Add a paths section to spoiler log
This section will contain the first path found to each location listed in the spoiler log's walkthrough. Also implemented is a performance enhancement that more than cancels out any slowdown caused by the above code.
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@ -1,6 +1,7 @@
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import copy
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import logging
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import json
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from itertools import zip_longest
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from collections import OrderedDict
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@ -159,7 +160,7 @@ class World(object):
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location.item = item
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item.location = location
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if collect:
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self.state.collect(item, location.event)
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self.state.collect(item, location.event, location)
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logging.getLogger('').debug('Placed %s at %s', item, location)
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else:
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@ -208,13 +209,17 @@ class World(object):
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return False
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def can_beat_game(self, starting_state=None):
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prog_locations = [location for location in self.get_locations() if location.item is not None and (location.item.advancement or location.event)]
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if starting_state:
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state = starting_state.copy()
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else:
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state = CollectionState(self)
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treasure_pieces_collected = 0
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if self.has_beaten_game(state):
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return True
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prog_locations = [location for location in self.get_locations() if location.item is not None and (location.item.advancement or location.event) and location not in state.locations_checked]
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treasure_pieces_collected = state.item_count('Triforce Piece') + state.item_count('Power Star')
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while prog_locations:
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sphere = []
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# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
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@ -234,7 +239,7 @@ class World(object):
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for location in sphere:
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prog_locations.remove(location)
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state.collect(location.item, True)
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state.collect(location.item, True, location)
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return False
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@ -265,6 +270,9 @@ class CollectionState(object):
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self.entrance_cache = {}
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self.recursion_count = 0
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self.events = []
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self.path = {}
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self.locations_checked = set()
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def clear_cached_unreachable(self):
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# we only need to invalidate results which were False, places we could reach before we can still reach after adding more items
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@ -279,6 +287,8 @@ class CollectionState(object):
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ret.location_cache = copy.copy(self.location_cache)
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ret.entrance_cache = copy.copy(self.entrance_cache)
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ret.events = copy.copy(self.events)
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ret.path = copy.copy(self.path)
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ret.locations_checked = copy.copy(self.locations_checked)
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return ret
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def can_reach(self, spot, resolution_hint=None):
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@ -334,7 +344,7 @@ class CollectionState(object):
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for event in reachable_events:
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if event.name not in self.events:
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self.events.append(event.name)
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self.collect(event.item, True)
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self.collect(event.item, True, event)
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new_locations = len(reachable_events) > checked_locations
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checked_locations = len(reachable_events)
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@ -393,7 +403,9 @@ class CollectionState(object):
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def has_turtle_rock_medallion(self):
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return self.has(self.world.required_medallions[1])
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def collect(self, item, event=False):
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def collect(self, item, event=False, location=None):
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if location:
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self.locations_checked.add(location)
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changed = False
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if item.name.startswith('Progressive '):
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if 'Sword' in item.name:
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@ -504,6 +516,8 @@ class Region(object):
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def can_reach(self, state):
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for entrance in self.entrances:
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if state.can_reach(entrance):
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if not self in state.path:
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state.path[self] = (self.name, state.path.get(entrance, None))
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return True
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return False
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@ -537,6 +551,8 @@ class Entrance(object):
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def can_reach(self, state):
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if self.access_rule(state) and state.can_reach(self.parent_region):
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if not self in state.path:
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state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
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return True
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return False
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@ -666,6 +682,7 @@ class Spoiler(object):
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self.medallions = {}
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self.playthrough = {}
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self.locations = {}
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self.paths = {}
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self.metadata = {}
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def set_entrance(self, entrance, exit, direction):
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@ -699,6 +716,7 @@ class Spoiler(object):
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out.update(self.locations)
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out['medallions'] = self.medallions
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out['playthrough'] = self.playthrough
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out['paths'] = self.paths
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out['meta'] = self.metadata
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return json.dumps(out)
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@ -726,3 +744,19 @@ class Spoiler(object):
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outfile.write('\n'.join(['%s: %s' % (location, item) for (location, item) in self.locations['other locations'].items()]))
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outfile.write('\n\nPlaythrough:\n\n')
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outfile.write('\n'.join(['%s: {\n%s\n}' % (sphere_nr, '\n'.join([' %s: %s' % (location, item) for (location, item) in sphere.items()])) for (sphere_nr, sphere) in self.playthrough.items()]))
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outfile.write('\n\nPaths:\n\n')
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path_listings = []
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for location, paths in self.paths.items():
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path_lines = []
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pathsiter = iter(paths)
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pathpairs = zip_longest(pathsiter, pathsiter)
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for region, exit in pathpairs:
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if exit is not None:
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path_lines.append("{} -> {}".format(region, exit))
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else:
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path_lines.append(region)
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path_listings.append("{}\n {}".format(location, "\n => ".join(path_lines)))
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#["%s: \n %s" % (location, "\n => ".join(zip_longest(*[iter(path)]*2))) for location, path in self.paths.items()]
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outfile.write('\n'.join(path_listings))
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18
Main.py
18
Main.py
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@ -179,7 +179,7 @@ def create_playthrough(world):
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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 = list(prog_locations)
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@ -196,12 +196,13 @@ def create_playthrough(world):
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for location in sphere:
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sphere_candidates.remove(location)
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state.collect(location.item, True)
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state.collect(location.item, True, location)
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collection_spheres.append(sphere)
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logging.getLogger('').debug('Calculated sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(prog_locations))
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state_cache.append(state.copy())
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logging.getLogger('').debug('Calculated sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(prog_locations))
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if not sphere:
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logging.getLogger('').debug('The following items could not be reached: %s', ['%s at %s' % (location.item.name, location.name) for location in sphere_candidates])
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if not world.check_beatable_only:
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@ -210,7 +211,7 @@ def create_playthrough(world):
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break
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# in the second phase, we cull each sphere such that the game is still beatable, reducing each range of influence to the bare minimum required inside it
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for sphere in reversed(collection_spheres):
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for num, sphere in reversed(list(enumerate(collection_spheres))):
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to_delete = []
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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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@ -218,7 +219,7 @@ def create_playthrough(world):
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old_item = location.item
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location.item = None
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state.remove(old_item)
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if world.can_beat_game():
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if world.can_beat_game(state_cache[num]):
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to_delete.append(location)
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else:
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# still required, got to keep it around
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@ -234,5 +235,12 @@ def create_playthrough(world):
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# store the required locations for statistical analysis
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old_world.required_locations = [location.name for sphere in collection_spheres for location in sphere]
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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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old_world.spoiler.paths = {location.name : list(reversed(list(map(str, flist_to_iter(state.path.get(location.parent_region, (location.parent_region, None))))))) for sphere in collection_spheres for location in sphere}
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# we can finally output our playthrough
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old_world.spoiler.playthrough = OrderedDict([(str(i + 1), {str(location): str(location.item) for location in sphere}) for i, sphere in enumerate(collection_spheres)])
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