Adjust plandomizer feature to handle events correctly.
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a73dba985f
commit
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108
Plando.py
108
Plando.py
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@ -1,9 +1,10 @@
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from BaseClasses import World, CollectionState, Item
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from BaseClasses import World
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from Regions import create_regions
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from Regions import create_regions
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from EntranceShuffle import link_entrances, connect_entrance, connect_two_way, connect_exit
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from EntranceShuffle import link_entrances, connect_entrance, connect_two_way, connect_exit
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from Rom import patch_rom, patch_base_rom, write_string_to_rom, write_credits_string_to_rom
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from Rom import patch_rom, patch_base_rom, write_string_to_rom, write_credits_string_to_rom
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from Rules import set_rules
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from Rules import set_rules
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from Items import ItemFactory
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from Items import ItemFactory
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from Main import create_playthrough
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import random
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import random
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import time
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import time
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import logging
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import logging
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@ -162,6 +163,8 @@ def fill_world(world, plando, text_patches):
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item = ItemFactory(itemstr.strip())
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item = ItemFactory(itemstr.strip())
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if item is not None:
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if item is not None:
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world.push_item(location, item)
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world.push_item(location, item)
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if item.key:
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location.event = True
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elif '<=>' in line:
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elif '<=>' in line:
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entrance, exit = line.split('<=>', 1)
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entrance, exit = line.split('<=>', 1)
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ret.append(connect_two_way(world, entrance.strip(), exit.strip()))
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ret.append(connect_two_way(world, entrance.strip(), exit.strip()))
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@ -173,108 +176,19 @@ def fill_world(world, plando, text_patches):
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ret.append(connect_exit(world, entrance.strip(), exit.strip()))
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ret.append(connect_exit(world, entrance.strip(), exit.strip()))
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world.required_medallions = (mm_medallion, tr_medallion)
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world.required_medallions = (mm_medallion, tr_medallion)
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# set up Agahnim Events
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world.get_location('Agahnim 1').event = True
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world.get_location('Agahnim 1').item = ItemFactory('Beat Agahnim 1')
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world.get_location('Agahnim 2').event = True
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world.get_location('Agahnim 2').item = ItemFactory('Beat Agahnim 2')
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ret.append('\nMisery Mire Medallion: %s' % mm_medallion)
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ret.append('\nMisery Mire Medallion: %s' % mm_medallion)
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ret.append('Turtle Rock Medallion: %s' % tr_medallion)
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ret.append('Turtle Rock Medallion: %s' % tr_medallion)
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ret.append('\n')
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ret.append('\n')
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return '\n'.join(ret)
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return '\n'.join(ret)
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def copy_world(world):
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# ToDo: Not good yet
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ret = World(world.shuffle, world.logic, world.mode, world.difficulty, world.goal, world.algorithm, world.place_dungeon_items)
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ret.required_medallions = list(world.required_medallions)
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ret.agahnim_fix_required = world.agahnim_fix_required
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ret.swamp_patch_required = world.swamp_patch_required
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ret.sewer_light_cone = world.sewer_light_cone
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ret.light_world_light_cone = world.light_world_light_cone
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ret.dark_world_light_cone = world.dark_world_light_cone
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create_regions(ret)
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# connect copied world
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for region in world.regions:
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for entrance in region.entrances:
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ret.get_entrance(entrance.name).connect(ret.get_region(region.name))
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set_rules(ret)
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# fill locations
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for location in world.get_locations():
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if location.item is not None:
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item = Item(location.item.name, location.item.advancement, location.item.priority, location.item.key)
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ret.get_location(location.name).item = item
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item.location = ret.get_location(location.name)
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# copy remaining itempool. No item in itempool should have an assigned location
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for item in world.itempool:
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ret.itempool.append(Item(item.name, item.advancement, item.priority, item.key))
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# copy progress items in state
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ret.state.prog_items = list(world.state.prog_items)
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return ret
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def create_playthrough(world):
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# create a copy as we will modify it
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world = copy_world(world)
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# in treasure hunt and pedestal goals, ganon is invincible
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if world.goal in ['pedestal', 'starhunt', 'triforcehunt']:
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world.get_location('Ganon').item = None
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# get locations containing progress items
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prog_locations = [location for location in world.get_locations() if location.item is not None and location.item.advancement]
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collection_spheres = []
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state = CollectionState(world)
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sphere_candidates = list(prog_locations)
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logging.getLogger('').debug('Building up collection spheres.')
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while sphere_candidates:
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sphere = []
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# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
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for location in sphere_candidates:
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if state.can_reach(location):
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sphere.append(location)
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for location in sphere:
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sphere_candidates.remove(location)
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state.collect(location.item)
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collection_spheres.append(sphere)
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logging.getLogger('').debug('Calculated sphere %i, containing %i of %i progress items.' % (len(collection_spheres), len(sphere), len(prog_locations)))
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if not sphere:
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logging.getLogger('').debug('The following items could not be placed: %s' % ['%s at %s' % (location.item.name, location.name) for location in sphere_candidates])
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raise RuntimeError('Not all progression items reachable. Something went terribly wrong here.')
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# in the second phase, we cull each sphere such that the game is still beatable, reducing each range of influence to the bare minimum required inside it
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for sphere in reversed(collection_spheres):
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to_delete = []
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for location in sphere:
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# we remove the item at location and check if game is still beatable
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logging.getLogger('').debug('Checking if %s is required to beat the game.' % location.item.name)
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old_item = location.item
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location.item = None
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state.remove(old_item)
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world._item_cache = {} # need to invalidate
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if world.can_beat_game():
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to_delete.append(location)
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else:
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# still required, got to keep it around
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location.item = old_item
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# cull entries in spheres for spoiler walkthrough at end
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for location in to_delete:
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sphere.remove(location)
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# we are now down to just the required progress items in collection_spheres in a minimum number of spheres. As a cleanup, we right trim empty spheres (can happen if we have multiple triforces)
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collection_spheres = [sphere for sphere in collection_spheres if sphere]
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# we can finally output our playthrough
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return 'Playthrough:\n' + ''.join(['%s: {\n%s}\n' % (i + 1, ''.join([' %s: %s\n' % (location, location.item) for location in sphere])) for i, sphere in enumerate(collection_spheres)]) + '\n'
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def print_location_spoiler(world):
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def print_location_spoiler(world):
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return 'Locations:\n\n' + '\n'.join(['%s: %s' % (location, location.item if location.item is not None else 'Nothing') for location in world.get_locations()]) + '\n\n'
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return 'Locations:\n\n' + '\n'.join(['%s: %s' % (location, location.item if location.item is not None else 'Nothing') for location in world.get_locations()]) + '\n\n'
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