189 lines
7.4 KiB
Python
189 lines
7.4 KiB
Python
|
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()
|