Core: Add connect_entrances world step/stage (#4420)

* Add connect_entrances

* update ER docs

* fix that test, but also ew

* Add a test that asserts the new finalization

* Rewrite test a bit

* rewrite some more

* blank line

* rewrite rewrite rewrite

* rewrite rewrite rewrite

* RE. WRITE.

* oops

* Bruh

* I guess, while we're at it

* giga oops

* It's been a long day

* Switch KH1 over to this design with permission of GICU

* Revert

* Oops

* Bc I like it

* Update locations.py
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NewSoupVi 2025-01-20 16:07:15 +01:00 committed by GitHub
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12 changed files with 86 additions and 20 deletions

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@ -148,7 +148,8 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
else:
multiworld.worlds[1].options.non_local_items.value = set()
multiworld.worlds[1].options.local_items.value = set()
AutoWorld.call_all(multiworld, "connect_entrances")
AutoWorld.call_all(multiworld, "generate_basic")
# remove starting inventory from pool items.

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@ -370,19 +370,13 @@ target_group_lookup = bake_target_group_lookup(world, get_target_groups)
#### When to call `randomize_entrances`
The short answer is that you will almost always want to do ER in `pre_fill`. For more information why, continue reading.
The correct step for this is `World.connect_entrances`.
ER begins by collecting the entire item pool and then uses your access rules to try and prevent some kinds of failures.
This means 2 things about when you can call ER:
1. You must supply your item pool before calling ER, or call ER before setting any rules which require items.
2. If you have rules dependent on anything other than items (e.g. `Entrance`s or events), you must set your rules
and create your events before you call ER if you want to guarantee a correct output.
If the conditions above are met, you could theoretically do ER as early as `create_regions`. However, plando is also
a consideration. Since item plando happens between `set_rules` and `pre_fill` and modifies the item pool, doing ER
in `pre_fill` is the only way to account for placements made by item plando, otherwise you risk impossible seeds or
generation failures. Obviously, if your world implements entrance plando, you will likely want to do that before ER as
well.
Currently, you could theoretically do it as early as `World.create_regions` or as late as `pre_fill`.
However, there are upcoming changes to Item Plando and Generic Entrance Randomizer to make the two features work better
together.
These changes necessitate that entrance randomization is done exactly in `World.connect_entrances`.
It is fine for your Entrances to be connected differently or not at all before this step.
#### Informing your client about randomized entrances

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@ -490,6 +490,9 @@ In addition, the following methods can be implemented and are called in this ord
after this step. Locations cannot be moved to different regions after this step.
* `set_rules(self)`
called to set access and item rules on locations and entrances.
* `connect_entrances(self)`
by the end of this step, all entrances must exist and be connected to their source and target regions.
Entrance randomization should be done here.
* `generate_basic(self)`
player-specific randomization that does not affect logic can be done here.
* `pre_fill(self)`, `fill_hook(self)` and `post_fill(self)`

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@ -18,7 +18,15 @@ def run_locations_benchmark():
class BenchmarkRunner:
gen_steps: typing.Tuple[str, ...] = (
"generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill")
"generate_early",
"create_regions",
"create_items",
"set_rules",
"connect_entrances",
"generate_basic",
"pre_fill",
)
rule_iterations: int = 100_000
if sys.version_info >= (3, 9):

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@ -5,7 +5,15 @@ from BaseClasses import CollectionState, Item, ItemClassification, Location, Mul
from worlds import network_data_package
from worlds.AutoWorld import World, call_all
gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill")
gen_steps = (
"generate_early",
"create_regions",
"create_items",
"set_rules",
"connect_entrances",
"generate_basic",
"pre_fill",
)
def setup_solo_multiworld(

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@ -0,0 +1,36 @@
import unittest
from worlds.AutoWorld import AutoWorldRegister, call_all, World
from . import setup_solo_multiworld
class TestBase(unittest.TestCase):
def test_entrance_connection_steps(self):
"""Tests that Entrances are connected and not changed after connect_entrances."""
def get_entrance_name_to_source_and_target_dict(world: World):
return [
(entrance.name, entrance.parent_region, entrance.connected_region)
for entrance in world.get_entrances()
]
gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "connect_entrances")
additional_steps = ("generate_basic", "pre_fill")
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game", game_name=game_name):
multiworld = setup_solo_multiworld(world_type, gen_steps)
original_entrances = get_entrance_name_to_source_and_target_dict(multiworld.worlds[1])
self.assertTrue(
all(entrance[1] is not None and entrance[2] is not None for entrance in original_entrances),
f"{game_name} had unconnected entrances after connect_entrances"
)
for step in additional_steps:
with self.subTest("Step", step=step):
call_all(multiworld, step)
step_entrances = get_entrance_name_to_source_and_target_dict(multiworld.worlds[1])
self.assertEqual(
original_entrances, step_entrances, f"{game_name} modified entrances during {step}"
)

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@ -67,7 +67,7 @@ class TestBase(unittest.TestCase):
def test_itempool_not_modified(self):
"""Test that worlds don't modify the itempool after `create_items`"""
gen_steps = ("generate_early", "create_regions", "create_items")
additional_steps = ("set_rules", "generate_basic", "pre_fill")
additional_steps = ("set_rules", "connect_entrances", "generate_basic", "pre_fill")
excluded_games = ("Links Awakening DX", "Ocarina of Time", "SMZ3")
worlds_to_test = {game: world
for game, world in AutoWorldRegister.world_types.items() if game not in excluded_games}
@ -84,7 +84,7 @@ class TestBase(unittest.TestCase):
def test_locality_not_modified(self):
"""Test that worlds don't modify the locality of items after duplicates are resolved"""
gen_steps = ("generate_early", "create_regions", "create_items")
additional_steps = ("set_rules", "generate_basic", "pre_fill")
additional_steps = ("set_rules", "connect_entrances", "generate_basic", "pre_fill")
worlds_to_test = {game: world for game, world in AutoWorldRegister.world_types.items()}
for game_name, world_type in worlds_to_test.items():
with self.subTest("Game", game=game_name):

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@ -45,6 +45,12 @@ class TestBase(unittest.TestCase):
self.assertEqual(location_count, len(multiworld.get_locations()),
f"{game_name} modified locations count during rule creation")
call_all(multiworld, "connect_entrances")
self.assertEqual(region_count, len(multiworld.get_regions()),
f"{game_name} modified region count during rule creation")
self.assertEqual(location_count, len(multiworld.get_locations()),
f"{game_name} modified locations count during rule creation")
call_all(multiworld, "generate_basic")
self.assertEqual(region_count, len(multiworld.get_regions()),
f"{game_name} modified region count during generate_basic")

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@ -2,11 +2,11 @@ import unittest
from BaseClasses import CollectionState
from worlds.AutoWorld import AutoWorldRegister
from . import setup_solo_multiworld
from . import setup_solo_multiworld, gen_steps
class TestBase(unittest.TestCase):
gen_steps = ["generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill"]
gen_steps = gen_steps
default_settings_unreachable_regions = {
"A Link to the Past": {

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@ -378,6 +378,10 @@ class World(metaclass=AutoWorldRegister):
"""Method for setting the rules on the World's regions and locations."""
pass
def connect_entrances(self) -> None:
"""Method to finalize the source and target regions of the World's entrances"""
pass
def generate_basic(self) -> None:
"""
Useful for randomizing things that don't affect logic but are better to be determined before the output stage.

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@ -483,6 +483,8 @@ def create_regions(multiworld: MultiWorld, player: int, options):
for name, data in regions.items():
multiworld.regions.append(create_region(multiworld, player, name, data))
def connect_entrances(multiworld: MultiWorld, player: int):
multiworld.get_entrance("Awakening", player).connect(multiworld.get_region("Awakening", player))
multiworld.get_entrance("Destiny Islands", player).connect(multiworld.get_region("Destiny Islands", player))
multiworld.get_entrance("Traverse Town", player).connect(multiworld.get_region("Traverse Town", player))
@ -500,6 +502,7 @@ def create_regions(multiworld: MultiWorld, player: int, options):
multiworld.get_entrance("World Map", player).connect(multiworld.get_region("World Map", player))
multiworld.get_entrance("Levels", player).connect(multiworld.get_region("Levels", player))
def create_region(multiworld: MultiWorld, player: int, name: str, data: KH1RegionData):
region = Region(name, player, multiworld)
if data.locations:

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@ -6,7 +6,7 @@ from worlds.AutoWorld import WebWorld, World
from .Items import KH1Item, KH1ItemData, event_item_table, get_items_by_category, item_table, item_name_groups
from .Locations import KH1Location, location_table, get_locations_by_category, location_name_groups
from .Options import KH1Options, kh1_option_groups
from .Regions import create_regions
from .Regions import connect_entrances, create_regions
from .Rules import set_rules
from .Presets import kh1_option_presets
from worlds.LauncherComponents import Component, components, Type, launch_subprocess
@ -242,6 +242,9 @@ class KH1World(World):
def create_regions(self):
create_regions(self.multiworld, self.player, self.options)
def connect_entrances(self):
connect_entrances(self.multiworld, self.player)
def generate_early(self):
value_names = ["Reports to Open End of the World", "Reports to Open Final Rest Door", "Reports in Pool"]