Archipelago/worlds/minecraft/Structures.py

60 lines
2.8 KiB
Python

from . import Constants
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from . import MinecraftWorld
def shuffle_structures(self: "MinecraftWorld") -> None:
multiworld = self.multiworld
player = self.player
default_connections = Constants.region_info["default_connections"]
illegal_connections = Constants.region_info["illegal_connections"]
# Get all unpaired exits and all regions without entrances (except the Menu)
# This function is destructive on these lists.
exits = [exit.name for r in multiworld.regions if r.player == player for exit in r.exits if exit.connected_region is None]
structs = [r.name for r in multiworld.regions if r.player == player and r.entrances == [] and r.name != 'Menu']
exits_spoiler = exits[:] # copy the original order for the spoiler log
pairs = {}
def set_pair(exit, struct):
if (exit in exits) and (struct in structs) and (exit not in illegal_connections.get(struct, [])):
pairs[exit] = struct
exits.remove(exit)
structs.remove(struct)
else:
raise Exception(f"Invalid connection: {exit} => {struct} for player {player} ({multiworld.player_name[player]})")
# Connect plando structures first
if self.options.plando_connections:
for conn in self.options.plando_connections:
set_pair(conn.entrance, conn.exit)
# The algorithm tries to place the most restrictive structures first. This algorithm always works on the
# relatively small set of restrictions here, but does not work on all possible inputs with valid configurations.
if self.options.shuffle_structures:
structs.sort(reverse=True, key=lambda s: len(illegal_connections.get(s, [])))
for struct in structs[:]:
try:
exit = self.random.choice([e for e in exits if e not in illegal_connections.get(struct, [])])
except IndexError:
raise Exception(f"No valid structure placements remaining for player {player} ({self.player_name})")
set_pair(exit, struct)
else: # write remaining default connections
for (exit, struct) in default_connections:
if exit in exits:
set_pair(exit, struct)
# Make sure we actually paired everything; might fail if plando
try:
assert len(exits) == len(structs) == 0
except AssertionError:
raise Exception(f"Failed to connect all Minecraft structures for player {player} ({self.player_name})")
for exit in exits_spoiler:
multiworld.get_entrance(exit, player).connect(multiworld.get_region(pairs[exit], player))
if self.options.shuffle_structures or self.options.plando_connections:
multiworld.spoiler.set_entrance(exit, pairs[exit], 'entrance', player)