Core: don't allow region, location, or entrance with duplicate names (#2453)

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Aaron Wagener 2024-02-25 14:56:27 -06:00 committed by GitHub
parent 86a7ac466e
commit 8f7b0ee489
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11 changed files with 36 additions and 51 deletions

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@ -110,10 +110,14 @@ class MultiWorld():
return self return self
def append(self, region: Region): def append(self, region: Region):
assert region.name not in self.region_cache[region.player], \
f"{region.name} already exists in region cache."
self.region_cache[region.player][region.name] = region self.region_cache[region.player][region.name] = region
def extend(self, regions: Iterable[Region]): def extend(self, regions: Iterable[Region]):
for region in regions: for region in regions:
assert region.name not in self.region_cache[region.player], \
f"{region.name} already exists in region cache."
self.region_cache[region.player][region.name] = region self.region_cache[region.player][region.name] = region
def add_group(self, new_id: int): def add_group(self, new_id: int):
@ -877,6 +881,8 @@ class Region:
del(self.region_manager.location_cache[location.player][location.name]) del(self.region_manager.location_cache[location.player][location.name])
def insert(self, index: int, value: Location) -> None: def insert(self, index: int, value: Location) -> None:
assert value.name not in self.region_manager.location_cache[value.player], \
f"{value.name} already exists in the location cache."
self._list.insert(index, value) self._list.insert(index, value)
self.region_manager.location_cache[value.player][value.name] = value self.region_manager.location_cache[value.player][value.name] = value
@ -887,6 +893,8 @@ class Region:
del(self.region_manager.entrance_cache[entrance.player][entrance.name]) del(self.region_manager.entrance_cache[entrance.player][entrance.name])
def insert(self, index: int, value: Entrance) -> None: def insert(self, index: int, value: Entrance) -> None:
assert value.name not in self.region_manager.entrance_cache[value.player], \
f"{value.name} already exists in the entrance cache."
self._list.insert(index, value) self._list.insert(index, value)
self.region_manager.entrance_cache[value.player][value.name] = value self.region_manager.entrance_cache[value.player][value.name] = value

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@ -29,8 +29,8 @@ class TestHelpers(unittest.TestCase):
"event_loc": None, "event_loc": None,
}, },
"TestRegion2": { "TestRegion2": {
"loc_1": 321, "loc_3": 321,
"loc_2": 654, "loc_4": 654,
} }
} }

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@ -100,9 +100,7 @@ class MMBN3World(World):
for region_info in regions: for region_info in regions:
region = name_to_region[region_info.name] region = name_to_region[region_info.name]
for connection in region_info.connections: for connection in region_info.connections:
connection_region = name_to_region[connection] entrance = region.connect(name_to_region[connection])
entrance = Entrance(self.player, connection, region)
entrance.connect(connection_region)
# ACDC Pending with Start Randomizer # ACDC Pending with Start Randomizer
# if connection == RegionName.ACDC_Overworld: # if connection == RegionName.ACDC_Overworld:
@ -141,7 +139,6 @@ class MMBN3World(World):
if connection == RegionName.WWW_Island: if connection == RegionName.WWW_Island:
entrance.access_rule = lambda state:\ entrance.access_rule = lambda state:\
state.has(ItemName.Progressive_Undernet_Rank, self.player, 8) state.has(ItemName.Progressive_Undernet_Rank, self.player, 8)
region.exits.append(entrance)
def create_items(self) -> None: def create_items(self) -> None:
# First add in all progression and useful items # First add in all progression and useful items

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@ -90,13 +90,7 @@ class Overcooked2World(World):
def connect_regions(self, source: str, target: str, rule: Optional[Callable[[CollectionState], bool]] = None): def connect_regions(self, source: str, target: str, rule: Optional[Callable[[CollectionState], bool]] = None):
sourceRegion = self.multiworld.get_region(source, self.player) sourceRegion = self.multiworld.get_region(source, self.player)
targetRegion = self.multiworld.get_region(target, self.player) targetRegion = self.multiworld.get_region(target, self.player)
sourceRegion.connect(targetRegion, rule=rule)
connection = Entrance(self.player, '', sourceRegion)
if rule:
connection.access_rule = rule
sourceRegion.exits.append(connection)
connection.connect(targetRegion)
def add_level_location( def add_level_location(
self, self,

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@ -140,11 +140,7 @@ def create_explore_region(multiworld: MultiWorld, player: int, name: str, data:
def create_connections_in_regions(multiworld: MultiWorld, player: int, name: str, data: RoRRegionData) -> None: def create_connections_in_regions(multiworld: MultiWorld, player: int, name: str, data: RoRRegionData) -> None:
region = multiworld.get_region(name, player) region = multiworld.get_region(name, player)
if data.region_exits: if data.region_exits:
for region_exit in data.region_exits: region.add_exits(data.region_exits)
r_exit_stage = Entrance(player, region_exit, region)
exit_region = multiworld.get_region(region_exit, player)
r_exit_stage.connect(exit_region)
region.exits.append(r_exit_stage)
def create_classic_regions(ror2_world: "RiskOfRainWorld") -> None: def create_classic_regions(ror2_world: "RiskOfRainWorld") -> None:

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@ -9,14 +9,16 @@ if TYPE_CHECKING:
# Rule to see if it has access to the previous stage # Rule to see if it has access to the previous stage
def has_entrance_access_rule(multiworld: MultiWorld, stage: str, entrance: str, player: int) -> None: def has_entrance_access_rule(multiworld: MultiWorld, stage: str, region: str, player: int) -> None:
multiworld.get_entrance(entrance, player).access_rule = \ rule = lambda state: state.has(region, player) and state.has(stage, player)
lambda state: state.has(entrance, player) and state.has(stage, player) for entrance in multiworld.get_region(region, player).entrances:
entrance.access_rule = rule
def has_all_items(multiworld: MultiWorld, items: Set[str], entrance: str, player: int) -> None: def has_all_items(multiworld: MultiWorld, items: Set[str], region: str, player: int) -> None:
multiworld.get_entrance(entrance, player).access_rule = \ rule = lambda state: state.has_all(items, player) and state.has(region, player)
lambda state: state.has_all(items, player) and state.has(entrance, player) for entrance in multiworld.get_region(region, player).entrances:
entrance.access_rule = rule
# Checks to see if chest/shrine are accessible # Checks to see if chest/shrine are accessible
@ -45,8 +47,9 @@ def check_location(state, environment: str, player: int, item_number: int, item_
def get_stage_event(multiworld: MultiWorld, player: int, stage_number: int) -> None: def get_stage_event(multiworld: MultiWorld, player: int, stage_number: int) -> None:
if stage_number == 4: if stage_number == 4:
return return
multiworld.get_entrance(f"OrderedStage_{stage_number + 1}", player).access_rule = \ rule = lambda state: state.has(f"Stage {stage_number + 1}", player)
lambda state: state.has(f"Stage {stage_number + 1}", player) for entrance in multiworld.get_region(f"OrderedStage_{stage_number + 1}", player).entrances:
entrance.access_rule = rule
def set_rules(ror2_world: "RiskOfRainWorld") -> None: def set_rules(ror2_world: "RiskOfRainWorld") -> None:

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@ -8,8 +8,8 @@ class LimboGoalTest(RoR2TestBase):
def test_limbo(self) -> None: def test_limbo(self) -> None:
self.collect_all_but(["Hidden Realm: A Moment, Whole", "Victory"]) self.collect_all_but(["Hidden Realm: A Moment, Whole", "Victory"])
self.assertFalse(self.can_reach_entrance("Hidden Realm: A Moment, Whole")) self.assertFalse(self.can_reach_region("Hidden Realm: A Moment, Whole"))
self.assertBeatable(False) self.assertBeatable(False)
self.collect_by_name("Hidden Realm: A Moment, Whole") self.collect_by_name("Hidden Realm: A Moment, Whole")
self.assertTrue(self.can_reach_entrance("Hidden Realm: A Moment, Whole")) self.assertTrue(self.can_reach_region("Hidden Realm: A Moment, Whole"))
self.assertBeatable(True) self.assertBeatable(True)

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@ -8,18 +8,18 @@ class MithrixGoalTest(RoR2TestBase):
def test_mithrix(self) -> None: def test_mithrix(self) -> None:
self.collect_all_but(["Commencement", "Victory"]) self.collect_all_but(["Commencement", "Victory"])
self.assertFalse(self.can_reach_entrance("Commencement")) self.assertFalse(self.can_reach_region("Commencement"))
self.assertBeatable(False) self.assertBeatable(False)
self.collect_by_name("Commencement") self.collect_by_name("Commencement")
self.assertTrue(self.can_reach_entrance("Commencement")) self.assertTrue(self.can_reach_region("Commencement"))
self.assertBeatable(True) self.assertBeatable(True)
def test_stage5(self) -> None: def test_stage5(self) -> None:
self.collect_all_but(["Stage 4", "Sky Meadow", "Victory"]) self.collect_all_but(["Stage 4", "Sky Meadow", "Victory"])
self.assertFalse(self.can_reach_entrance("Sky Meadow")) self.assertFalse(self.can_reach_region("Sky Meadow"))
self.assertBeatable(False) self.assertBeatable(False)
self.collect_by_name("Sky Meadow") self.collect_by_name("Sky Meadow")
self.assertFalse(self.can_reach_entrance("Sky Meadow")) self.assertFalse(self.can_reach_region("Sky Meadow"))
self.collect_by_name("Stage 4") self.collect_by_name("Stage 4")
self.assertTrue(self.can_reach_entrance("Sky Meadow")) self.assertTrue(self.can_reach_region("Sky Meadow"))
self.assertBeatable(True) self.assertBeatable(True)

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@ -9,17 +9,17 @@ class VoidlingGoalTest(RoR2TestBase):
def test_planetarium(self) -> None: def test_planetarium(self) -> None:
self.collect_all_but(["The Planetarium", "Victory"]) self.collect_all_but(["The Planetarium", "Victory"])
self.assertFalse(self.can_reach_entrance("The Planetarium")) self.assertFalse(self.can_reach_region("The Planetarium"))
self.assertBeatable(False) self.assertBeatable(False)
self.collect_by_name("The Planetarium") self.collect_by_name("The Planetarium")
self.assertTrue(self.can_reach_entrance("The Planetarium")) self.assertTrue(self.can_reach_region("The Planetarium"))
self.assertBeatable(True) self.assertBeatable(True)
def test_void_locus_to_victory(self) -> None: def test_void_locus_to_victory(self) -> None:
self.collect_all_but(["Void Locus", "Commencement"]) self.collect_all_but(["Void Locus", "Commencement"])
self.assertFalse(self.can_reach_location("Victory")) self.assertFalse(self.can_reach_location("Victory"))
self.collect_by_name("Void Locus") self.collect_by_name("Void Locus")
self.assertTrue(self.can_reach_entrance("Victory")) self.assertTrue(self.can_reach_location("Victory"))
def test_commencement_to_victory(self) -> None: def test_commencement_to_victory(self) -> None:
self.collect_all_but(["Void Locus", "Commencement"]) self.collect_all_but(["Void Locus", "Commencement"])

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@ -200,7 +200,6 @@ def create_regions(world: MultiWorld, player: int):
create_locs(thi_large_top, "THI: 100 Coins") create_locs(thi_large_top, "THI: 100 Coins")
regFloor3 = create_region("Third Floor", player, world) regFloor3 = create_region("Third Floor", player, world)
world.regions.append(regFloor3)
regTTC = create_region("Tick Tock Clock", player, world) regTTC = create_region("Tick Tock Clock", player, world)
create_locs(regTTC, "TTC: Stop Time for Red Coins") create_locs(regTTC, "TTC: Stop Time for Red Coins")
@ -230,13 +229,7 @@ def create_regions(world: MultiWorld, player: int):
def connect_regions(world: MultiWorld, player: int, source: str, target: str, rule=None): def connect_regions(world: MultiWorld, player: int, source: str, target: str, rule=None):
sourceRegion = world.get_region(source, player) sourceRegion = world.get_region(source, player)
targetRegion = world.get_region(target, player) targetRegion = world.get_region(target, player)
sourceRegion.connect(targetRegion, rule=rule)
connection = Entrance(player, '', sourceRegion)
if rule:
connection.access_rule = rule
sourceRegion.exits.append(connection)
connection.connect(targetRegion)
def create_region(name: str, player: int, world: MultiWorld) -> Region: def create_region(name: str, player: int, world: MultiWorld) -> Region:

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@ -247,13 +247,7 @@ def connect(world: MultiWorld, player: int, source: str, target: str,
sourceRegion = world.get_region(source, player) sourceRegion = world.get_region(source, player)
targetRegion = world.get_region(target, player) targetRegion = world.get_region(target, player)
sourceRegion.connect(targetRegion, rule=rule)
connection = Entrance(player, "", sourceRegion)
if rule:
connection.access_rule = rule
sourceRegion.exits.append(connection)
connection.connect(targetRegion)
def split_location_datas_per_region(locations: List[LocationData]) -> Dict[str, List[LocationData]]: def split_location_datas_per_region(locations: List[LocationData]) -> Dict[str, List[LocationData]]: