it uses up a location
return True
chest_keys = available_chest_small_keys(old_counter, world)
old_avail = chest_keys + len(old_counter.key_only_locations) - old_counter.used_keys
new_chest_keys = available_chest_small_keys(new_counter, world)
new_avail = new_chest_keys + len(new_counter.key_only_locations) - new_counter.used_keys
if new_avail < old_avail:
return True
if new_avail == old_avail:
old_children = old_counter.child_doors.keys()
new_children = [x for x in new_counter.child_doors.keys() if x not in old_children and x.dest not in old_children]
current_counter = new_counter
opened_doors = dict(current_counter.open_doors)
bk_opened = current_counter.big_key_opened
for new_child in new_children:
proposed_doors = {**opened_doors, **dict.fromkeys([new_child, new_child.dest])}
bk_open = bk_opened or new_door.bigKey
new_counter = find_counter(proposed_doors, bk_open, key_layout)
if key_wasted(new_child, current_counter, new_counter, key_layout, world):
return True # waste is possible
return False
def find_next_counter(new_door, old_counter, next_sphere, key_layout):
proposed_doors = {**old_counter.open_doors, **dict.fromkeys([new_door, new_door.dest])}
bk_open = old_counter.big_key_opened or new_door.bigKey or check_special_locations(next_sphere.free_locations)
return key_layout.key_counters[counter_id(proposed_doors, bk_open, key_layout.flat_prop)]
def check_special_locations(locations):
for loc in locations:
if loc.name == 'Hyrule Castle - Zelda\'s Chest':
return True
return False
def calc_avail_keys(key_counter, world):
chest_keys = available_chest_small_keys(key_counter, world)
raw_avail = chest_keys + len(key_counter.key_only_locations)
return raw_avail - key_counter.used_keys
def create_rule(key_counter, prev_counter, key_layout, world):
prev_chest_keys = available_chest_small_keys(prev_counter, world)
prev_avail = prev_chest_keys + len(prev_counter.key_only_locations)
chest_keys = available_chest_small_keys(key_counter, world)
key_gain = len(key_counter.key_only_locations) - len(prev_counter.key_only_locations)
raw_avail = chest_keys + len(key_counter.key_only_locations)
available = raw_avail - key_counter.used_keys
possible_smalls = count_unique_small_doors(key_counter, key_layout.flat_prop)
required_keys = min(available, possible_smalls) + key_counter.used_keys
# if prev_avail < required_keys:
# required_keys = prev_avail + prev_counter.used_keys
# return DoorRules(required_keys)
# else:
adj_chest_keys = min(chest_keys, required_keys)
needed_chests = required_keys - len(key_counter.key_only_locations)
unneeded_chests = min(key_gain, adj_chest_keys - needed_chests)
rule_num = required_keys - unneeded_chests
return DoorRules(rule_num)
def check_for_self_lock_key(rule, sphere, key_layout, world):
if world.accessibility != 'locations':
counter = KeyCounter(key_layout.max_chests)
counter.update(sphere)
if not self_lock_possible(counter):
return
queue = collections.deque(counter.child_doors)
already_queued = set(counter.child_doors)
while len(queue) > 0:
child = queue.popleft()
if child not in counter.open_doors:
counter = increment_key_counter(child, key_layout.key_spheres[child.name], counter, key_layout.flat_prop)
if not self_lock_possible(counter):
return
for new_door in counter.child_doors:
if new_door not in already_queued:
queue.append(new_door)
already_queued.add(new_door)
if len(counter.free_locations) == 1 and len(counter.key_only_locations) == 0 and not counter.important_location:
rule.allow_small = True
rule.small_location = next(iter(counter.free_locations))
def self_lock_possible(counter):
return len(counter.free_locations) <= 1 and len(counter.key_only_locations) == 0 and not counter.important_location
def available_chest_small_keys(key_counter, world):
if not world.keysanity and world.mode != 'retro':
cnt = 0
for loc in key_counter.free_locations:
if key_counter.big_key_opened or '- Big Chest' not in loc.name:
cnt += 1
return min(cnt, key_counter.max_chests)
else:
return key_counter.max_chests
def bk_restricted_rules(rule, sphere, key_counter, key_layout, world):
if sphere.bk_locked:
return
best_counter = find_best_counter(sphere.access_door, key_counter, key_layout, world, True)
bk_number = create_rule(best_counter, key_counter, key_layout, world).small_key_num
if bk_number == rule.small_key_num:
return
post_counter = KeyCounter(key_layout.max_chests)
post_counter.update(sphere)
other_doors_beyond_me = [x for x in post_counter.child_doors if not x.bigKey]
queue = collections.deque(other_doors_beyond_me)
already_queued = set(other_doors_beyond_me)
while len(queue) > 0:
child = queue.popleft()
if child not in post_counter.open_doors:
post_counter = increment_key_counter(child, key_layout.key_spheres[child.name], post_counter, key_layout.flat_prop)
for new_door in post_counter.child_doors:
if not new_door.bigKey and new_door not in already_queued and new_door.dest not in already_queued:
queue.append(new_door)
already_queued.add(new_door)
unique_loc = set(post_counter.free_locations).difference(set(best_counter.free_locations))
if len(unique_loc) > 0:
rule.alternate_small_key = bk_number
rule.alternate_big_key_loc.update(unique_loc)
def expand_counter_no_big_doors(door, key_counter, key_layout, ignored_doors):
door_sphere = key_layout.key_spheres[door.name]
small_doors = set()
for other in key_counter.child_doors:
if other != door and other not in ignored_doors:
if other.dest not in small_doors and not other.bigKey:
small_doors.add(other)
if len(small_doors) == 0:
return key_counter
new_counter = key_counter
last_counter = key_counter
new_ignored = set(ignored_doors)
for new_door in small_doors:
new_sphere = key_layout.key_spheres[new_door.name]
new_counter = increment_key_counter(new_door, new_sphere, new_counter, key_layout.flat_prop)
# this means the new_door invalidates the door / leads to the same stuff
if relative_empty_sphere(door_sphere, new_counter):
new_counter = last_counter
new_ignored.add(new_door)
else:
last_counter = new_counter
old_counter = None
while old_counter != new_counter:
old_counter = new_counter
new_counter = expand_counter_no_big_doors(door, old_counter, key_layout, new_ignored)
return new_counter
def create_key_spheres(key_layout, world, player):
key_spheres = {}
flat_proposal = key_layout.flat_prop
state = ExplorationState(dungeon=key_layout.sector.name)
state.key_locations = len(world.get_dungeon(key_layout.sector.name, player).small_keys)
state.big_key_special = world.get_region('Hyrule Dungeon Cellblock', player) in key_layout.sector.regions
for region in key_layout.start_regions:
state.visit_region(region, key_checks=True)
state.add_all_doors_check_keys(region, flat_proposal, world, player)
expand_key_state(state, flat_proposal, world, player)
key_spheres['Origin'] = create_key_sphere(state, None, None)
queue = collections.deque([(key_spheres['Origin'], state)])
while len(queue) > 0:
next_key_sphere, parent_state = queue.popleft()
for door in next_key_sphere.child_doors:
child_state = parent_state.copy()
# open the door
open_a_door(door, child_state, flat_proposal)
expand_key_state(child_state, flat_proposal, world, player)
child_kr = create_key_sphere(child_state, next_key_sphere, door)
if door.name not in key_spheres.keys():
key_spheres[door.name] = child_kr
queue.append((child_kr, child_state))
else:
merge_sphere = old_sphere = key_spheres[door.name]
if empty_sphere(old_sphere) and not empty_sphere(child_kr):
key_spheres[door.name] = merge_sphere = child_kr
queue.append((child_kr, child_state))
if not empty_sphere(old_sphere) and not empty_sphere(child_kr) and not old_sphere == child_kr:
# ugly sphere merge function - just union locations - ugh
if old_sphere.bk_locked != child_kr.bk_locked:
if old_sphere.bk_locked:
merge_sphere.child_doors = child_kr.child_doors
merge_sphere.free_locations = child_kr.free_locations
merge_sphere.key_only_locations = child_kr.key_only_locations
else:
merge_sphere.child_doors = {**old_sphere.child_doors, **child_kr.child_doors}
merge_sphere.free_locations = {**old_sphere.free_locations, **child_kr.free_locations}
merge_sphere.key_only_locations = {**old_sphere.key_only_locations, **child_kr.key_only_locations}
merge_sphere.bk_locked = old_sphere.bk_locked and child_kr.bk_locked
# this feels so ugly, key counters are much smarter than this - would love to get rid of spheres
return key_spheres
def create_key_sphere(state, parent_sphere, door):
key_sphere = KeySphere()
key_sphere.parent_sphere = parent_sphere
p_region = parent_sphere
parent_doors = set()
parent_locations = set()
while p_region is not None:
parent_doors.update(p_region.child_doors)
parent_locations.update(p_region.free_locations)
parent_locations.update(p_region.key_only_locations)
parent_locations.update(p_region.other_locations)
p_region = p_region.parent_sphere
u_doors = [x for x in unique_doors(state.small_doors+state.big_doors) if x not in parent_doors]
key_sphere.child_doors.update(dict.fromkeys(u_doors))
region_locations = [x for x in state.found_locations if x not in parent_locations]
for loc in region_locations:
if '- Prize' in loc.name or loc.name in ['Agahnim 1', 'Agahnim 2']:
key_sphere.prize_region = True
key_sphere.other_locations[loc] = None
elif loc.event and 'Small Key' in loc.item.name:
key_sphere.key_only_locations[loc] = None
elif loc.name not in dungeon_events:
key_sphere.free_locations[loc] = None
else:
key_sphere.other_locations[loc] = None
# todo: Cellblock in a dungeon with a big_key door or chest - Crossed Mode
key_sphere.bk_locked = state.big_key_opened if not state.big_key_special else False
if door is not None:
key_sphere.access_door = door
return key_sphere
def open_a_door(door, child_state, flat_proposal):
if door.bigKey:
child_state.big_key_opened = True
child_state.avail_doors.extend(child_state.big_doors)
child_state.opened_doors.extend(set([d.door for d in child_state.big_doors]))
child_state.big_doors.clear()
else:
child_state.opened_doors.append(door)
doors_to_open = [x for x in child_state.small_doors if x.door == door]
child_state.small_doors[:] = [x for x in child_state.small_doors if x.door != door]
child_state.avail_doors.extend(doors_to_open)
dest_door = door.dest
if dest_door in flat_proposal:
child_state.opened_doors.append(dest_door)
if child_state.in_door_list_ic(dest_door, child_state.small_doors):
now_available = [x for x in child_state.small_doors if x.door == dest_door]
child_state.small_doors[:] = [x for x in child_state.small_doors if x.door != dest_door]
child_state.avail_doors.extend(now_available)
# allows dest doors
def unique_doors(doors):
unique_d_set = []
for d in doors:
if d.door not in unique_d_set:
unique_d_set.append(d.door)
return unique_d_set
# does not allow dest doors
def count_unique_sm_doors(doors):
unique_d_set = set()
for d in doors:
if d not in unique_d_set and d.dest not in unique_d_set and not d.bigKey:
unique_d_set.add(d)
return len(unique_d_set)
# doesn't count dest doors
def count_unique_small_doors(key_counter, proposal):
cnt = 0
counted = set()
for door in key_counter.child_doors:
if door in proposal and door not in counted:
cnt += 1
counted.add(door)
counted.add(door.dest)
return cnt
def count_locations_big_optional(locations, bk=False):
cnt = 0
for loc in locations:
if bk or '- Big Chest' not in loc.name:
cnt += 1
return cnt
def filter_big_chest(locations):
return [x for x in locations if '- Big Chest' not in x.name]
def count_locations_exclude_big_chest(state):
cnt = 0
for loc in state.found_locations:
if '- Big Chest' not in loc.name and '- Prize' not in loc.name:
cnt += 1
return cnt
def big_chest_in_locations(locations):
return len(find_big_chest_locations(locations)) > 0
def find_big_chest_locations(locations):
ret = []
for loc in locations:
if 'Big Chest' in loc.name:
ret.append(loc)
return ret
def expand_key_state(state, flat_proposal, world, player):
while len(state.avail_doors) > 0:
exp_door = state.next_avail_door()
door = exp_door.door
connect_region = world.get_entrance(door.name, player).connected_region
if state.validate(door, connect_region, world, player):
state.visit_region(connect_region, key_checks=True)
state.add_all_doors_check_keys(connect_region, flat_proposal, world, player)
def flatten_pair_list(paired_list):
flat_list = []
for d in paired_list:
if type(d) is tuple:
flat_list.append(d[0])
flat_list.append(d[1])
else:
flat_list.append(d)
return flat_list
def check_rules(key_layout):
all_key_only = set()
key_only_map = {}
for sphere in key_layout.key_spheres.values():
for loc in sphere.key_only_locations:
if loc not in all_key_only:
all_key_only.add(loc)
access_rules = []
key_only_map[loc] = access_rules
else:
access_rules = key_only_map[loc]
if sphere.access_door is None or sphere.access_door.name not in key_layout.key_logic.door_rules.keys():
access_rules.append(DoorRules(0))
else:
access_rules.append(key_layout.key_logic.door_rules[sphere.access_door.name])
min_rule_bk = defaultdict(list)
min_rule_non_bk = defaultdict(list)
check_non_bk = False
for loc, rule_list in key_only_map.items():
m_bk = None
m_nbk = None
for rule in rule_list:
if m_bk is None or rule.small_key_num <= m_bk:
min_rule_bk[loc].append(rule)
m_bk = rule.small_key_num
if rule.alternate_small_key is None:
ask = rule.small_key_num
else:
check_non_bk = True
ask = rule.alternate_small_key
if m_nbk is None or ask <= m_nbk:
min_rule_non_bk[loc].append(rule)
m_nbk = rule.alternate_small_key
adjust_key_location_mins(key_layout, min_rule_bk, lambda r: r.small_key_num, lambda r, v: setattr(r, 'small_key_num', v))
if check_non_bk:
adjust_key_location_mins(key_layout, min_rule_non_bk, lambda r: r.small_key_num if r.alternate_small_key is None else r.alternate_small_key,
lambda r, v: r if r.alternate_small_key is None else setattr(r, 'alternate_small_key', v))
def adjust_key_location_mins(key_layout, min_rules, getter, setter):
collected_keys = key_layout.max_chests
collected_locs = set()
changed = True
while changed:
changed = False
for_removal = []
for loc, rules in min_rules.items():
if loc in collected_locs:
for_removal.append(loc)
for rule in rules:
if getter(rule) <= collected_keys and loc not in collected_locs:
changed = True
collected_keys += 1
collected_locs.add(loc)
for_removal.append(loc)
for loc in for_removal:
del min_rules[loc]
if len(min_rules) > 0:
for loc, rules in min_rules.items():
for rule in rules:
setter(rule, collected_keys)
# Soft lock stuff
def validate_key_layout_ex(key_layout, world, player):
return validate_key_layout_main_loop(key_layout, world, player)
def validate_key_layout_main_loop(key_layout, world, player):
flat_proposal = key_layout.flat_prop
state = ExplorationState(dungeon=key_layout.sector.name)
state.key_locations = len(world.get_dungeon(key_layout.sector.name, player).small_keys)
state.big_key_special = world.get_region('Hyrule Dungeon Cellblock', player) in key_layout.sector.regions
for region in key_layout.start_regions:
state.visit_region(region, key_checks=True)
state.add_all_doors_check_keys(region, flat_proposal, world, player)
return validate_key_layout_sub_loop(state, {}, flat_proposal, world, player)
def validate_key_layout_sub_loop(state, checked_states, flat_proposal, world, player):
expand_key_state(state, flat_proposal, world, player)
smalls_avail = len(state.small_doors) > 0
num_bigs = 1 if len(state.big_doors) > 0 else 0 # all or nothing
if not smalls_avail and num_bigs == 0:
return True # I think that's the end
ttl_locations = state.ttl_locations if state.big_key_opened else count_locations_exclude_big_chest(state)
available_small_locations = min(ttl_locations - state.used_locations, state.key_locations - state.used_smalls)
available_big_locations = ttl_locations - state.used_locations if not state.big_key_special else 0
if (not smalls_avail or available_small_locations == 0) and (state.big_key_opened or num_bigs == 0 or available_big_locations == 0):
return False
else:
if smalls_avail and available_small_locations > 0:
for exp_door in state.small_doors:
state_copy = state.copy()
open_a_door(exp_door.door, state_copy, flat_proposal)
state_copy.used_locations += 1
state_copy.used_smalls += 1
code = state_id(state_copy, flat_proposal)
if code not in checked_states.keys():
valid = validate_key_layout_sub_loop(state_copy, checked_states, flat_proposal, world, player)
checked_states[code] = valid
else:
valid = checked_states[code]
if not valid:
return False
if not state.big_key_opened and available_big_locations >= num_bigs > 0:
state_copy = state.copy()
open_a_door(state.big_doors[0].door, state_copy, flat_proposal)
state_copy.used_locations += 1
code = state_id(state_copy, flat_proposal)
if code not in checked_states.keys():
valid = validate_key_layout_sub_loop(state_copy, checked_states, flat_proposal, world, player)
checked_states[code] = valid
else:
valid = checked_states[code]
if not valid:
return False
return True
def create_key_counters(key_layout, world, player):
key_counters = {}
flat_proposal = key_layout.flat_prop
state = ExplorationState(dungeon=key_layout.sector.name)
state.key_locations = len(world.get_dungeon(key_layout.sector.name, player).small_keys)
state.big_key_special = world.get_region('Hyrule Dungeon Cellblock', player) in key_layout.sector.regions
for region in key_layout.start_regions:
state.visit_region(region, key_checks=True)
state.add_all_doors_check_keys(region, flat_proposal, world, player)
expand_key_state(state, flat_proposal, world, player)
code = state_id(state, key_layout.flat_prop)
key_counters[code] = create_key_counter_x(state, key_layout, world, player)
queue = collections.deque([(key_counters[code], state)])
while len(queue) > 0:
next_key_sphere, parent_state = queue.popleft()
for door in next_key_sphere.child_doors:
child_state = parent_state.copy()
# open the door
open_a_door(door, child_state, flat_proposal)
expand_key_state(child_state, flat_proposal, world, player)
code = state_id(child_state, key_layout.flat_prop)
if code not in key_counters.keys():
child_kr = create_key_counter_x(child_state, key_layout, world, player)
key_counters[code] = child_kr
queue.append((child_kr, child_state))
return key_counters
def create_key_counter_x(state, key_layout, world, player):
key_counter = KeyCounter(key_layout.max_chests)
key_counter.child_doors.update(dict.fromkeys(unique_doors(state.small_doors+state.big_doors)))
for loc in state.found_locations:
if '- Prize' in loc.name or loc.name in ['Agahnim 1', 'Agahnim 2']:
key_counter.important_location = True
# todo: zelda's cell is special in standard, and probably crossed too
elif loc.name in ['Attic Cracked Floor', 'Suspicious Maiden']:
key_counter.important_location = True
elif loc.event and 'Small Key' in loc.item.name:
key_counter.key_only_locations[loc] = None
elif loc.name not in dungeon_events:
key_counter.free_locations[loc] = None
key_counter.open_doors.update(dict.fromkeys(state.opened_doors))
key_counter.used_keys = count_unique_sm_doors(state.opened_doors)
if state.big_key_special:
key_counter.big_key_opened = state.visited(world.get_region('Hyrule Dungeon Cellblock', player))
else:
key_counter.big_key_opened = state.big_key_opened
# if soft_lock_check:
# avail_chests = available_chest_small_keys(key_counter, key_counter.big_key_opened, world)
# avail_keys = avail_chests + len(key_counter.key_only_locations)
# if avail_keys <= key_counter.used_keys and avail_keys < key_layout.max_chests + key_layout.max_drops:
# raise SoftLockException()
return key_counter
def state_id(state, flat_proposal):
s_id = '1' if state.big_key_opened else '0'
for d in flat_proposal:
s_id += '1' if d in state.opened_doors else '0'
return s_id
def find_counter(opened_doors, bk_hint, key_layout):
counter = find_counter_hint(opened_doors, bk_hint, key_layout)
if counter is not None:
return counter
more_doors = []
for door in opened_doors.keys():
more_doors.append(door)
if door.dest not in opened_doors.keys():
more_doors.append(door.dest)
if len(more_doors) > len(opened_doors.keys()):
counter = find_counter_hint(dict.fromkeys(more_doors), bk_hint, key_layout)
if counter is not None:
return counter
raise Exception('Unable to find door permutation. Init CID: %s' % counter_id(opened_doors, bk_hint, key_layout.flat_prop))
def find_counter_hint(opened_doors, bk_hint, key_layout):
cid = counter_id(opened_doors, bk_hint, key_layout.flat_prop)
if cid in key_layout.key_counters.keys():
return key_layout.key_counters[cid]
if not bk_hint:
cid = counter_id(opened_doors, True, key_layout.flat_prop)
if cid in key_layout.key_counters.keys():
return key_layout.key_counters[cid]
return None
def counter_id(opened_doors, bk_unlocked, flat_proposal):
s_id = '1' if bk_unlocked else '0'
for d in flat_proposal:
s_id += '1' if d in opened_doors.keys() else '0'
return s_id
# class SoftLockException(Exception):
# pass
# vanilla validation code
def validate_vanilla_key_logic(world, player):
validators = {
'Hyrule Castle': val_hyrule,
'Eastern Palace': val_eastern,
'Desert Palace': val_desert,
'Tower of Hera': val_hera,
'Agahnims Tower': val_tower,
'Palace of Darkness': val_pod,
'Swamp Palace': val_swamp,
'Skull Woods': val_skull,
'Thieves Town': val_thieves,
'Ice Palace': val_ice,
'Misery Mire': val_mire,
'Turtle Rock': val_turtle,
'Ganons Tower': val_ganons
}
key_logic_dict = world.key_logic[player]
for key, key_logic in key_logic_dict.items():
validators[key](key_logic, world, player)
def val_hyrule(key_logic, world, player):
val_rule(key_logic.door_rules['Sewers Secret Room Key Door S'], 3)
val_rule(key_logic.door_rules['Sewers Dark Cross Key Door N'], 3)
val_rule(key_logic.door_rules['Hyrule Dungeon Map Room Key Door S'], 2)
# why is allow_small actually false? - because chest key is forced elsewhere?
val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 3, True, 'Hyrule Castle - Zelda\'s Chest')
# val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 4)
def val_eastern(key_logic, world, player):
val_rule(key_logic.door_rules['Eastern Dark Square Key Door WN'], 2, False, None, 1, {'Eastern Palace - Big Key Chest'})
val_rule(key_logic.door_rules['Eastern Darkness Up Stairs'], 2)
assert world.get_location('Eastern Palace - Big Chest', player) in key_logic.bk_restricted
assert world.get_location('Eastern Palace - Boss', player) in key_logic.bk_restricted
assert len(key_logic.bk_restricted) == 2
def val_desert(key_logic, world, player):
val_rule(key_logic.door_rules['Desert East Wing Key Door EN'], 4)
val_rule(key_logic.door_rules['Desert Tiles 1 Up Stairs'], 2)
val_rule(key_logic.door_rules['Desert Beamos Hall NE'], 3)
val_rule(key_logic.door_rules['Desert Tiles 2 NE'], 4)
assert world.get_location('Desert Palace - Big Chest', player) in key_logic.bk_restricted
assert world.get_location('Desert Palace - Boss', player) in key_logic.bk_restricted
assert len(key_logic.bk_restricted) == 2
def val_hera(key_logic, world, player):
val_rule(key_logic.door_rules['Hera Lobby Key Stairs'], 1, True, 'Tower of Hera - Big Key Chest')
assert world.get_location('Tower of Hera - Big Chest', player) in key_logic.bk_restricted
assert world.get_location('Tower of Hera - Compass Chest', player) in key_logic.bk_restricted
assert world.get_location('Tower of Hera - Boss', player) in key_logic.bk_restricted
assert len(key_logic.bk_restricted) == 3
def val_tower(key_logic, world, player):
val_rule(key_logic.door_rules['Tower Room 03 Up Stairs'], 1)
val_rule(key_logic.door_rules['Tower Dark Maze ES'], 2)
val_rule(key_logic.door_rules['Tower Dark Archers Up Stairs'], 3)
val_rule(key_logic.door_rules['Tower Circle of Pots WS'], 4)
def val_pod(key_logic, world, player):
val_rule(key_logic.door_rules['PoD Arena Main NW'], 4)
val_rule(key_logic.door_rules['PoD Basement Ledge Up Stairs'], 6, True, 'Palace of Darkness - Big Key Chest')
val_rule(key_logic.door_rules['PoD Compass Room SE'], 6, True, 'Palace of Darkness - Harmless Hellway')
val_rule(key_logic.door_rules['PoD Falling Bridge WN'], 6)
val_rule(key_logic.door_rules['PoD Dark Pegs WN'], 6)
assert world.get_location('Palace of Darkness - Big Chest', player) in key_logic.bk_restricted
assert world.get_location('Palace of Darkness - Boss', player) in key_logic.bk_restricted
assert len(key_logic.bk_restricted) == 2
def val_swamp(key_logic, world, player):
val_rule(key_logic.door_rules['Swamp Entrance Down Stairs'], 1)
val_rule(key_logic.door_rules['Swamp Pot Row WS'], 2)
val_rule(key_logic.door_rules['Swamp Trench 1 Key Ledge NW'], 3)
val_rule(key_logic.door_rules['Swamp Hub North Ledge N'], 5)
val_rule(key_logic.door_rules['Swamp Hub WN'], 6)
val_rule(key_logic.door_rules['Swamp Waterway NW'], 6)
assert world.get_location('Swamp Palace - Entrance', player) in key_logic.bk_restricted
assert len(key_logic.bk_restricted) == 1
def val_skull(key_logic, world, player):
val_rule(key_logic.door_rules['Skull 3 Lobby NW'], 4)
val_rule(key_logic.door_rules['Skull Spike Corner ES'], 5)
def val_thieves(key_logic, world, player):
val_rule(key_logic.door_rules['Thieves Hallway WS'], 1)
val_rule(key_logic.door_rules['Thieves Spike Switch Up Stairs'], 3)
val_rule(key_logic.door_rules['Thieves Conveyor Bridge WS'], 3, True, 'Thieves\' Town - Big Chest')
assert world.get_location('Thieves\' Town - Attic', player) in key_logic.bk_restricted
assert world.get_location('Thieves\' Town - Boss', player) in key_logic.bk_restricted
assert world.get_location('Thieves\' Town - Blind\'s Cell', player) in key_logic.bk_restricted
assert world.get_location('Thieves\' Town - Big Chest', player) in key_logic.bk_restricted
assert len(key_logic.bk_restricted) == 4
def val_ice(key_logic, world, player):
val_rule(key_logic.door_rules['Ice Jelly Key Down Stairs'], 1)
val_rule(key_logic.door_rules['Ice Conveyor SW'], 2)
val_rule(key_logic.door_rules['Ice Backwards Room Down Stairs'], 5)
assert world.get_location('Ice Palace - Boss', player) in key_logic.bk_restricted
assert world.get_location('Ice Palace - Big Chest', player) in key_logic.bk_restricted
assert len(key_logic.bk_restricted) == 2
def val_mire(key_logic, world, player):
mire_west_wing = {'Misery Mire - Big Key Chest', 'Misery Mire - Compass Chest'}
# val_rule(key_logic.door_rules['Mire Spikes NW'], 3) # todo: is sometimes 3 or 5? best_counter order matters
val_rule(key_logic.door_rules['Mire Hub WS'], 5, False, None, 3, mire_west_wing)
val_rule(key_logic.door_rules['Mire Conveyor Crystal WS'], 6, False, None, 4, mire_west_wing)
assert world.get_location('Misery Mire - Boss', player) in key_logic.bk_restricted
assert world.get_location('Misery Mire - Big Chest', player) in key_logic.bk_restricted
assert len(key_logic.bk_restricted) == 2
def val_turtle(key_logic, world, player):
val_rule(key_logic.door_rules['TR Hub NW'], 1)
val_rule(key_logic.door_rules['TR Pokey 1 NW'], 2)
val_rule(key_logic.door_rules['TR Chain Chomps Down Stairs'], 3)
val_rule(key_logic.door_rules['TR Pokey 2 ES'], 6, True, 'Turtle Rock - Big Key Chest', 4, {'Turtle Rock - Big Key Chest'})
val_rule(key_logic.door_rules['TR Crystaroller Down Stairs'], 5)
val_rule(key_logic.door_rules['TR Dash Bridge WS'], 6)
assert world.get_location('Turtle Rock - Eye Bridge - Bottom Right', player) in key_logic.bk_restricted
assert world.get_location('Turtle Rock - Eye Bridge - Top Left', player) in key_logic.bk_restricted
assert world.get_location('Turtle Rock - Eye Bridge - Top Right', player) in key_logic.bk_restricted
assert world.get_location('Turtle Rock - Eye Bridge - Bottom Left', player) in key_logic.bk_restricted
assert world.get_location('Turtle Rock - Boss', player) in key_logic.bk_restricted
assert world.get_location('Turtle Rock - Crystaroller Room', player) in key_logic.bk_restricted
assert world.get_location('Turtle Rock - Big Chest', player) in key_logic.bk_restricted
assert len(key_logic.bk_restricted) == 7
def val_ganons(key_logic, world, player):
rando_room = {'Ganons Tower - Randomizer Room - Top Left', 'Ganons Tower - Randomizer Room - Top Right', 'Ganons Tower - Randomizer Room - Bottom Left', 'Ganons Tower - Randomizer Room - Bottom Right'}
compass_room = {'Ganons Tower - Compass Room - Top Left', 'Ganons Tower - Compass Room - Top Right', 'Ganons Tower - Compass Room - Bottom Left', 'Ganons Tower - Compass Room - Bottom Right'}
gt_middle = {'Ganons Tower - Big Key Room - Left', 'Ganons Tower - Big Key Chest', 'Ganons Tower - Big Key Room - Right', 'Ganons Tower - Bob\'s Chest', 'Ganons Tower - Big Chest'}
val_rule(key_logic.door_rules['GT Double Switch EN'], 6, False, None, 4, rando_room.union({'Ganons Tower - Firesnake Room'}))
val_rule(key_logic.door_rules['GT Hookshot ES'], 8, True, 'Ganons Tower - Map Chest', 5, {'Ganons Tower - Map Chest'})
val_rule(key_logic.door_rules['GT Tile Room EN'], 7, False, None, 5, compass_room)
val_rule(key_logic.door_rules['GT Firesnake Room SW'], 8, False, None, 5, rando_room)
val_rule(key_logic.door_rules['GT Conveyor Star Pits EN'], 8, False, None, 6, gt_middle) # should be 7?
val_rule(key_logic.door_rules['GT Mini Helmasaur Room WN'], 6) # not sure about 6 this...
val_rule(key_logic.door_rules['GT Crystal Circles SW'], 8)
assert world.get_location('Ganons Tower - Mini Helmasaur Room - Left', player) in key_logic.bk_restricted
assert world.get_location('Ganons Tower - Mini Helmasaur Room - Right', player) in key_logic.bk_restricted
assert world.get_location('Ganons Tower - Big Chest', player) in key_logic.bk_restricted
assert world.get_location('Ganons Tower - Pre-Moldorm Chest', player) in key_logic.bk_restricted
assert world.get_location('Ganons Tower - Validation Chest', player) in key_logic.bk_restricted
assert len(key_logic.bk_restricted) == 5
def val_rule(rule, skn, allow=False, loc=None, askn=None, setCheck=None):
if setCheck is None:
setCheck = set()
assert rule.small_key_num == skn
assert rule.allow_small == allow
assert rule.small_location == loc or rule.small_location.name == loc
assert rule.alternate_small_key == askn
assert len(setCheck) == len(rule.alternate_big_key_loc)
for loc in rule.alternate_big_key_loc:
assert loc.name in setCheck