196 lines
8.5 KiB
Python
196 lines
8.5 KiB
Python
import collections
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import logging
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import typing
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from BaseClasses import LocationProgressType, MultiWorld, Location, Region, Entrance
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if typing.TYPE_CHECKING:
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import BaseClasses
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CollectionRule = typing.Callable[[BaseClasses.CollectionState], bool]
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ItemRule = typing.Callable[[BaseClasses.Item], bool]
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else:
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CollectionRule = typing.Callable[[object], bool]
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ItemRule = typing.Callable[[object], bool]
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def locality_needed(multiworld: MultiWorld) -> bool:
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for player in multiworld.player_ids:
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if multiworld.worlds[player].options.local_items.value:
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return True
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if multiworld.worlds[player].options.non_local_items.value:
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return True
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# Group
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for group_id, group in multiworld.groups.items():
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if set(multiworld.player_ids) == set(group["players"]):
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continue
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if group["local_items"]:
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return True
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if group["non_local_items"]:
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return True
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def locality_rules(multiworld: MultiWorld):
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if locality_needed(multiworld):
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forbid_data: typing.Dict[int, typing.Dict[int, typing.Set[str]]] = \
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collections.defaultdict(lambda: collections.defaultdict(set))
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def forbid(sender: int, receiver: int, items: typing.Set[str]):
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forbid_data[sender][receiver].update(items)
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for receiving_player in multiworld.player_ids:
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local_items: typing.Set[str] = multiworld.worlds[receiving_player].options.local_items.value
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if local_items:
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for sending_player in multiworld.player_ids:
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if receiving_player != sending_player:
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forbid(sending_player, receiving_player, local_items)
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non_local_items: typing.Set[str] = multiworld.worlds[receiving_player].options.non_local_items.value
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if non_local_items:
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forbid(receiving_player, receiving_player, non_local_items)
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# Group
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for receiving_group_id, receiving_group in multiworld.groups.items():
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if set(multiworld.player_ids) == set(receiving_group["players"]):
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continue
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if receiving_group["local_items"]:
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for sending_player in multiworld.player_ids:
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if sending_player not in receiving_group["players"]:
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forbid(sending_player, receiving_group_id, receiving_group["local_items"])
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if receiving_group["non_local_items"]:
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for sending_player in multiworld.player_ids:
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if sending_player in receiving_group["players"]:
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forbid(sending_player, receiving_group_id, receiving_group["non_local_items"])
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# create fewer lambda's to save memory and cache misses
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func_cache = {}
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for location in multiworld.get_locations():
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if (location.player, location.item_rule) in func_cache:
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location.item_rule = func_cache[location.player, location.item_rule]
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# empty rule that just returns True, overwrite
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elif location.item_rule is Location.item_rule:
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func_cache[location.player, location.item_rule] = location.item_rule = \
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lambda i, sending_blockers = forbid_data[location.player], \
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old_rule = location.item_rule: \
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i.name not in sending_blockers[i.player]
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# special rule, needs to also be fulfilled.
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else:
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func_cache[location.player, location.item_rule] = location.item_rule = \
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lambda i, sending_blockers = forbid_data[location.player], \
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old_rule = location.item_rule: \
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i.name not in sending_blockers[i.player] and old_rule(i)
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def exclusion_rules(multiworld: MultiWorld, player: int, exclude_locations: typing.Set[str]) -> None:
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for loc_name in exclude_locations:
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try:
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location = multiworld.get_location(loc_name, player)
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except KeyError as e: # failed to find the given location. Check if it's a legitimate location
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if loc_name not in multiworld.worlds[player].location_name_to_id:
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raise Exception(f"Unable to exclude location {loc_name} in player {player}'s world.") from e
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else:
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if not location.advancement:
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location.progress_type = LocationProgressType.EXCLUDED
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else:
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logging.warning(f"Unable to exclude location {loc_name} in player {player}'s world.")
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def set_rule(spot: typing.Union["BaseClasses.Location", "BaseClasses.Entrance"], rule: CollectionRule):
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spot.access_rule = rule
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def add_rule(spot: typing.Union["BaseClasses.Location", "BaseClasses.Entrance"], rule: CollectionRule, combine="and"):
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old_rule = spot.access_rule
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# empty rule, replace instead of add
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if old_rule is Location.access_rule or old_rule is Entrance.access_rule:
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spot.access_rule = rule if combine == "and" else old_rule
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else:
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if combine == "and":
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spot.access_rule = lambda state: rule(state) and old_rule(state)
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else:
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spot.access_rule = lambda state: rule(state) or old_rule(state)
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def forbid_item(location: "BaseClasses.Location", item: str, player: int):
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old_rule = location.item_rule
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# empty rule
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if old_rule is Location.item_rule:
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location.item_rule = lambda i: i.name != item or i.player != player
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else:
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location.item_rule = lambda i: (i.name != item or i.player != player) and old_rule(i)
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def forbid_items_for_player(location: "BaseClasses.Location", items: typing.Set[str], player: int):
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old_rule = location.item_rule
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location.item_rule = lambda i: (i.player != player or i.name not in items) and old_rule(i)
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def forbid_items(location: "BaseClasses.Location", items: typing.Set[str]):
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"""unused, but kept as a debugging tool."""
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old_rule = location.item_rule
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location.item_rule = lambda i: i.name not in items and old_rule(i)
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def add_item_rule(location: "BaseClasses.Location", rule: ItemRule, combine: str = "and"):
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old_rule = location.item_rule
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# empty rule, replace instead of add
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if old_rule is Location.item_rule:
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location.item_rule = rule if combine == "and" else old_rule
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else:
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if combine == "and":
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location.item_rule = lambda item: rule(item) and old_rule(item)
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else:
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location.item_rule = lambda item: rule(item) or old_rule(item)
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def item_name_in_location_names(state: "BaseClasses.CollectionState", item: str, player: int,
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location_name_player_pairs: typing.Sequence[typing.Tuple[str, int]]) -> bool:
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for location in location_name_player_pairs:
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if location_item_name(state, location[0], location[1]) == (item, player):
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return True
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return False
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def item_name_in_locations(item: str, player: int,
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locations: typing.Sequence["BaseClasses.Location"]) -> bool:
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for location in locations:
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if location.item and location.item.name == item and location.item.player == player:
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return True
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return False
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def location_item_name(state: "BaseClasses.CollectionState", location: str, player: int) -> \
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typing.Optional[typing.Tuple[str, int]]:
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location = state.multiworld.get_location(location, player)
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if location.item is None:
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return None
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return location.item.name, location.item.player
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def allow_self_locking_items(spot: typing.Union[Location, Region], *item_names: str) -> None:
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"""
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This function sets rules on the supplied spot, such that the supplied item_name(s) can possibly be placed there.
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spot: Location or Region that the item(s) are allowed to be placed in
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item_names: item name or names that are allowed to be placed in the Location or Region
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"""
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player = spot.player
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def add_allowed_rules(area: typing.Union[Location, Entrance], location: Location) -> None:
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def set_always_allow(location: Location, rule: typing.Callable) -> None:
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location.always_allow = rule
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for item_name in item_names:
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add_rule(area, lambda state, item_name=item_name:
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location_item_name(state, location.name, player) == (item_name, player), "or")
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set_always_allow(location, lambda state, item:
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item.player == player and item.name in [item_name for item_name in item_names])
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if isinstance(spot, Region):
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for entrance in spot.entrances:
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for location in spot.locations:
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add_allowed_rules(entrance, location)
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else:
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add_allowed_rules(spot, spot)
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