SM: comeback fix6 and some refactor (#1756)

refactored and cleaned a bit SMWorld class for best practices:
- moved content of Regions.py and Rules.py in SMWorld
- moved appropiate code to their dedicated World core functions
- moved some Entrances being created in generate_basic to create_regions
more comeback check fixes:
- fixed setting progression door openers items local if doors_colors_rando is used
- enable comeback check only for filling stage as later stages (progression balancing, accessibility and spoiler playthrough) are prone to fail with it
This commit is contained in:
lordlou 2023-04-23 16:16:01 -04:00 committed by GitHub
parent ab5cb7adad
commit 67c3076572
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3 changed files with 209 additions and 237 deletions

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@ -1,42 +0,0 @@
def create_regions(self, world, player: int):
from . import create_region
from BaseClasses import Entrance
from .variaRandomizer.logic.logic import Logic
from .variaRandomizer.graph.vanilla.graph_locations import locationsDict
regions = []
for accessPoint in Logic.accessPoints:
if not accessPoint.Escape:
regions.append(create_region(self,
world,
player,
accessPoint.Name,
None,
[accessPoint.Name + "->" + key for key in accessPoint.intraTransitions.keys()]))
world.regions += regions
# create a region for each location and link each to what the location has access
# we make them one way so that the filler (and spoiler log) doesnt try to use those region as intermediary path
# this is required in AP because a location cant have multiple parent regions
locationRegions = []
for locationName, value in locationsDict.items():
locationRegions.append(create_region( self,
world,
player,
locationName,
[locationName]))
for key in value.AccessFrom.keys():
currentRegion =world.get_region(key, player)
currentRegion.exits.append(Entrance(player, key + "->"+ locationName, currentRegion))
world.regions += locationRegions
#create entrances
regionConcat = regions + locationRegions
for region in regionConcat:
for exit in region.exits:
exit.connect(world.get_region(exit.name[exit.name.find("->") + 2:], player))
world.regions += [
create_region(self, world, player, 'Menu', None, ['StartAP'])
]

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@ -1,38 +0,0 @@
from worlds.generic.Rules import set_rule, add_rule
from .variaRandomizer.graph.vanilla.graph_locations import locationsDict
from .variaRandomizer.logic.logic import Logic
def evalSMBool(smbool, maxDiff):
return smbool.bool == True and smbool.difficulty <= maxDiff
def add_accessFrom_rule(location, player, accessFrom):
add_rule(location, lambda state: any((state.can_reach(accessName, player=player) and evalSMBool(rule(state.smbm[player]), state.smbm[player].maxDiff)) for accessName, rule in accessFrom.items()))
def add_postAvailable_rule(location, player, func):
add_rule(location, lambda state: evalSMBool(func(state.smbm[player]), state.smbm[player].maxDiff))
def set_available_rule(location, player, func):
set_rule(location, lambda state: evalSMBool(func(state.smbm[player]), state.smbm[player].maxDiff))
def set_entrance_rule(entrance, player, func):
set_rule(entrance, lambda state: evalSMBool(func(state.smbm[player]), state.smbm[player].maxDiff))
def add_entrance_rule(entrance, player, func):
add_rule(entrance, lambda state: evalSMBool(func(state.smbm[player]), state.smbm[player].maxDiff))
def set_rules(world, player):
world.completion_condition[player] = lambda state: state.has('Mother Brain', player)
for key, value in locationsDict.items():
location = world.get_location(key, player)
set_available_rule(location, player, value.Available)
if value.AccessFrom is not None:
add_accessFrom_rule(location, player, value.AccessFrom)
if value.PostAvailable is not None:
add_postAvailable_rule(location, player, value.PostAvailable)
for accessPoint in Logic.accessPoints:
if not accessPoint.Escape:
for key, value1 in accessPoint.intraTransitions.items():
set_entrance_rule(world.get_entrance(accessPoint.Name + "->" + key, player), player, value1)

View File

@ -10,11 +10,10 @@ from typing import Any, Dict, Iterable, List, Set, TextIO, TypedDict
from BaseClasses import Region, Entrance, Location, MultiWorld, Item, ItemClassification, CollectionState, Tutorial
from Fill import fill_restrictive
from worlds.AutoWorld import World, AutoLogicRegister, WebWorld
from worlds.generic.Rules import set_rule, add_rule, add_item_rule
logger = logging.getLogger("Super Metroid")
from .Regions import create_regions
from .Rules import set_rules, add_entrance_rule
from .Options import sm_options
from .Client import SMSNIClient
from .Rom import get_base_rom_path, SM_ROM_MAX_PLAYERID, SM_ROM_PLAYERDATA_COUNT, SMDeltaPatch, get_sm_symbols
@ -106,6 +105,7 @@ class SMWorld(World):
def __init__(self, world: MultiWorld, player: int):
self.rom_name_available_event = threading.Event()
self.locations = {}
self.need_comeback_check = True
super().__init__(world, player)
@classmethod
@ -134,7 +134,7 @@ class SMWorld(World):
self.multiworld.accessibility[self.player] = self.multiworld.accessibility[self.player].from_text("minimal")
logger.warning(f"accessibility forced to 'minimal' for player {self.multiworld.get_player_name(self.player)} because of 'fun' settings")
def generate_basic(self):
def create_items(self):
itemPool = self.variaRando.container.itemPool
self.startItems = [variaItem for item in self.multiworld.precollected_items[self.player] for variaItem in ItemManager.Items.values() if variaItem.Name == item.name]
if self.multiworld.start_inventory_removes_from_pool[self.player]:
@ -150,7 +150,6 @@ class SMWorld(World):
pool = []
self.locked_items = {}
self.NothingPool = []
self.prefilled_locked_items = []
weaponCount = [0, 0, 0]
for item in itemPool:
isAdvancement = True
@ -180,12 +179,9 @@ class SMWorld(World):
player=self.player)
beamItems = ['Spazer', 'Ice', 'Wave' ,'Plasma']
self.ammoItems = ['Missile', 'Super', 'PowerBomb']
if self.multiworld.doors_colors_rando[self.player].value != 0:
if item.Type in beamItems:
self.multiworld.local_items[self.player].value.add(item.Name)
elif item.Type in self.ammoItems and isAdvancement:
self.prefilled_locked_items.append(smitem)
if itemClass == 'Boss':
self.locked_items[item.Name] = smitem
@ -199,9 +195,96 @@ class SMWorld(World):
for (location, item) in self.locked_items.items():
self.multiworld.get_location(location, self.player).place_locked_item(item)
self.multiworld.get_location(location, self.player).address = None
def evalSMBool(self, smbool, maxDiff):
return smbool.bool == True and smbool.difficulty <= maxDiff
def add_entrance_rule(self, entrance, player, func):
add_rule(entrance, lambda state: self.evalSMBool(func(state.smbm[player]), state.smbm[player].maxDiff))
startAP = self.multiworld.get_entrance('StartAP', self.player)
startAP.connect(self.multiworld.get_region(self.variaRando.args.startLocation, self.player))
def set_rules(self):
def add_accessFrom_rule(location, player, accessFrom):
add_rule(location, lambda state: any((state.can_reach(accessName, player=player) and self.evalSMBool(rule(state.smbm[player]), state.smbm[player].maxDiff)) for accessName, rule in accessFrom.items()))
def add_postAvailable_rule(location, player, func):
add_rule(location, lambda state: self.evalSMBool(func(state.smbm[player]), state.smbm[player].maxDiff))
def set_available_rule(location, player, func):
set_rule(location, lambda state: self.evalSMBool(func(state.smbm[player]), state.smbm[player].maxDiff))
def set_entrance_rule(entrance, player, func):
set_rule(entrance, lambda state: self.evalSMBool(func(state.smbm[player]), state.smbm[player].maxDiff))
self.multiworld.completion_condition[self.player] = lambda state: state.has('Mother Brain', self.player)
ammoItems = ['Missile', 'Super', 'PowerBomb']
for key, value in locationsDict.items():
location = self.multiworld.get_location(key, self.player)
set_available_rule(location, self.player, value.Available)
if value.AccessFrom is not None:
add_accessFrom_rule(location, self.player, value.AccessFrom)
if value.PostAvailable is not None:
add_postAvailable_rule(location, self.player, value.PostAvailable)
if self.multiworld.doors_colors_rando[self.player].value != 0:
add_item_rule(location, lambda item: item.type not in ammoItems or
(item.type in ammoItems and \
(not item.advancement or (item.advancement and item.player == self.player))))
for accessPoint in Logic.accessPoints:
if not accessPoint.Escape:
for key, value1 in accessPoint.intraTransitions.items():
set_entrance_rule(self.multiworld.get_entrance(accessPoint.Name + "->" + key, self.player), self.player, value1)
def create_region(self, world: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, player, world)
if locations:
for loc in locations:
location = self.locations[loc]
location.parent_region = ret
ret.locations.append(location)
if exits:
for exit in exits:
ret.exits.append(Entrance(player, exit, ret))
return ret
def create_regions(self):
# create locations
for name in locationsDict:
self.locations[name] = SMLocation(self.player, name, self.location_name_to_id.get(name, None))
# create regions
regions = []
for accessPoint in Logic.accessPoints:
if not accessPoint.Escape:
regions.append(self.create_region( self.multiworld,
self.player,
accessPoint.Name,
None,
[accessPoint.Name + "->" + key for key in accessPoint.intraTransitions.keys()]))
self.multiworld.regions += regions
# create a region for each location and link each to what the location has access
# we make them one way so that the filler (and spoiler log) doesnt try to use those region as intermediary path
# this is required in AP because a location cant have multiple parent regions
locationRegions = []
for locationName, value in locationsDict.items():
locationRegions.append(self.create_region( self.multiworld,
self.player,
locationName,
[locationName]))
for key in value.AccessFrom.keys():
currentRegion = self.multiworld.get_region(key, self.player)
currentRegion.exits.append(Entrance(self.player, key + "->"+ locationName, currentRegion))
self.multiworld.regions += locationRegions
#create entrances
regionConcat = regions + locationRegions
for region in regionConcat:
for exit in region.exits:
exit.connect(self.multiworld.get_region(exit.name[exit.name.find("->") + 2:], self.player))
for src, dest in self.variaRando.randoExec.areaGraph.InterAreaTransitions:
src_region = self.multiworld.get_region(src.Name, self.player)
@ -210,26 +293,125 @@ class SMWorld(World):
src_region.exits.append(Entrance(self.player, src.Name + "->" + dest.Name, src_region))
srcDestEntrance = self.multiworld.get_entrance(src.Name + "->" + dest.Name, self.player)
srcDestEntrance.connect(dest_region)
add_entrance_rule(self.multiworld.get_entrance(src.Name + "->" + dest.Name, self.player), self.player, getAccessPoint(src.Name).traverse)
self.add_entrance_rule(self.multiworld.get_entrance(src.Name + "->" + dest.Name, self.player), self.player, getAccessPoint(src.Name).traverse)
def set_rules(self):
set_rules(self.multiworld, self.player)
self.multiworld.regions += [
self.create_region(self.multiworld, self.player, 'Menu', None, ['StartAP'])
]
def create_regions(self):
create_locations(self, self.player)
create_regions(self, self.multiworld, self.player)
startAP = self.multiworld.get_entrance('StartAP', self.player)
startAP.connect(self.multiworld.get_region(self.variaRando.args.startLocation, self.player))
def collect(self, state: CollectionState, item: Item) -> bool:
state.smbm[self.player].addItem(item.type)
if item.location != None and item.location.game == self.game:
for entrance in self.multiworld.get_region(item.location.parent_region.name, item.location.player).entrances:
if (entrance.parent_region.can_reach(state)):
state.smbm[item.location.player].lastAP = entrance.parent_region.name
break
return super(SMWorld, self).collect(state, item)
def remove(self, state: CollectionState, item: Item) -> bool:
state.smbm[self.player].removeItem(item.type)
return super(SMWorld, self).remove(state, item)
def create_item(self, name: str) -> Item:
item = next(x for x in ItemManager.Items.values() if x.Name == name)
return SMItem(item.Name, ItemClassification.progression if item.Class != 'Minor' else ItemClassification.filler, item.Type, self.item_name_to_id[item.Name],
player=self.player)
def get_filler_item_name(self) -> str:
if self.multiworld.random.randint(0, 100) < self.multiworld.minor_qty[self.player].value:
power_bombs = self.multiworld.power_bomb_qty[self.player].value
missiles = self.multiworld.missile_qty[self.player].value
super_missiles = self.multiworld.super_qty[self.player].value
roll = self.multiworld.random.randint(1, power_bombs + missiles + super_missiles)
if roll <= power_bombs:
return "Power Bomb"
elif roll <= power_bombs + missiles:
return "Missile"
else:
return "Super Missile"
else:
return "Nothing"
def pre_fill(self):
from Fill import fill_restrictive
if len(self.prefilled_locked_items) > 0:
locations = [loc for loc in self.locations.values() if loc.item is None]
self.multiworld.random.shuffle(locations)
all_state = self.multiworld.get_all_state(False)
for item in self.ammoItems:
while (all_state.has(item.name, self.player, 1)):
all_state.remove(item)
if len(self.NothingPool) > 0:
nonChozoLoc = []
chozoLoc = []
fill_restrictive(self.multiworld, all_state, locations, self.prefilled_locked_items, True, True)
for loc in self.locations.values():
if loc.item is None:
if locationsDict[loc.name].isChozo():
chozoLoc.append(loc)
else:
nonChozoLoc.append(loc)
self.multiworld.random.shuffle(nonChozoLoc)
self.multiworld.random.shuffle(chozoLoc)
missingCount = len(self.NothingPool) - len(nonChozoLoc)
locations = nonChozoLoc
if (missingCount > 0):
locations += chozoLoc[:missingCount]
locations = locations[:len(self.NothingPool)]
for item, loc in zip(self.NothingPool, locations):
loc.place_locked_item(item)
loc.address = loc.item.code = None
def post_fill(self):
self.itemLocs = [
ItemLocation(ItemManager.Items[itemLoc.item.type
if isinstance(itemLoc.item, SMItem) and itemLoc.item.type in ItemManager.Items else
'ArchipelagoItem'],
locationsDict[itemLoc.name], itemLoc.item.player, True)
for itemLoc in self.multiworld.get_locations(self.player)
]
self.progItemLocs = [
ItemLocation(ItemManager.Items[itemLoc.item.type
if isinstance(itemLoc.item, SMItem) and itemLoc.item.type in ItemManager.Items else
'ArchipelagoItem'],
locationsDict[itemLoc.name], itemLoc.item.player, True)
for itemLoc in self.multiworld.get_locations(self.player) if itemLoc.item.advancement
]
for itemLoc in self.itemLocs:
if itemLoc.Item.Class == "Boss":
itemLoc.Item.Class = "Minor"
for itemLoc in self.progItemLocs:
if itemLoc.Item.Class == "Boss":
itemLoc.Item.Class = "Minor"
localItemLocs = [il for il in self.itemLocs if il.player == self.player]
localprogItemLocs = [il for il in self.progItemLocs if il.player == self.player]
escapeTrigger = (localItemLocs, localprogItemLocs, 'Full') if self.variaRando.randoExec.randoSettings.restrictions["EscapeTrigger"] else None
escapeOk = self.variaRando.randoExec.graphBuilder.escapeGraph(self.variaRando.container, self.variaRando.randoExec.areaGraph, self.variaRando.randoExec.randoSettings.maxDiff, escapeTrigger)
assert escapeOk, "Could not find a solution for escape"
self.variaRando.doors = GraphUtils.getDoorConnections(self.variaRando.randoExec.areaGraph,
self.variaRando.args.area, self.variaRando.args.bosses,
self.variaRando.args.escapeRando)
self.variaRando.randoExec.postProcessItemLocs(self.itemLocs, self.variaRando.args.hideItems)
self.need_comeback_check = False
@classmethod
def stage_post_fill(cls, world):
new_state = CollectionState(world)
progitempool = []
for item in world.itempool:
if item.game == "Super Metroid" and item.advancement:
progitempool.append(item)
for item in progitempool:
new_state.collect(item, True)
bossesLoc = ['Draygon', 'Kraid', 'Ridley', 'Phantoon', 'Mother Brain']
for player in world.get_game_players("Super Metroid"):
for bossLoc in bossesLoc:
if not world.get_location(bossLoc, player).can_reach(new_state):
world.state.smbm[player].onlyBossLeft = True
break
def getWordArray(self, w: int) -> List[int]:
""" little-endian convert a 16-bit number to an array of numbers <= 255 each """
@ -669,115 +851,6 @@ class SMWorld(World):
return slot_data
def collect(self, state: CollectionState, item: Item) -> bool:
state.smbm[self.player].addItem(item.type)
if item.location != None and item.location.game == self.game:
for entrance in self.multiworld.get_region(item.location.parent_region.name, item.location.player).entrances:
if (entrance.parent_region.can_reach(state)):
state.smbm[item.location.player].lastAP = entrance.parent_region.name
break
return super(SMWorld, self).collect(state, item)
def remove(self, state: CollectionState, item: Item) -> bool:
state.smbm[self.player].removeItem(item.type)
return super(SMWorld, self).remove(state, item)
def create_item(self, name: str) -> Item:
item = next(x for x in ItemManager.Items.values() if x.Name == name)
return SMItem(item.Name, ItemClassification.progression if item.Class != 'Minor' else ItemClassification.filler, item.Type, self.item_name_to_id[item.Name],
player=self.player)
def get_filler_item_name(self) -> str:
if self.multiworld.random.randint(0, 100) < self.multiworld.minor_qty[self.player].value:
power_bombs = self.multiworld.power_bomb_qty[self.player].value
missiles = self.multiworld.missile_qty[self.player].value
super_missiles = self.multiworld.super_qty[self.player].value
roll = self.multiworld.random.randint(1, power_bombs + missiles + super_missiles)
if roll <= power_bombs:
return "Power Bomb"
elif roll <= power_bombs + missiles:
return "Missile"
else:
return "Super Missile"
else:
return "Nothing"
def pre_fill(self):
if len(self.NothingPool) > 0:
nonChozoLoc = []
chozoLoc = []
for loc in self.locations.values():
if loc.item is None:
if locationsDict[loc.name].isChozo():
chozoLoc.append(loc)
else:
nonChozoLoc.append(loc)
self.multiworld.random.shuffle(nonChozoLoc)
self.multiworld.random.shuffle(chozoLoc)
missingCount = len(self.NothingPool) - len(nonChozoLoc)
locations = nonChozoLoc
if (missingCount > 0):
locations += chozoLoc[:missingCount]
locations = locations[:len(self.NothingPool)]
for item, loc in zip(self.NothingPool, locations):
loc.place_locked_item(item)
loc.address = loc.item.code = None
def post_fill(self):
self.itemLocs = [
ItemLocation(ItemManager.Items[itemLoc.item.type
if isinstance(itemLoc.item, SMItem) and itemLoc.item.type in ItemManager.Items else
'ArchipelagoItem'],
locationsDict[itemLoc.name], itemLoc.item.player, True)
for itemLoc in self.multiworld.get_locations(self.player)
]
self.progItemLocs = [
ItemLocation(ItemManager.Items[itemLoc.item.type
if isinstance(itemLoc.item, SMItem) and itemLoc.item.type in ItemManager.Items else
'ArchipelagoItem'],
locationsDict[itemLoc.name], itemLoc.item.player, True)
for itemLoc in self.multiworld.get_locations(self.player) if itemLoc.item.advancement
]
for itemLoc in self.itemLocs:
if itemLoc.Item.Class == "Boss":
itemLoc.Item.Class = "Minor"
for itemLoc in self.progItemLocs:
if itemLoc.Item.Class == "Boss":
itemLoc.Item.Class = "Minor"
localItemLocs = [il for il in self.itemLocs if il.player == self.player]
localprogItemLocs = [il for il in self.progItemLocs if il.player == self.player]
escapeTrigger = (localItemLocs, localprogItemLocs, 'Full') if self.variaRando.randoExec.randoSettings.restrictions["EscapeTrigger"] else None
escapeOk = self.variaRando.randoExec.graphBuilder.escapeGraph(self.variaRando.container, self.variaRando.randoExec.areaGraph, self.variaRando.randoExec.randoSettings.maxDiff, escapeTrigger)
assert escapeOk, "Could not find a solution for escape"
self.variaRando.doors = GraphUtils.getDoorConnections(self.variaRando.randoExec.areaGraph,
self.variaRando.args.area, self.variaRando.args.bosses,
self.variaRando.args.escapeRando)
self.variaRando.randoExec.postProcessItemLocs(self.itemLocs, self.variaRando.args.hideItems)
@classmethod
def stage_post_fill(cls, world):
new_state = CollectionState(world)
progitempool = []
for item in world.itempool:
if item.game == "Super Metroid" and item.advancement:
progitempool.append(item)
for item in progitempool:
new_state.collect(item, True)
bossesLoc = ['Draygon', 'Kraid', 'Ridley', 'Phantoon', 'Mother Brain']
for player in world.get_game_players("Super Metroid"):
for bossLoc in bossesLoc:
if not world.get_location(bossLoc, player).can_reach(new_state):
world.state.smbm[player].onlyBossLeft = True
break
def write_spoiler(self, spoiler_handle: TextIO):
if self.multiworld.area_randomization[self.player].value != 0:
spoiler_handle.write('\n\nArea Transitions:\n\n')
@ -793,39 +866,18 @@ class SMWorld(World):
'<=>',
dest.Name) for src, dest in self.variaRando.randoExec.areaGraph.InterAreaTransitions if src.Boss]))
def create_locations(self, player: int):
for name in locationsDict:
self.locations[name] = SMLocation(player, name, self.location_name_to_id.get(name, None))
def create_region(self, world: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, player, world)
if locations:
for loc in locations:
location = self.locations[loc]
location.parent_region = ret
ret.locations.append(location)
if exits:
for exit in exits:
ret.exits.append(Entrance(player, exit, ret))
return ret
class SMLocation(Location):
game: str = "Super Metroid"
def __init__(self, player: int, name: str, address=None, parent=None):
super(SMLocation, self).__init__(player, name, address, parent)
def can_fill(self, state: CollectionState, item: Item, check_access=True) -> bool:
return self.always_allow(state, item) or (self.item_rule(item) and (not check_access or self.can_reach(state)))
def can_reach(self, state: CollectionState) -> bool:
# self.access_rule computes faster on average, so placing it first for faster abort
assert self.parent_region, "Can't reach location without region"
return self.access_rule(state) and \
self.parent_region.can_reach(state) and \
self.can_comeback(state, self.item)
return super(SMLocation, self).can_reach(state) and \
(not state.multiworld.worlds[self.player].need_comeback_check or \
self.can_comeback(state, self.item))
def can_comeback(self, state: CollectionState, item):
randoExec = state.multiworld.worlds[self.player].variaRando.randoExec