Core: Region handling customization (#3682)
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@ -692,17 +692,25 @@ class CollectionState():
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def update_reachable_regions(self, player: int):
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self.stale[player] = False
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world: AutoWorld.World = self.multiworld.worlds[player]
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reachable_regions = self.reachable_regions[player]
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blocked_connections = self.blocked_connections[player]
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queue = deque(self.blocked_connections[player])
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start = self.multiworld.get_region("Menu", player)
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start: Region = world.get_region(world.origin_region_name)
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# init on first call - this can't be done on construction since the regions don't exist yet
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if start not in reachable_regions:
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reachable_regions.add(start)
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blocked_connections.update(start.exits)
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self.blocked_connections[player].update(start.exits)
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queue.extend(start.exits)
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if world.explicit_indirect_conditions:
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self._update_reachable_regions_explicit_indirect_conditions(player, queue)
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else:
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self._update_reachable_regions_auto_indirect_conditions(player, queue)
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def _update_reachable_regions_explicit_indirect_conditions(self, player: int, queue: deque):
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reachable_regions = self.reachable_regions[player]
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blocked_connections = self.blocked_connections[player]
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# run BFS on all connections, and keep track of those blocked by missing items
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while queue:
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connection = queue.popleft()
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@ -722,6 +730,29 @@ class CollectionState():
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if new_entrance in blocked_connections and new_entrance not in queue:
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queue.append(new_entrance)
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def _update_reachable_regions_auto_indirect_conditions(self, player: int, queue: deque):
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reachable_regions = self.reachable_regions[player]
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blocked_connections = self.blocked_connections[player]
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new_connection: bool = True
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# run BFS on all connections, and keep track of those blocked by missing items
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while new_connection:
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new_connection = False
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while queue:
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connection = queue.popleft()
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new_region = connection.connected_region
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if new_region in reachable_regions:
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blocked_connections.remove(connection)
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elif connection.can_reach(self):
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assert new_region, f"tried to search through an Entrance \"{connection}\" with no Region"
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reachable_regions.add(new_region)
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blocked_connections.remove(connection)
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blocked_connections.update(new_region.exits)
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queue.extend(new_region.exits)
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self.path[new_region] = (new_region.name, self.path.get(connection, None))
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new_connection = True
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# sweep for indirect connections, mostly Entrance.can_reach(unrelated_Region)
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queue.extend(blocked_connections)
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def copy(self) -> CollectionState:
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ret = CollectionState(self.multiworld)
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ret.prog_items = {player: counter.copy() for player, counter in self.prog_items.items()}
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@ -292,6 +292,14 @@ class World(metaclass=AutoWorldRegister):
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web: ClassVar[WebWorld] = WebWorld()
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"""see WebWorld for options"""
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origin_region_name: str = "Menu"
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"""Name of the Region from which accessibility is tested."""
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explicit_indirect_conditions: bool = True
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"""If True, the world implementation is supposed to use MultiWorld.register_indirect_condition() correctly.
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If False, everything is rechecked at every step, which is slower computationally,
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but may be desirable in complex/dynamic worlds."""
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multiworld: "MultiWorld"
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"""autoset on creation. The MultiWorld object for the currently generating multiworld."""
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player: int
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@ -101,6 +101,7 @@ class Factorio(World):
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tech_tree_layout_prerequisites: typing.Dict[FactorioScienceLocation, typing.Set[FactorioScienceLocation]]
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tech_mix: int = 0
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skip_silo: bool = False
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origin_region_name = "Nauvis"
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science_locations: typing.List[FactorioScienceLocation]
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settings: typing.ClassVar[FactorioSettings]
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@ -125,9 +126,6 @@ class Factorio(World):
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def create_regions(self):
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player = self.player
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random = self.multiworld.random
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menu = Region("Menu", player, self.multiworld)
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crash = Entrance(player, "Crash Land", menu)
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menu.exits.append(crash)
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nauvis = Region("Nauvis", player, self.multiworld)
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location_count = len(base_tech_table) - len(useless_technologies) - self.skip_silo + \
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@ -184,8 +182,7 @@ class Factorio(World):
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event = FactorioItem(f"Automated {ingredient}", ItemClassification.progression, None, player)
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location.place_locked_item(event)
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crash.connect(nauvis)
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self.multiworld.regions += [menu, nauvis]
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self.multiworld.regions.append(nauvis)
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def create_items(self) -> None:
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player = self.player
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@ -45,7 +45,7 @@ class SubnauticaWorld(World):
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options_dataclass = options.SubnauticaOptions
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options: options.SubnauticaOptions
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required_client_version = (0, 5, 0)
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origin_region_name = "Planet 4546B"
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creatures_to_scan: List[str]
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def generate_early(self) -> None:
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@ -66,13 +66,9 @@ class SubnauticaWorld(World):
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creature_pool, self.options.creature_scans.value)
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def create_regions(self):
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# Create Regions
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menu_region = Region("Menu", self.player, self.multiworld)
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# Create Region
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planet_region = Region("Planet 4546B", self.player, self.multiworld)
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# Link regions together
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menu_region.connect(planet_region, "Lifepod 5")
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# Create regular locations
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location_names = itertools.chain((location["name"] for location in locations.location_table.values()),
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(creature + creatures.suffix for creature in self.creatures_to_scan))
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@ -93,11 +89,8 @@ class SubnauticaWorld(World):
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# make the goal event the victory "item"
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location.item.name = "Victory"
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# Register regions to multiworld
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self.multiworld.regions += [
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menu_region,
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planet_region
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]
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# Register region to multiworld
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self.multiworld.regions.append(planet_region)
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# refer to rules.py
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set_rules = set_rules
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