294 lines
15 KiB
Python
294 lines
15 KiB
Python
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import random, copy
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from ..utils import log
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from ..graph.graph_utils import GraphUtils, vanillaTransitions, vanillaBossesTransitions, escapeSource, escapeTargets, graphAreas, getAccessPoint
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from ..logic.logic import Logic
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from ..graph.graph import AccessGraphRando as AccessGraph
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from ..logic.smbool import SMBool
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from ..utils.objectives import Objectives
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from ..rando.ItemLocContainer import getItemLocStr
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from collections import defaultdict
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# creates graph and handles randomized escape
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class GraphBuilder(object):
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def __init__(self, graphSettings):
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self.graphSettings = graphSettings
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self.areaRando = graphSettings.areaRando
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self.bossRando = graphSettings.bossRando
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self.escapeRando = graphSettings.escapeRando
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self.minimizerN = graphSettings.minimizerN
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self.log = log.get('GraphBuilder')
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# builds everything but escape transitions
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def createGraph(self, maxDiff):
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transitions = self.graphSettings.plandoRandoTransitions
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if transitions is None:
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transitions = []
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if self.minimizerN is not None:
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forcedAreas = set()
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# if no Crateria and auto escape trigger, we connect door connected to G4 to climb instead (see below).
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# This wouldn't work here, as Tourian is isolated in the resulting seed (see below again)
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# (well we could do two different transitions on both sides of doors, but that would just be confusing)
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# so we force crateria to be in the graph
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if self.graphSettings.startAP == "Golden Four" and self.graphSettings.tourian == "Disabled":
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forcedAreas.add('Crateria')
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# force areas required by objectives
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# 1st the 'clear area' ones
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forcedAreas = forcedAreas.union({goal.area for goal in Objectives.objDict[self.graphSettings.player].activeGoals if goal.area is not None})
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# for the rest, base ourselves on escapeAccessPoints :
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# - if only "1 of n" pick an area, preferably one already forced
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# - filter out G4 AP (always there)
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for goal in Objectives.objDict[self.graphSettings.player].activeGoals:
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if goal.area is None:
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n, apNames = goal.escapeAccessPoints
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aps = [getAccessPoint(apName) for apName in apNames]
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if len(aps) >= n:
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n -= len([ap for ap in aps if ap.Boss])
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escAreas = {ap.GraphArea for ap in aps if not ap.Boss}
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objForced = forcedAreas.intersection(escAreas)
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escAreasList = sorted(list(escAreas))
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while len(objForced) < n and len(escAreasList) > 0:
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objForced.add(escAreasList.pop(random.randint(0, len(escAreasList)-1)))
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forcedAreas = forcedAreas.union(objForced)
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transitions = GraphUtils.createMinimizerTransitions(self.graphSettings.startAP, self.minimizerN, sorted(list(forcedAreas)))
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else:
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if not self.bossRando:
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transitions += vanillaBossesTransitions
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else:
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transitions += GraphUtils.createBossesTransitions()
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if not self.areaRando:
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transitions += vanillaTransitions
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else:
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transitions += GraphUtils.createAreaTransitions(self.graphSettings.lightAreaRando)
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ret = AccessGraph(Logic.accessPoints, transitions, self.graphSettings.dotFile)
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Objectives.objDict[self.graphSettings.player].setGraph(ret, maxDiff)
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return ret
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def addForeignItems(self, container, itemLocs):
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itemPoolCounts = {}
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for item in container.itemPool:
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if item.Code is not None:
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itemPoolCounts[item.Type] = itemPoolCounts.get(item.Type, 0) + 1
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itemLocsCounts = {}
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for il in itemLocs:
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if il.Item.Code is not None and il.player == container.sm.player:
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itemLocsCounts[il.Item.Type] = itemLocsCounts.get(il.Item.Type, 0) + 1
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for item, count in itemPoolCounts.items():
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for n in range(max(0, count - itemLocsCounts.get(item, 0))):
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container.sm.addItem(item)
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# fills in escape transitions if escape rando is enabled
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# escapeTrigger = None or (itemLocs, progItemlocs) couple from filler
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def escapeGraph(self, container, graph, maxDiff, escapeTrigger):
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if not self.escapeRando:
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return True
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emptyContainer = copy.copy(container)
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emptyContainer.resetCollected(reassignItemLocs=True)
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dst = None
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if escapeTrigger is None:
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possibleTargets, dst, path = self.getPossibleEscapeTargets(emptyContainer, graph, maxDiff)
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# update graph with escape transition
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graph.addTransition(escapeSource, dst)
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paths = [path]
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else:
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self.addForeignItems(emptyContainer, escapeTrigger[0])
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possibleTargets, paths = self.escapeTrigger(emptyContainer, graph, maxDiff, escapeTrigger)
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if paths is None:
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return False
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# get timer value
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self.escapeTimer(graph, paths, self.areaRando or escapeTrigger is not None)
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self.log.debug("escapeGraph: ({}, {}) timer: {}".format(escapeSource, dst, graph.EscapeAttributes['Timer']))
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# animals
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GraphUtils.escapeAnimalsTransitions(graph, possibleTargets, dst)
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return True
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def _getTargets(self, sm, graph, maxDiff):
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possibleTargets = [target for target in escapeTargets if graph.accessPath(sm, target, 'Landing Site', maxDiff) is not None]
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self.log.debug('_getTargets. targets='+str(possibleTargets))
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# failsafe
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if len(possibleTargets) == 0:
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self.log.debug("Can't randomize escape, fallback to vanilla")
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possibleTargets.append('Climb Bottom Left')
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random.shuffle(possibleTargets)
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return possibleTargets
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def getPossibleEscapeTargets(self, emptyContainer, graph, maxDiff):
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sm = emptyContainer.sm
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# setup smbm with item pool:
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# - Ice not usable because of hyper beam
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# - remove energy to avoid hell runs
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# - (will add bosses as well)
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sm.addItems([item.Type for item in emptyContainer.itemPool if item.Type != 'Ice' and item.Category != 'Energy'])
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sm.addItem('Hyper')
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possibleTargets = self._getTargets(sm, graph, maxDiff)
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# pick one
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dst = possibleTargets.pop()
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path = graph.accessPath(sm, dst, 'Landing Site', maxDiff)
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return (possibleTargets, dst, path)
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def escapeTrigger(self, emptyContainer, graph, maxDiff, escapeTrigger):
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container = emptyContainer
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sm = container.sm
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allItemLocs,progItemLocs,split = escapeTrigger[0],escapeTrigger[1],escapeTrigger[2]
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# check if crateria is connected, if not replace Tourian
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# connection with Climb and add special escape patch to Climb
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if not any(il.Location.GraphArea == "Crateria" for il in allItemLocs):
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escapeAttr = graph.EscapeAttributes
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if "patches" not in escapeAttr:
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escapeAttr['patches'] = []
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escapeAttr['patches'] += ['climb_disable_bomb_blocks.ips', "Climb_Asleep"]
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src, _ = next(t for t in graph.InterAreaTransitions if t[1].Name == "Golden Four")
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graph.removeTransitions("Golden Four")
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graph.addTransition(src.Name, "Climb Bottom Left")
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# disconnect the other side of G4
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graph.addTransition("Golden Four", "Golden Four")
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# remove vanilla escape transition
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graph.addTransition('Tourian Escape Room 4 Top Right', 'Tourian Escape Room 4 Top Right')
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# filter garbage itemLocs
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ilCheck = lambda il: not il.Location.isBoss() and not il.Location.restricted and il.Item.Category != "Nothing"
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# update item% objectives
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accessibleItems = [il.Item for il in allItemLocs if ilCheck(il)]
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majorUpgrades = [item.Type for item in accessibleItems if item.BeamBits != 0 or item.ItemBits != 0]
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if split == "Scavenger":
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# update escape access for scav with last scav loc
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lastScavItemLoc = progItemLocs[-1]
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sm.objectives.updateScavengerEscapeAccess(lastScavItemLoc.Location.accessPoint)
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sm.objectives.setScavengerHuntFunc(lambda sm, ap: sm.haveItem(lastScavItemLoc.Item.Type))
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else:
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# update "collect all items in areas" funcs
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availLocsByArea=defaultdict(list)
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for itemLoc in allItemLocs:
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if ilCheck(itemLoc) and (split.startswith("Full") or itemLoc.Location.isClass(split)):
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availLocsByArea[itemLoc.Location.GraphArea].append(itemLoc.Location.Name)
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self.log.debug("escapeTrigger. availLocsByArea="+str(availLocsByArea))
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sm.objectives.setItemPercentFuncs(len(accessibleItems), majorUpgrades, container)
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sm.objectives.setAreaFuncs({area:lambda sm,ap:SMBool(len(container.getLocs(lambda loc: loc.Name in availLocsByArea[area]))==0) for area in availLocsByArea})
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self.log.debug("escapeTrigger. collect locs until G4 access")
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# collect all item/locations up until we can pass G4 (the escape triggers)
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itemLocs = allItemLocs[:]
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ap = "Landing Site" # dummy value it'll be overwritten at first collection
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while len(itemLocs) > 0 and not (sm.canPassG4() and graph.canAccess(sm, ap, "Landing Site", maxDiff)):
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il = itemLocs.pop(0)
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if il.Location.restricted or il.Item.Type == "ArchipelagoItem":
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continue
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self.log.debug("collecting " + getItemLocStr(il))
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container.collect(il)
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ap = il.Location.accessPoint
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# final update of item% obj
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collectedLocsAccessPoints = {il.Location.accessPoint for il in container.itemLocations}
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sm.objectives.updateItemPercentEscapeAccess(list(collectedLocsAccessPoints))
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possibleTargets = self._getTargets(sm, graph, maxDiff)
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# try to escape from all the possible objectives APs
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possiblePaths = []
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for goal in Objectives.objDict[self.graphSettings.player].activeGoals:
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n, possibleAccessPoints = goal.escapeAccessPoints
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count = 0
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for ap in possibleAccessPoints:
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self.log.debug("escapeTrigger. testing AP " + ap)
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path = graph.accessPath(sm, ap, 'Landing Site', maxDiff)
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if path is not None:
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self.log.debug("escapeTrigger. add path from "+ap)
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possiblePaths.append(path)
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count += 1
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if count < n:
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# there is a goal we cannot escape from
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self.log.debug("escapeTrigger. goal %s: found %d/%d possible escapes, abort" % (goal.name, count, n))
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return (None, None)
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# try and get a path from all possible areas
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self.log.debug("escapeTrigger. completing paths")
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allAreas = {il.Location.GraphArea for il in allItemLocs if not il.Location.restricted and not il.Location.GraphArea in ["Tourian", "Ceres"]}
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def getStartArea(path):
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return path[0].GraphArea
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def apCheck(ap):
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nonlocal graph, possiblePaths
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apObj = graph.accessPoints[ap]
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return apObj.GraphArea not in [getStartArea(path) for path in possiblePaths]
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escapeAPs = [ap for ap in collectedLocsAccessPoints if apCheck(ap)]
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for ap in escapeAPs:
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path = graph.accessPath(sm, ap, 'Landing Site', maxDiff)
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if path is not None:
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self.log.debug("escapeTrigger. add path from "+ap)
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possiblePaths.append(path)
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def areaPathCheck():
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nonlocal allAreas, possiblePaths
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startAreas = {getStartArea(path) for path in possiblePaths}
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return len(allAreas - startAreas) == 0
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while not areaPathCheck() and len(itemLocs) > 0:
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il = itemLocs.pop(0)
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if il.Location.restricted or il.Item.Type == "ArchipelagoItem":
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continue
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self.log.debug("collecting " + getItemLocStr(il))
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container.collect(il)
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ap = il.Location.accessPoint
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if apCheck(ap):
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path = graph.accessPath(sm, ap, 'Landing Site', maxDiff)
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if path is not None:
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self.log.debug("escapeTrigger. add path from "+ap)
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possiblePaths.append(path)
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return (possibleTargets, possiblePaths)
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def _computeTimer(self, graph, path):
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traversedAreas = list(set([ap.GraphArea for ap in path]))
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self.log.debug("escapeTimer path: " + str([ap.Name for ap in path]))
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self.log.debug("escapeTimer traversedAreas: " + str(traversedAreas))
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# rough estimates of navigation within areas to reach "borders"
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# (can obviously be completely off wrt to actual path, but on the generous side)
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traversals = {
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'Crateria':90,
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'GreenPinkBrinstar':90,
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'WreckedShip':120,
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'LowerNorfair':135,
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'WestMaridia':75,
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'EastMaridia':100,
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'RedBrinstar':75,
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'Norfair': 120,
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'Kraid': 40,
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'Crocomire': 40,
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# can't be on the path
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'Tourian': 0,
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}
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t = 90 if self.areaRando else 0
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for area in traversedAreas:
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t += traversals[area]
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t = max(t, 180)
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return t
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# path: as returned by AccessGraph.accessPath
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def escapeTimer(self, graph, paths, compute):
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if len(paths) == 1:
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path = paths.pop()
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if compute == True:
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if path[0].Name == 'Climb Bottom Left':
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graph.EscapeAttributes['Timer'] = None
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return
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t = self._computeTimer(graph, path)
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else:
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escapeTargetsTimer = {
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'Climb Bottom Left': None, # vanilla
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'Green Brinstar Main Shaft Top Left': 210, # brinstar
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'Basement Left': 210, # wrecked ship
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'Business Center Mid Left': 270, # norfair
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'Crab Hole Bottom Right': 270 # maridia
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}
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t = escapeTargetsTimer[path[0].Name]
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self.log.debug("escapeTimer. t="+str(t))
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graph.EscapeAttributes['Timer'] = t
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else:
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assert compute
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graph.EscapeAttributes['Timer'] = 0
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timerValues = {}
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graph.EscapeAttributes['TimerTable'] = timerValues
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for path in paths:
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area = path[0].GraphArea
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prev = timerValues.get(area, 0)
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t = max(prev, self._computeTimer(graph, path))
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timerValues[area] = t
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self.log.debug("escapeTimer. area=%s, t=%d" % (area, t))
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for area in graphAreas[1:-1]: # no Ceres or Tourian
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if area not in timerValues:
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# area not in graph most probably, still write a 10 minute "ultra failsafe" value
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timerValues[area] = 600
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