Core: move create_playthrough under Spoiler as method (#1310)
Core: split create_playthrough, allowing skipping of paths
This commit is contained in:
parent
e71ea94fe5
commit
6173bc6e03
151
BaseClasses.py
151
BaseClasses.py
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@ -1369,6 +1369,157 @@ class Spoiler():
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self.bosses[str(player)]["Ganons Tower"] = "Agahnim 2"
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self.bosses[str(player)]["Ganon"] = "Ganon"
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def create_playthrough(self, create_paths: bool = True):
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"""Destructive to the world while it is run, damage gets repaired afterwards."""
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from itertools import chain
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# get locations containing progress items
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multiworld = self.multiworld
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prog_locations = {location for location in multiworld.get_filled_locations() if location.item.advancement}
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state_cache = [None]
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collection_spheres: List[Set[Location]] = []
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state = CollectionState(multiworld)
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sphere_candidates = set(prog_locations)
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logging.debug('Building up collection spheres.')
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while sphere_candidates:
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# build up spheres of collection radius.
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# Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
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sphere = {location for location in sphere_candidates if state.can_reach(location)}
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for location in sphere:
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state.collect(location.item, True, location)
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sphere_candidates -= sphere
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collection_spheres.append(sphere)
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state_cache.append(state.copy())
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logging.debug('Calculated sphere %i, containing %i of %i progress items.', len(collection_spheres),
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len(sphere),
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len(prog_locations))
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if not sphere:
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logging.debug('The following items could not be reached: %s', ['%s (Player %d) at %s (Player %d)' % (
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location.item.name, location.item.player, location.name, location.player) for location in
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sphere_candidates])
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if any([multiworld.accessibility[location.item.player] != 'minimal' for location in sphere_candidates]):
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raise RuntimeError(f'Not all progression items reachable ({sphere_candidates}). '
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f'Something went terribly wrong here.')
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else:
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self.unreachables = sphere_candidates
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break
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# in the second phase, we cull each sphere such that the game is still beatable,
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# reducing each range of influence to the bare minimum required inside it
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restore_later = {}
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for num, sphere in reversed(tuple(enumerate(collection_spheres))):
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to_delete = set()
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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.debug('Checking if %s (Player %d) is required to beat the game.', location.item.name,
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location.item.player)
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old_item = location.item
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location.item = None
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if multiworld.can_beat_game(state_cache[num]):
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to_delete.add(location)
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restore_later[location] = old_item
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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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sphere -= to_delete
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# second phase, sphere 0
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removed_precollected = []
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for item in (i for i in chain.from_iterable(multiworld.precollected_items.values()) if i.advancement):
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logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
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multiworld.precollected_items[item.player].remove(item)
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multiworld.state.remove(item)
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if not multiworld.can_beat_game():
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multiworld.push_precollected(item)
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else:
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removed_precollected.append(item)
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# we are now down to just the required progress items in collection_spheres. Unfortunately
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# the previous pruning stage could potentially have made certain items dependant on others
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# in the same or later sphere (because the location had 2 ways to access but the item originally
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# used to access it was deemed not required.) So we need to do one final sphere collection pass
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# to build up the correct spheres
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required_locations = {item for sphere in collection_spheres for item in sphere}
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state = CollectionState(multiworld)
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collection_spheres = []
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while required_locations:
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state.sweep_for_events(key_only=True)
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sphere = set(filter(state.can_reach, required_locations))
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for location in sphere:
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state.collect(location.item, True, location)
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required_locations -= sphere
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collection_spheres.append(sphere)
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logging.debug('Calculated final sphere %i, containing %i of %i progress items.', len(collection_spheres),
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len(sphere), len(required_locations))
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if not sphere:
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raise RuntimeError(f'Not all required items reachable. Unreachable locations: {required_locations}')
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# we can finally output our playthrough
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self.playthrough = {"0": sorted([str(item) for item in
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chain.from_iterable(multiworld.precollected_items.values())
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if item.advancement])}
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for i, sphere in enumerate(collection_spheres):
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self.playthrough[str(i + 1)] = {
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str(location): str(location.item) for location in sorted(sphere)}
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if create_paths:
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self.create_paths(state, collection_spheres)
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# repair the multiworld again
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for location, item in restore_later.items():
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location.item = item
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for item in removed_precollected:
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multiworld.push_precollected(item)
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def create_paths(self, state: CollectionState, collection_spheres: List[Set[Location]]):
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from itertools import zip_longest
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multiworld = self.multiworld
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def flist_to_iter(node):
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while node:
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value, node = node
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yield value
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def get_path(state, region):
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reversed_path_as_flist = state.path.get(region, (region, None))
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string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist))))
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# Now we combine the flat string list into (region, exit) pairs
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pathsiter = iter(string_path_flat)
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pathpairs = zip_longest(pathsiter, pathsiter)
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return list(pathpairs)
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self.paths = {}
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topology_worlds = (player for player in multiworld.player_ids if multiworld.worlds[player].topology_present)
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for player in topology_worlds:
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self.paths.update(
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{str(location): get_path(state, location.parent_region)
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for sphere in collection_spheres for location in sphere
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if location.player == player})
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if player in multiworld.get_game_players("A Link to the Past"):
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# If Pyramid Fairy Entrance needs to be reached, also path to Big Bomb Shop
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# Maybe move the big bomb over to the Event system instead?
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if any(exit_path == 'Pyramid Fairy' for path in self.paths.values()
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for (_, exit_path) in path):
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if multiworld.mode[player] != 'inverted':
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self.paths[str(multiworld.get_region('Big Bomb Shop', player))] = \
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get_path(state, multiworld.get_region('Big Bomb Shop', player))
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else:
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self.paths[str(multiworld.get_region('Inverted Big Bomb Shop', player))] = \
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get_path(state, multiworld.get_region('Inverted Big Bomb Shop', player))
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def to_json(self):
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self.parse_data()
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out = OrderedDict()
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143
Main.py
143
Main.py
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@ -1,5 +1,4 @@
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import collections
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from itertools import zip_longest, chain
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import logging
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import os
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import time
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@ -417,7 +416,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
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if args.spoiler > 1:
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logger.info('Calculating playthrough.')
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create_playthrough(world)
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world.spoiler.create_playthrough(create_paths=args.spoiler > 2)
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if args.spoiler:
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world.spoiler.to_file(os.path.join(temp_dir, '%s_Spoiler.txt' % outfilebase))
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@ -431,143 +430,3 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
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logger.info('Done. Enjoy. Total Time: %s', time.perf_counter() - start)
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return world
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def create_playthrough(world):
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"""Destructive to the world while it is run, damage gets repaired afterwards."""
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# get locations containing progress items
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prog_locations = {location for location in world.get_filled_locations() if location.item.advancement}
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state_cache = [None]
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collection_spheres = []
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state = CollectionState(world)
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sphere_candidates = set(prog_locations)
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logging.debug('Building up collection spheres.')
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while sphere_candidates:
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# build up spheres of collection radius.
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# Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
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sphere = {location for location in sphere_candidates if state.can_reach(location)}
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for location in sphere:
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state.collect(location.item, True, location)
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sphere_candidates -= sphere
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collection_spheres.append(sphere)
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state_cache.append(state.copy())
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logging.debug('Calculated sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere),
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len(prog_locations))
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if not sphere:
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logging.debug('The following items could not be reached: %s', ['%s (Player %d) at %s (Player %d)' % (
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location.item.name, location.item.player, location.name, location.player) for location in
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sphere_candidates])
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if any([world.accessibility[location.item.player] != 'minimal' for location in sphere_candidates]):
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raise RuntimeError(f'Not all progression items reachable ({sphere_candidates}). '
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f'Something went terribly wrong here.')
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else:
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world.spoiler.unreachables = sphere_candidates
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break
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# in the second phase, we cull each sphere such that the game is still beatable,
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# reducing each range of influence to the bare minimum required inside it
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restore_later = {}
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for num, sphere in reversed(tuple(enumerate(collection_spheres))):
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to_delete = set()
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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.debug('Checking if %s (Player %d) is required to beat the game.', location.item.name,
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location.item.player)
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old_item = location.item
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location.item = None
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if world.can_beat_game(state_cache[num]):
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to_delete.add(location)
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restore_later[location] = old_item
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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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sphere -= to_delete
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# second phase, sphere 0
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removed_precollected = []
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for item in (i for i in chain.from_iterable(world.precollected_items.values()) if i.advancement):
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logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
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world.precollected_items[item.player].remove(item)
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world.state.remove(item)
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if not world.can_beat_game():
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world.push_precollected(item)
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else:
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removed_precollected.append(item)
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# we are now down to just the required progress items in collection_spheres. Unfortunately
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# the previous pruning stage could potentially have made certain items dependant on others
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# in the same or later sphere (because the location had 2 ways to access but the item originally
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# used to access it was deemed not required.) So we need to do one final sphere collection pass
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# to build up the correct spheres
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required_locations = {item for sphere in collection_spheres for item in sphere}
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state = CollectionState(world)
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collection_spheres = []
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while required_locations:
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state.sweep_for_events(key_only=True)
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sphere = set(filter(state.can_reach, required_locations))
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for location in sphere:
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state.collect(location.item, True, location)
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required_locations -= sphere
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collection_spheres.append(sphere)
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logging.debug('Calculated final sphere %i, containing %i of %i progress items.', len(collection_spheres),
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len(sphere), len(required_locations))
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if not sphere:
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raise RuntimeError(f'Not all required items reachable. Unreachable locations: {required_locations}')
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def flist_to_iter(node):
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while node:
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value, node = node
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yield value
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def get_path(state, region):
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reversed_path_as_flist = state.path.get(region, (region, None))
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string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist))))
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# Now we combine the flat string list into (region, exit) pairs
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pathsiter = iter(string_path_flat)
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pathpairs = zip_longest(pathsiter, pathsiter)
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return list(pathpairs)
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world.spoiler.paths = {}
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topology_worlds = (player for player in world.player_ids if world.worlds[player].topology_present)
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for player in topology_worlds:
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world.spoiler.paths.update(
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{str(location): get_path(state, location.parent_region) for sphere in collection_spheres for location in
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sphere if location.player == player})
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if player in world.get_game_players("A Link to the Past"):
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# If Pyramid Fairy Entrance needs to be reached, also path to Big Bomb Shop
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# Maybe move the big bomb over to the Event system instead?
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if any(exit_path == 'Pyramid Fairy' for path in world.spoiler.paths.values() for (_, exit_path) in path):
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if world.mode[player] != 'inverted':
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world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = \
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get_path(state, world.get_region('Big Bomb Shop', player))
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else:
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world.spoiler.paths[str(world.get_region('Inverted Big Bomb Shop', player))] = \
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get_path(state, world.get_region('Inverted Big Bomb Shop', player))
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# we can finally output our playthrough
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world.spoiler.playthrough = {"0": sorted([str(item) for item in
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chain.from_iterable(world.precollected_items.values())
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if item.advancement])}
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for i, sphere in enumerate(collection_spheres):
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world.spoiler.playthrough[str(i + 1)] = {str(location): str(location.item) for location in sorted(sphere)}
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# repair the world again
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for location, item in restore_later.items():
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location.item = item
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for item in removed_precollected:
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world.push_precollected(item)
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2
Utils.py
2
Utils.py
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@ -273,7 +273,7 @@ def get_default_options() -> OptionsType:
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"players": 0,
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"weights_file_path": "weights.yaml",
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"meta_file_path": "meta.yaml",
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"spoiler": 2,
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"spoiler": 3,
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"glitch_triforce_room": 1,
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"race": 0,
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"plando_options": "bosses",
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@ -114,7 +114,7 @@ def gen_game(gen_options: dict, meta: Optional[Dict[str, Any]] = None, owner=Non
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erargs = parse_arguments(['--multi', str(playercount)])
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erargs.seed = seed
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erargs.name = {x: "" for x in range(1, playercount + 1)} # only so it can be overwritten in mystery
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erargs.spoiler = 0 if race else 2
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erargs.spoiler = 0 if race else 3
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erargs.race = race
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erargs.outputname = seedname
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erargs.outputpath = target.name
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@ -68,9 +68,10 @@ generator:
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meta_file_path: "meta.yaml"
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# Create a spoiler file
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# 0 -> None
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# 1 -> Spoiler without playthrough
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# 2 -> Full spoiler
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spoiler: 2
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# 1 -> Spoiler without playthrough or paths to playthrough required items
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# 2 -> Spoiler with playthrough (viable solution to goals)
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# 3 -> Spoiler with playthrough and traversal paths towards items
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spoiler: 3
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# Glitch to Triforce room from Ganon
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# When disabled, you have to have a weapon that can hurt ganon (master sword or swordless/easy item functionality + hammer)
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# and have completed the goal required for killing ganon to be able to access the triforce room.
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