Move hint info gathering to stage_generate_output
only loops over world locations once rather than many times
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89984a0d09
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@ -640,21 +640,12 @@ def buildWorldGossipHints(world, checkedLocations=None):
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# Seed the RNG
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world.hint_rng = world.world.slot_seeds[world.player]
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# Gather woth, barren, major items
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world.gather_hint_data()
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# rebuild hint exclusion list
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hintExclusions(world, clear_cache=True)
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world.barren_dungeon = 0
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world.woth_dungeon = 0
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# search = Search.max_explore([w.state for w in orlds])
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# for stone in gossipLocations.values():
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# stone.reachable = (
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# search.spot_access(world.get_location(stone.location))
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# and search.state_list[world.id].guarantee_hint())
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if checkedLocations is None:
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checkedLocations = {player: set() for player in world.world.player_ids}
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@ -669,8 +660,6 @@ def buildWorldGossipHints(world, checkedLocations=None):
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stoneIDs = list(gossipLocations.keys())
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# world.distribution.configure_gossip(stoneIDs)
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if 'disabled' in world.hint_dist_user:
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for stone_name in world.hint_dist_user['disabled']:
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try:
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@ -35,6 +35,7 @@ location_id_offset = 67000
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# OoT's generate_output doesn't benefit from more than 2 threads, instead it uses a lot of memory.
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i_o_limiter = threading.Semaphore(2)
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hint_data_available = threading.Event()
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class OOTWorld(World):
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@ -646,8 +647,10 @@ class OOTWorld(World):
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impa.event = True
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self.world.itempool.remove(item_to_place)
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# For now we will always output a patch file.
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def generate_output(self, output_directory: str):
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if self.hints != 'none':
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hint_data_available.wait()
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with i_o_limiter:
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# Make ice traps appear as other random items
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ice_traps = [loc.item for loc in self.get_locations() if loc.item.name == 'Ice Trap']
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@ -655,8 +658,7 @@ class OOTWorld(World):
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trap.looks_like_item = self.create_item(self.world.slot_seeds[self.player].choice(self.fake_items).name)
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outfile_name = f"AP_{self.world.seed_name}_P{self.player}_{self.world.get_player_name(self.player)}"
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rom = Rom(
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file=get_options()['oot_options']['rom_file']) # a ROM must be provided, cannot produce patches without it
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rom = Rom(file=get_options()['oot_options']['rom_file'])
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if self.hints != 'none':
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buildWorldGossipHints(self)
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patch_rom(self, rom)
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@ -665,6 +667,43 @@ class OOTWorld(World):
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create_patch_file(rom, output_path(output_directory, outfile_name + '.apz5'))
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rom.restore()
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# Gathers hint data for OoT. Loops over all world locations for woth, barren, and major item locations.
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def stage_generate_output(world: MultiWorld, output_directory: str):
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items_by_region = {player: {} for player in world.get_game_players("Ocarina of Time") if world.worlds[player].hints != 'none'}
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if items_by_region:
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for player in items_by_region:
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for r in world.worlds[player].regions:
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items_by_region[player][r.hint_text] = {'dungeon': False, 'weight': 0, 'prog_items': 0}
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for d in world.worlds[player].dungeons:
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items_by_region[player][d.hint_text] = {'dungeon': True, 'weight': 0, 'prog_items': 0}
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del (items_by_region[player]["Link's Pocket"])
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del (items_by_region[player][None])
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for loc in world.get_locations():
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player = loc.item.player
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autoworld = world.worlds[player]
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if ((player in items_by_region and (autoworld.is_major_item(loc.item) or loc.item.name in autoworld.item_added_hint_types['item']))
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or (loc.player in items_by_region and loc.name in autoworld.added_hint_types['item'])):
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autoworld.major_item_locations.append(loc)
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if loc.game == "Ocarina of Time":
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if loc.item.code and (not loc.locked or loc.item.type == 'Song'): # shuffled item
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hint_area = get_hint_area(loc)
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items_by_region[loc.player][hint_area]['weight'] += 1
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if loc.item.advancement:
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# Non-locked progression. Increment counter
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items_by_region[loc.player][hint_area]['prog_items'] += 1
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# Skip item at location and see if game is still beatable
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state = CollectionState(world)
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state.locations_checked.add(loc)
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if not world.can_beat_game(state):
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world.worlds[loc.player].required_locations.append(loc)
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for autoworld in world.get_game_worlds("Ocarina of Time"):
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autoworld.empty_areas = {region: info for (region, info) in items_by_region[autoworld.player].items() if not info['prog_items']}
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hint_data_available.set()
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# Helper functions
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def get_shuffled_entrances(self):
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return []
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@ -708,37 +747,3 @@ class OOTWorld(World):
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return False
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return True
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# Run this once for to gather up all required locations (for WOTH), barren regions (for foolish), and location of major items.
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# required_locations and major_item_locations need to be ordered for deterministic hints.
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def gather_hint_data(self):
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if self.required_locations and self.empty_areas and self.major_item_locations:
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return
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items_by_region = {}
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for r in self.regions:
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items_by_region[r.hint_text] = {'dungeon': False, 'weight': 0, 'prog_items': 0}
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for d in self.dungeons:
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items_by_region[d.hint_text] = {'dungeon': True, 'weight': 0, 'prog_items': 0}
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del (items_by_region["Link's Pocket"])
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del (items_by_region[None])
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for loc in self.get_locations():
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if loc.item.code: # is a real item
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hint_area = get_hint_area(loc)
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items_by_region[hint_area]['weight'] += 1
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if loc.item.advancement and (not loc.locked or loc.item.type == 'Song'):
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# Non-locked progression. Increment counter
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items_by_region[hint_area]['prog_items'] += 1
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# Skip item at location and see if game is still beatable
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state = CollectionState(self.world)
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state.locations_checked.add(loc)
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if not self.world.can_beat_game(state):
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self.required_locations.append(loc)
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self.empty_areas = {region: info for (region, info) in items_by_region.items() if not info['prog_items']}
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for loc in self.world.get_filled_locations():
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if (loc.item.player == self.player and self.is_major_item(loc.item)
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or (loc.item.player == self.player and loc.item.name in self.item_added_hint_types['item'])
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or (loc.name in self.added_hint_types['item'] and loc.player == self.player)):
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self.major_item_locations.append(loc)
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