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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Main.py
3
Main.py
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@ -148,7 +148,8 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
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else:
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multiworld.worlds[1].options.non_local_items.value = set()
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multiworld.worlds[1].options.local_items.value = set()
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AutoWorld.call_all(multiworld, "connect_entrances")
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AutoWorld.call_all(multiworld, "generate_basic")
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# 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)
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#### When to call `randomize_entrances`
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The short answer is that you will almost always want to do ER in `pre_fill`. For more information why, continue reading.
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The correct step for this is `World.connect_entrances`.
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ER begins by collecting the entire item pool and then uses your access rules to try and prevent some kinds of failures.
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This means 2 things about when you can call ER:
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1. You must supply your item pool before calling ER, or call ER before setting any rules which require items.
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2. If you have rules dependent on anything other than items (e.g. `Entrance`s or events), you must set your rules
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and create your events before you call ER if you want to guarantee a correct output.
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If the conditions above are met, you could theoretically do ER as early as `create_regions`. However, plando is also
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a consideration. Since item plando happens between `set_rules` and `pre_fill` and modifies the item pool, doing ER
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in `pre_fill` is the only way to account for placements made by item plando, otherwise you risk impossible seeds or
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generation failures. Obviously, if your world implements entrance plando, you will likely want to do that before ER as
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well.
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Currently, you could theoretically do it as early as `World.create_regions` or as late as `pre_fill`.
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However, there are upcoming changes to Item Plando and Generic Entrance Randomizer to make the two features work better
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together.
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These changes necessitate that entrance randomization is done exactly in `World.connect_entrances`.
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It is fine for your Entrances to be connected differently or not at all before this step.
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#### 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
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after this step. Locations cannot be moved to different regions after this step.
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* `set_rules(self)`
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called to set access and item rules on locations and entrances.
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* `connect_entrances(self)`
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by the end of this step, all entrances must exist and be connected to their source and target regions.
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Entrance randomization should be done here.
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* `generate_basic(self)`
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player-specific randomization that does not affect logic can be done here.
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* `pre_fill(self)`, `fill_hook(self)` and `post_fill(self)`
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@ -18,7 +18,15 @@ def run_locations_benchmark():
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class BenchmarkRunner:
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gen_steps: typing.Tuple[str, ...] = (
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"generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill")
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"generate_early",
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"create_regions",
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"create_items",
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"set_rules",
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"connect_entrances",
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"generate_basic",
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"pre_fill",
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)
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rule_iterations: int = 100_000
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if sys.version_info >= (3, 9):
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@ -5,7 +5,15 @@ from BaseClasses import CollectionState, Item, ItemClassification, Location, Mul
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from worlds import network_data_package
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from worlds.AutoWorld import World, call_all
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gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill")
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gen_steps = (
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"generate_early",
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"create_regions",
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"create_items",
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"set_rules",
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"connect_entrances",
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"generate_basic",
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"pre_fill",
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)
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def setup_solo_multiworld(
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@ -0,0 +1,36 @@
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import unittest
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from worlds.AutoWorld import AutoWorldRegister, call_all, World
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from . import setup_solo_multiworld
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class TestBase(unittest.TestCase):
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def test_entrance_connection_steps(self):
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"""Tests that Entrances are connected and not changed after connect_entrances."""
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def get_entrance_name_to_source_and_target_dict(world: World):
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return [
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(entrance.name, entrance.parent_region, entrance.connected_region)
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for entrance in world.get_entrances()
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]
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gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "connect_entrances")
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additional_steps = ("generate_basic", "pre_fill")
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for game_name, world_type in AutoWorldRegister.world_types.items():
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with self.subTest("Game", game_name=game_name):
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multiworld = setup_solo_multiworld(world_type, gen_steps)
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original_entrances = get_entrance_name_to_source_and_target_dict(multiworld.worlds[1])
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self.assertTrue(
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all(entrance[1] is not None and entrance[2] is not None for entrance in original_entrances),
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f"{game_name} had unconnected entrances after connect_entrances"
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)
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for step in additional_steps:
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with self.subTest("Step", step=step):
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call_all(multiworld, step)
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step_entrances = get_entrance_name_to_source_and_target_dict(multiworld.worlds[1])
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self.assertEqual(
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original_entrances, step_entrances, f"{game_name} modified entrances during {step}"
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)
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@ -67,7 +67,7 @@ class TestBase(unittest.TestCase):
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def test_itempool_not_modified(self):
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"""Test that worlds don't modify the itempool after `create_items`"""
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gen_steps = ("generate_early", "create_regions", "create_items")
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additional_steps = ("set_rules", "generate_basic", "pre_fill")
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additional_steps = ("set_rules", "connect_entrances", "generate_basic", "pre_fill")
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excluded_games = ("Links Awakening DX", "Ocarina of Time", "SMZ3")
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worlds_to_test = {game: world
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for game, world in AutoWorldRegister.world_types.items() if game not in excluded_games}
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@ -84,7 +84,7 @@ class TestBase(unittest.TestCase):
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def test_locality_not_modified(self):
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"""Test that worlds don't modify the locality of items after duplicates are resolved"""
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gen_steps = ("generate_early", "create_regions", "create_items")
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additional_steps = ("set_rules", "generate_basic", "pre_fill")
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additional_steps = ("set_rules", "connect_entrances", "generate_basic", "pre_fill")
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worlds_to_test = {game: world for game, world in AutoWorldRegister.world_types.items()}
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for game_name, world_type in worlds_to_test.items():
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with self.subTest("Game", game=game_name):
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@ -45,6 +45,12 @@ class TestBase(unittest.TestCase):
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self.assertEqual(location_count, len(multiworld.get_locations()),
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f"{game_name} modified locations count during rule creation")
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call_all(multiworld, "connect_entrances")
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self.assertEqual(region_count, len(multiworld.get_regions()),
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f"{game_name} modified region count during rule creation")
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self.assertEqual(location_count, len(multiworld.get_locations()),
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f"{game_name} modified locations count during rule creation")
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call_all(multiworld, "generate_basic")
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self.assertEqual(region_count, len(multiworld.get_regions()),
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f"{game_name} modified region count during generate_basic")
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@ -2,11 +2,11 @@ import unittest
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from BaseClasses import CollectionState
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from worlds.AutoWorld import AutoWorldRegister
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from . import setup_solo_multiworld
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from . import setup_solo_multiworld, gen_steps
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class TestBase(unittest.TestCase):
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gen_steps = ["generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill"]
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gen_steps = gen_steps
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default_settings_unreachable_regions = {
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"A Link to the Past": {
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@ -378,6 +378,10 @@ class World(metaclass=AutoWorldRegister):
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"""Method for setting the rules on the World's regions and locations."""
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pass
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def connect_entrances(self) -> None:
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"""Method to finalize the source and target regions of the World's entrances"""
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pass
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def generate_basic(self) -> None:
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"""
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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):
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for name, data in regions.items():
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multiworld.regions.append(create_region(multiworld, player, name, data))
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def connect_entrances(multiworld: MultiWorld, player: int):
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multiworld.get_entrance("Awakening", player).connect(multiworld.get_region("Awakening", player))
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multiworld.get_entrance("Destiny Islands", player).connect(multiworld.get_region("Destiny Islands", player))
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multiworld.get_entrance("Traverse Town", player).connect(multiworld.get_region("Traverse Town", player))
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@ -500,6 +502,7 @@ def create_regions(multiworld: MultiWorld, player: int, options):
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multiworld.get_entrance("World Map", player).connect(multiworld.get_region("World Map", player))
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multiworld.get_entrance("Levels", player).connect(multiworld.get_region("Levels", player))
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def create_region(multiworld: MultiWorld, player: int, name: str, data: KH1RegionData):
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region = Region(name, player, multiworld)
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if data.locations:
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@ -6,7 +6,7 @@ from worlds.AutoWorld import WebWorld, World
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from .Items import KH1Item, KH1ItemData, event_item_table, get_items_by_category, item_table, item_name_groups
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from .Locations import KH1Location, location_table, get_locations_by_category, location_name_groups
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from .Options import KH1Options, kh1_option_groups
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from .Regions import create_regions
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from .Regions import connect_entrances, create_regions
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from .Rules import set_rules
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from .Presets import kh1_option_presets
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from worlds.LauncherComponents import Component, components, Type, launch_subprocess
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@ -242,6 +242,9 @@ class KH1World(World):
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def create_regions(self):
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create_regions(self.multiworld, self.player, self.options)
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def connect_entrances(self):
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connect_entrances(self.multiworld, self.player)
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def generate_early(self):
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value_names = ["Reports to Open End of the World", "Reports to Open Final Rest Door", "Reports in Pool"]
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