Archipelago/Main.py

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from BaseClasses import World
from Regions import create_regions
from EntranceShuffle import link_entrances
from Rules import set_rules
from Dungeons import fill_dungeons
from Items import *
import random
import cProfile
import time
def main(seed=None, shuffle='Default', logic='no-glitches', mode='standard', difficulty='normal', goal='defeat ganon'):
# initialize the world
world = World()
create_regions(world)
random.seed(seed)
link_entrances(world, shuffle)
set_rules(world, logic, mode)
generate_itempool(world, difficulty, goal)
distribute_items(world)
return world
def distribute_items(world):
# get list of locations to fill in
fill_locations = world.get_unfilled_locations()
random.shuffle(fill_locations)
# get items to distribute
random.shuffle(world.itempool)
itempool = world.itempool
progress_done = False
while itempool and fill_locations:
candidate_item_to_place = None
item_to_place = None
for item in itempool:
if progress_done:
item_to_place = item
break
if item.advancement:
candidate_item_to_place = item
if world.unlocks_new_location(item):
item_to_place = item
break
if item_to_place is None:
# check if we can reach all locations and that is why we find no new locations to place
if len(world.get_reachable_locations()) == len(world.get_locations()):
progress_done = True
continue
# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
if candidate_item_to_place is not None:
item_to_place = candidate_item_to_place
else:
raise RuntimeError('No more progress items left to place.')
spot_to_fill = None
for location in fill_locations:
if world.state.can_reach(location) and location.item_rule(item_to_place):
spot_to_fill = location
break
if spot_to_fill is None:
raise RuntimeError('No more spots to place %s' % item_to_place)
world.push_item(spot_to_fill, item_to_place, True)
itempool.remove(item_to_place)
fill_locations.remove(spot_to_fill)
print('Unplaced items: %s - Unfilled Locations: %s' % (itempool, fill_locations))
def generate_itempool(world, difficulty, goal):
if difficulty != 'normal' or goal != 'defeat ganon':
raise NotImplementedError('Not supported yet')
# Push the two fixed items
world.push_item('Uncle', ProgressiveSword())
world.push_item('Ganon', Triforce(), False)
# set up item pool
world.itempool = [
ArrowUpgrade5(), ArrowUpgrade5(), ArrowUpgrade5(), ArrowUpgrade5(), ArrowUpgrade5(), ArrowUpgrade5(),
ArrowUpgrade10(),
SingleArrow(),
ProgressiveArmor(), ProgressiveArmor(),
BombUpgrade5(), BombUpgrade5(), BombUpgrade5(), BombUpgrade5(), BombUpgrade5(), BombUpgrade5(),
BombUpgrade10(),
Bombos(),
Book(),
BlueBoomerang(),
Bottle(), Bottle(), Bottle(), Bottle(),
Bow(),
Net(),
Byrna(),
Somaria(),
Ether(),
Rupees50(), Rupees50(), Rupees50(), Rupees50(), Rupees50(), Rupees50(), Rupees50(),
ProgressiveShield(), ProgressiveShield(), ProgressiveShield(),
ProgressiveSword(), ProgressiveSword(), ProgressiveSword(),
FireRod(),
Rupees5(), Rupees5(), Rupees5(), Rupees5(),
Flippers(),
Ocarina(),
Hammer(),
SancHeart(),
HeartContainer(), HeartContainer(), HeartContainer(), HeartContainer(), HeartContainer(), HeartContainer(), HeartContainer(), HeartContainer(), HeartContainer(), HeartContainer(),
Hookshot(),
IceRod(),
Lamp(),
Cape(),
Mirror(),
Powder(),
RedBoomerang(),
Pearl(),
Mushroom(),
Rupees100(),
Rupee(), Rupee(),
Boots(),
PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(),
PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(), PieceOfHeart(),
ProgressiveGlove(), ProgressiveGlove(),
Quake(),
Shovel(),
SilverArrows(),
Arrows10(), Arrows10(), Arrows10(), Arrows10(),
Bombs3(), Bombs3(), Bombs3(), Bombs3(), Bombs3(), Bombs3(), Bombs3(), Bombs3(), Bombs3(), Bombs3(),
Rupees300(), Rupees300(), Rupees300(), Rupees300(),
Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(),
Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20(), Rupees20()
]
if random.randint(0, 3) == 0:
world.itempool.append(QuarterMagic())
else:
world.itempool.append(HalfMagic())
# distribute crystals
crystals = [GreenPendant(), RedPendant(), BluePendant(), Crystal1(), Crystal2(), Crystal3(), Crystal4(), Crystal5(), Crystal6(), Crystal7()]
crystal_locations = [world.get_location('Armos - Pendant'), world.get_location('Lanmolas - Pendant'), world.get_location('Moldorm - Pendant'), world.get_location('Helmasaur - Crystal'),
world.get_location('Blind - Crystal'), world.get_location('Mothula - Crystal'), world.get_location('Arrghus - Crystal'), world.get_location('Kholdstare - Crystal'),
world.get_location('Vitreous - Crystal'), world.get_location('Trinexx - Crystal')]
random.shuffle(crystals)
for location, crystal in zip(crystal_locations, crystals):
world.push_item(location, crystal, False)
# shuffle medallions
mm_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
tr_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
world.required_medallions = (mm_medallion, tr_medallion)
# push dungeon items
fill_dungeons(world)
#profiler = cProfile.Profile()
#profiler.enable()
tally = {}
iterations = 300
start = time.clock()
for i in range(iterations):
print('Seed %s\n\n' % i)
w = main()
for location in w.get_locations():
if location.item is not None:
old_sk, old_bk, old_prog = tally.get(location.name, (0, 0, 0))
if location.item.advancement:
old_prog += 1
elif 'Small Key' in location.item.name:
old_sk += 1
elif 'Big Key' in location.item.name:
old_bk += 1
tally[location.name] = (old_sk, old_bk, old_prog)
diff = time.clock() - start
print('Duration: %s, Average: %s' % (diff, diff/float(iterations)))
print('\n\n\n')
for location, stats in tally.items():
print('%s, %s, %s, %s, %s, %s, %s, %s' % (location, stats[0], stats[0]/float(iterations), stats[1], stats[1]/float(iterations), stats[2], stats[2]/float(iterations), 0 if iterations - stats[0] - stats[1] == 0 else stats[2]/float(iterations - stats[0] - stats[1])))
#profiler.disable()
#profiler.print_stats()