172 lines
10 KiB
Python
172 lines
10 KiB
Python
from collections import deque
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from BaseClasses import CollectionState, RegionType
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from Dungeons import dungeon_table
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class District(object):
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def __init__(self, name, locations, entrances=None, dungeon=None):
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self.name = name
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self.dungeon = dungeon
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self.locations = locations
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self.entrances = entrances if entrances else []
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self.sphere_one = False
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def create_districts(world):
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world.districts = {}
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for p in range(1, world.players + 1):
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create_district_helper(world, p)
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def create_district_helper(world, player):
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inverted = world.mode[player] == 'inverted'
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districts = {}
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kak_locations = {'Bottle Merchant', 'Kakariko Tavern', 'Maze Race'}
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nw_lw_locations = {'Mushroom', 'Master Sword Pedestal'}
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central_lw_locations = {'Sunken Treasure', 'Flute Spot'}
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desert_locations = {'Purple Chest', 'Desert Ledge'}
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lake_locations = {'Hobo'}
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east_lw_locations = {"Zora's Ledge", 'King Zora'}
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lw_dm_locations = {'Old Man', 'Spectacle Rock', 'Ether Tablet'}
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east_dw_locations = {'Pyramid', 'Catfish'}
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south_dw_locations = {'Stumpy', 'Digging Game', 'Bombos Tablet', 'Lake Hylia Island'}
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voo_north_locations = {'Bumper Cave Ledge'}
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ddm_locations = {'Floating Island'}
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kak_entrances = ['Kakariko Well Cave', 'Bat Cave Cave', 'Elder House (East)', 'Elder House (West)',
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'Two Brothers House (East)', 'Two Brothers House (West)', 'Blinds Hideout', 'Chicken House',
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'Blacksmiths Hut', 'Sick Kids House', 'Snitch Lady (East)', 'Snitch Lady (West)',
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'Bush Covered House', 'Tavern (Front)', 'Light World Bomb Hut', 'Kakariko Shop', 'Library',
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'Kakariko Gamble Game', 'Kakariko Well Drop', 'Bat Cave Drop']
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nw_lw_entrances = ['North Fairy Cave', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave', 'Sanctuary',
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'Old Man Cave (West)', 'Death Mountain Return Cave (West)', 'Kings Grave', 'Lost Woods Gamble',
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'Fortune Teller (Light)', 'Bonk Rock Cave', 'Lumberjack House', 'North Fairy Cave Drop',
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'Lost Woods Hideout Drop', 'Lumberjack Tree Tree', 'Sanctuary Grave']
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central_lw_entrances = ['Links House', 'Hyrule Castle Entrance (South)', 'Hyrule Castle Entrance (West)',
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'Hyrule Castle Entrance (East)', 'Agahnims Tower', 'Hyrule Castle Secret Entrance Stairs',
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'Dam', 'Bonk Fairy (Light)', 'Light Hype Fairy', 'Cave Shop (Lake Hylia)',
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'Lake Hylia Fortune Teller', 'Hyrule Castle Secret Entrance Drop']
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desert_entrances = ['Desert Palace Entrance (South)', 'Desert Palace Entrance (West)',
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'Desert Palace Entrance (North)', 'Desert Palace Entrance (East)', 'Desert Fairy',
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'Aginahs Cave', '50 Rupee Cave']
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lake_entrances = ['Capacity Upgrade', 'Mini Moldorm Cave', 'Good Bee Cave', '20 Rupee Cave', 'Ice Rod Cave']
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east_lw_entrances = ['Eastern Palace', 'Waterfall of Wishing', 'Lake Hylia Fairy', 'Sahasrahlas Hut',
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'Long Fairy Cave', 'Potion Shop']
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lw_dm_entrances = ['Tower of Hera', 'Old Man Cave (East)', 'Old Man House (Bottom)', 'Old Man House (Top)',
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'Death Mountain Return Cave (East)', 'Spectacle Rock Cave Peak', 'Spectacle Rock Cave',
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'Spectacle Rock Cave (Bottom)', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)',
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'Paradox Cave (Top)', 'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)',
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'Spiral Cave', 'Spiral Cave (Bottom)', 'Hookshot Fairy']
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east_dw_entrances = ['Palace of Darkness', 'Pyramid Entrance', 'Pyramid Fairy', 'East Dark World Hint',
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'Palace of Darkness Hint', 'Dark Lake Hylia Fairy', 'Dark World Potion Shop', 'Pyramid Hole']
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south_dw_entrances = ['Ice Palace', 'Swamp Palace', 'Dark Lake Hylia Ledge Fairy',
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'Dark Lake Hylia Ledge Spike Cave', 'Dark Lake Hylia Ledge Hint', 'Hype Cave',
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'Bonk Fairy (Dark)', 'Archery Game', 'Big Bomb Shop', 'Dark Lake Hylia Shop', 'Cave 45']
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voo_north_entrances = ['Thieves Town', 'Skull Woods First Section Door', 'Skull Woods Second Section Door (East)',
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'Skull Woods Second Section Door (West)', 'Skull Woods Final Section',
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'Bumper Cave (Bottom)', 'Bumper Cave (Top)', 'Brewery', 'C-Shaped House', 'Chest Game',
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'Dark World Hammer Peg Cave', 'Red Shield Shop', 'Dark Sanctuary Hint',
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'Fortune Teller (Dark)', 'Dark World Shop', 'Dark World Lumberjack Shop', 'Graveyard Cave',
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'Skull Woods First Section Hole (West)', 'Skull Woods First Section Hole (East)',
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'Skull Woods First Section Hole (North)', 'Skull Woods Second Section Hole']
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mire_entrances = ['Misery Mire', 'Mire Shed', 'Dark Desert Hint', 'Dark Desert Fairy', 'Checkerboard Cave']
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ddm_entrances = ['Turtle Rock', 'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)',
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'Turtle Rock Isolated Ledge Entrance', 'Superbunny Cave (Top)', 'Superbunny Cave (Bottom)',
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'Hookshot Cave', 'Hookshot Cave Back Entrance', 'Ganons Tower', 'Spike Cave',
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'Cave Shop (Dark Death Mountain)', 'Dark Death Mountain Fairy', 'Mimic Cave']
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if inverted:
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south_dw_locations.remove('Bombos Tablet')
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south_dw_locations.remove('Lake Hylia Island')
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voo_north_locations.remove('Bumper Cave Ledge')
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ddm_locations.remove('Floating Island')
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desert_locations.add('Bombos Tablet')
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lake_locations.add('Lake Hylia Island')
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nw_lw_locations.add('Bumper Cave Ledge')
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lw_dm_locations.add('Floating Island')
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south_dw_entrances.remove('Cave 45')
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central_lw_entrances.append('Cave 45')
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voo_north_entrances.remove('Graveyard Cave')
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nw_lw_entrances.append('Graveyard Cave')
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mire_entrances.remove('Checkerboard Cave')
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desert_entrances.append('Checkerboard Cave')
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ddm_entrances.remove('Mimic Cave')
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lw_dm_entrances.append('Mimic Cave')
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south_dw_entrances.remove('Big Bomb Shop')
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central_lw_entrances.append('Inverted Big Bomb Shop')
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central_lw_entrances.remove('Links House')
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south_dw_entrances.append('Inverted Links House')
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voo_north_entrances.remove('Dark Sanctuary')
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voo_north_entrances.append('Inverted Dark Sanctuary')
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voo_north_entrances.remove('Bumper Cave (Top)')
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nw_lw_entrances.append('Bumper Cave (Top)')
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ddm_entrances.remove('Ganons Tower')
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central_lw_entrances.append('Inverted Ganons Tower')
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central_lw_entrances.remove('Agahnims Tower')
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ddm_entrances.append('Inverted Agahnims Tower')
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east_dw_entrances.remove('Pyramid Entrance')
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central_lw_entrances.append('Inverted Pyramid Entrance')
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east_dw_entrances.remove('Pyramid Hole')
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central_lw_entrances.append('Inverted Pyramid Hole')
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districts['Kakariko'] = District('Kakariko', kak_locations, entrances=kak_entrances)
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districts['Northwest Hyrule'] = District('Northwest Hyrule', nw_lw_locations, entrances=nw_lw_entrances)
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districts['Central Hyrule'] = District('Central Hyrule', central_lw_locations, entrances=central_lw_entrances)
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districts['Desert'] = District('Desert', desert_locations, entrances=desert_entrances)
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districts['Lake Hylia'] = District('Lake Hylia', lake_locations, entrances=lake_entrances)
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districts['Eastern Hyrule'] = District('Eastern Hyrule', east_lw_locations, entrances=east_lw_entrances)
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districts['Death Mountain'] = District('Death Mountain', lw_dm_locations, entrances=lw_dm_entrances)
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districts['East Dark World'] = District('East Dark World', east_dw_locations, entrances=east_dw_entrances)
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districts['South Dark World'] = District('South Dark World', south_dw_locations, entrances=south_dw_entrances)
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districts['Northwest Dark World'] = District('Northwest Dark World', voo_north_locations,
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entrances=voo_north_entrances)
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districts['The Mire'] = District('The Mire', set(), entrances=mire_entrances)
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districts['Dark Death Mountain'] = District('Dark Death Mountain', ddm_locations, entrances=ddm_entrances)
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districts.update({x: District(x, set(), dungeon=x) for x in dungeon_table.keys()})
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world.districts[player] = districts
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def resolve_districts(world):
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create_districts(world)
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state = CollectionState(world)
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state.sweep_for_events()
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for player in range(1, world.players + 1):
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check_set = find_reachable_locations(state, player)
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used_locations = {l for d in world.districts[player].values() for l in d.locations}
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for name, district in world.districts[player].items():
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if district.dungeon:
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layout = world.dungeon_layouts[player][district.dungeon]
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district.locations.update([l.name for r in layout.master_sector.regions
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for l in r.locations if not l.item and l.real])
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else:
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for entrance in district.entrances:
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ent = world.get_entrance(entrance, player)
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queue = deque([ent.connected_region])
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visited = set()
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while len(queue) > 0:
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region = queue.pop()
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visited.add(region)
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if region.type == RegionType.Cave:
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for location in region.locations:
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if location.name not in used_locations and not location.item and location.real:
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district.locations.add(location.name)
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used_locations.add(location.name)
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for ext in region.exits:
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if ext.connected_region not in visited:
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queue.appendleft(ext.connected_region)
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district.sphere_one = len(check_set.intersection(district.locations)) > 0
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def find_reachable_locations(state, player):
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check_set = set()
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for region in state.reachable_regions[player]:
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for location in region.locations:
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if location.can_reach(state) and not location.forced_item and location.real:
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check_set.add(location.name)
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return check_set
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