576 lines
24 KiB
Python
576 lines
24 KiB
Python
import copy
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import random
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from ..logic.logic import Logic
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from ..utils.parameters import Knows
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from ..graph.location import locationsDict
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from ..rom.rom import snes_to_pc
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from ..utils import log
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# order expected by ROM patches
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graphAreas = [
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"Ceres",
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"Crateria",
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"GreenPinkBrinstar",
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"RedBrinstar",
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"WreckedShip",
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"Kraid",
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"Norfair",
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"Crocomire",
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"LowerNorfair",
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"WestMaridia",
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"EastMaridia",
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"Tourian"
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]
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vanillaTransitions = [
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('Lower Mushrooms Left', 'Green Brinstar Elevator'),
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('Morph Ball Room Left', 'Green Hill Zone Top Right'),
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('Moat Right', 'West Ocean Left'),
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('Keyhunter Room Bottom', 'Red Brinstar Elevator'),
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('Noob Bridge Right', 'Red Tower Top Left'),
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('Crab Maze Left', 'Le Coude Right'),
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('Kronic Boost Room Bottom Left', 'Lava Dive Right'),
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('Crocomire Speedway Bottom', 'Crocomire Room Top'),
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('Three Muskateers Room Left', 'Single Chamber Top Right'),
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('Warehouse Entrance Left', 'East Tunnel Right'),
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('East Tunnel Top Right', 'Crab Hole Bottom Left'),
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('Caterpillar Room Top Right', 'Red Fish Room Left'),
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('Glass Tunnel Top', 'Main Street Bottom'),
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('Green Pirates Shaft Bottom Right', 'Golden Four'),
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('Warehouse Entrance Right', 'Warehouse Zeela Room Left'),
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('Crab Shaft Right', 'Aqueduct Top Left')
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]
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vanillaBossesTransitions = [
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('KraidRoomOut', 'KraidRoomIn'),
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('PhantoonRoomOut', 'PhantoonRoomIn'),
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('DraygonRoomOut', 'DraygonRoomIn'),
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('RidleyRoomOut', 'RidleyRoomIn')
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]
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# vanilla escape transition in first position
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vanillaEscapeTransitions = [
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('Tourian Escape Room 4 Top Right', 'Climb Bottom Left'),
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('Brinstar Pre-Map Room Right', 'Green Brinstar Main Shaft Top Left'),
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('Wrecked Ship Map Room', 'Basement Left'),
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('Norfair Map Room', 'Business Center Mid Left'),
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('Maridia Map Room', 'Crab Hole Bottom Right')
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]
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vanillaEscapeAnimalsTransitions = [
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('Flyway Right 0', 'Bomb Torizo Room Left'),
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('Flyway Right 1', 'Bomb Torizo Room Left'),
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('Flyway Right 2', 'Bomb Torizo Room Left'),
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('Flyway Right 3', 'Bomb Torizo Room Left'),
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('Bomb Torizo Room Left Animals', 'Flyway Right')
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]
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escapeSource = 'Tourian Escape Room 4 Top Right'
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escapeTargets = ['Green Brinstar Main Shaft Top Left', 'Basement Left', 'Business Center Mid Left', 'Crab Hole Bottom Right']
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locIdsByAreaAddresses = {
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"Ceres": snes_to_pc(0xA1F568),
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"Crateria": snes_to_pc(0xA1F569),
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"GreenPinkBrinstar": snes_to_pc(0xA1F57B),
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"RedBrinstar": snes_to_pc(0xA1F58C),
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"WreckedShip": snes_to_pc(0xA1F592),
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"Kraid": snes_to_pc(0xA1F59E),
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"Norfair": snes_to_pc(0xA1F5A2),
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"Crocomire": snes_to_pc(0xA1F5B2),
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"LowerNorfair": snes_to_pc(0xA1F5B8),
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"WestMaridia": snes_to_pc(0xA1F5C3),
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"EastMaridia": snes_to_pc(0xA1F5CB),
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"Tourian": snes_to_pc(0xA1F5D7)
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}
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def getAccessPoint(apName, apList=None):
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if apList is None:
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apList = Logic.accessPoints
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return next(ap for ap in apList if ap.Name == apName)
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class GraphUtils:
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log = log.get('GraphUtils')
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def getStartAccessPointNames():
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return [ap.Name for ap in Logic.accessPoints if ap.Start is not None]
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def getStartAccessPointNamesCategory():
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ret = {'regular': [], 'custom': [], 'area': []}
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for ap in Logic.accessPoints:
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if ap.Start == None:
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continue
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elif 'areaMode' in ap.Start and ap.Start['areaMode'] == True:
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ret['area'].append(ap.Name)
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elif GraphUtils.isStandardStart(ap.Name):
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ret['regular'].append(ap.Name)
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else:
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ret['custom'].append(ap.Name)
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return ret
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def isStandardStart(startApName):
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return startApName == 'Ceres' or startApName == 'Landing Site'
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def getPossibleStartAPs(areaMode, maxDiff, morphPlacement, player):
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ret = []
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refused = {}
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allStartAPs = GraphUtils.getStartAccessPointNames()
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for apName in allStartAPs:
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start = getAccessPoint(apName).Start
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ok = True
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cause = ""
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if 'knows' in start:
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for k in start['knows']:
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if not Knows.knowsDict[player].knows(k, maxDiff):
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ok = False
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cause += Knows.desc[k]['display']+" is not known. "
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break
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if 'areaMode' in start and start['areaMode'] != areaMode:
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ok = False
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cause += "Start location available only with area randomization enabled. "
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if 'forcedEarlyMorph' in start and start['forcedEarlyMorph'] == True and morphPlacement == 'late':
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ok = False
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cause += "Start location unavailable with late morph placement. "
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if ok:
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ret.append(apName)
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else:
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refused[apName] = cause
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return ret, refused
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def updateLocClassesStart(startGraphArea, split, possibleMajLocs, preserveMajLocs, nLocs):
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locs = locationsDict
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preserveMajLocs = [locs[locName] for locName in preserveMajLocs if locs[locName].isClass(split)]
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possLocs = [locs[locName] for locName in possibleMajLocs][:nLocs]
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GraphUtils.log.debug("possLocs="+str([loc.Name for loc in possLocs]))
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candidates = [loc for loc in locs.values() if loc.GraphArea == startGraphArea and loc.isClass(split) and loc not in preserveMajLocs]
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remLocs = [loc for loc in locs.values() if loc not in possLocs and loc not in candidates and loc.isClass(split)]
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newLocs = []
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while len(newLocs) < nLocs:
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if len(candidates) == 0:
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candidates = remLocs
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loc = possLocs.pop(random.randint(0,len(possLocs)-1))
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newLocs.append(loc)
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loc.setClass([split])
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if not loc in preserveMajLocs:
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GraphUtils.log.debug("newMajor="+loc.Name)
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loc = candidates.pop(random.randint(0,len(candidates)-1))
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loc.setClass(["Minor"])
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GraphUtils.log.debug("replaced="+loc.Name)
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def getGraphPatches(startApName):
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ap = getAccessPoint(startApName)
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return ap.Start['patches'] if 'patches' in ap.Start else []
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def createBossesTransitions():
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transitions = vanillaBossesTransitions
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def isVanilla():
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for t in vanillaBossesTransitions:
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if t not in transitions:
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return False
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return True
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while isVanilla():
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transitions = []
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srcs = []
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dsts = []
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for (src,dst) in vanillaBossesTransitions:
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srcs.append(src)
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dsts.append(dst)
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while len(srcs) > 0:
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src = srcs.pop(random.randint(0,len(srcs)-1))
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dst = dsts.pop(random.randint(0,len(dsts)-1))
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transitions.append((src,dst))
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return transitions
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def createAreaTransitions(lightAreaRando=False):
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if lightAreaRando:
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return GraphUtils.createLightAreaTransitions()
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else:
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return GraphUtils.createRegularAreaTransitions()
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def createRegularAreaTransitions(apList=None, apPred=None):
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if apList is None:
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apList = Logic.accessPoints
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if apPred is None:
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apPred = lambda ap: ap.isArea()
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tFrom = []
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tTo = []
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apNames = [ap.Name for ap in apList if apPred(ap) == True]
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transitions = []
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def findTo(trFrom):
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ap = getAccessPoint(trFrom, apList)
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fromArea = ap.GraphArea
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targets = [apName for apName in apNames if apName not in tTo and getAccessPoint(apName, apList).GraphArea != fromArea]
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if len(targets) == 0: # fallback if no area transition is found
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targets = [apName for apName in apNames if apName != ap.Name]
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if len(targets) == 0: # extreme fallback: loop on itself
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targets = [ap.Name]
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return random.choice(targets)
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def addTransition(src, dst):
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tFrom.append(src)
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tTo.append(dst)
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while len(apNames) > 0:
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sources = [apName for apName in apNames if apName not in tFrom]
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src = random.choice(sources)
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dst = findTo(src)
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transitions.append((src, dst))
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addTransition(src, dst)
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addTransition(dst, src)
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toRemove = [apName for apName in apNames if apName in tFrom and apName in tTo]
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for apName in toRemove:
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apNames.remove(apName)
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return transitions
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def getAPs(apPredicate, apList=None):
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if apList is None:
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apList = Logic.accessPoints
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return [ap for ap in apList if apPredicate(ap) == True]
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def loopUnusedTransitions(transitions, apList=None):
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if apList is None:
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apList = Logic.accessPoints
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usedAPs = set()
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for (src,dst) in transitions:
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usedAPs.add(getAccessPoint(src, apList))
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usedAPs.add(getAccessPoint(dst, apList))
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unusedAPs = [ap for ap in apList if not ap.isInternal() and ap not in usedAPs]
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for ap in unusedAPs:
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transitions.append((ap.Name, ap.Name))
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def createMinimizerTransitions(startApName, locLimit):
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if startApName == 'Ceres':
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startApName = 'Landing Site'
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startAp = getAccessPoint(startApName)
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def getNLocs(locsPredicate, locList=None):
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if locList is None:
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locList = Logic.locations
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# leave out bosses and count post boss locs systematically
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return len([loc for loc in locList if locsPredicate(loc) == True and not loc.SolveArea.endswith(" Boss") and not loc.isBoss()])
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availAreas = list(sorted({ap.GraphArea for ap in Logic.accessPoints if ap.GraphArea != startAp.GraphArea and getNLocs(lambda loc: loc.GraphArea == ap.GraphArea) > 0}))
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areas = [startAp.GraphArea]
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GraphUtils.log.debug("availAreas: {}".format(availAreas))
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GraphUtils.log.debug("areas: {}".format(areas))
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inBossCheck = lambda ap: ap.Boss and ap.Name.endswith("In")
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nLocs = 0
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transitions = []
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usedAPs = []
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trLimit = 5
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locLimit -= 3 # 3 "post boss" locs will always be available, and are filtered out in getNLocs
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def openTransitions():
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nonlocal areas, inBossCheck, usedAPs
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return GraphUtils.getAPs(lambda ap: ap.GraphArea in areas and not ap.isInternal() and not inBossCheck(ap) and not ap in usedAPs)
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while nLocs < locLimit or len(openTransitions()) < trLimit:
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GraphUtils.log.debug("openTransitions="+str([ap.Name for ap in openTransitions()]))
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fromAreas = availAreas
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if nLocs >= locLimit:
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GraphUtils.log.debug("not enough open transitions")
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# we just need transitions, avoid adding a huge area
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fromAreas = []
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n = trLimit - len(openTransitions())
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while len(fromAreas) == 0:
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fromAreas = [area for area in availAreas if len(GraphUtils.getAPs(lambda ap: not ap.isInternal())) > n]
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n -= 1
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minLocs = min([getNLocs(lambda loc: loc.GraphArea == area) for area in fromAreas])
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fromAreas = [area for area in fromAreas if getNLocs(lambda loc: loc.GraphArea == area) == minLocs]
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elif len(openTransitions()) <= 1: # dont' get stuck by adding dead ends
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fromAreas = [area for area in fromAreas if len(GraphUtils.getAPs(lambda ap: ap.GraphArea == area and not ap.isInternal())) > 1]
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nextArea = random.choice(fromAreas)
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GraphUtils.log.debug("nextArea="+str(nextArea))
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apCheck = lambda ap: not ap.isInternal() and not inBossCheck(ap) and ap not in usedAPs
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possibleSources = GraphUtils.getAPs(lambda ap: ap.GraphArea in areas and apCheck(ap))
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possibleTargets = GraphUtils.getAPs(lambda ap: ap.GraphArea == nextArea and apCheck(ap))
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src = random.choice(possibleSources)
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dst = random.choice(possibleTargets)
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usedAPs += [src,dst]
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GraphUtils.log.debug("add transition: (src: {}, dst: {})".format(src.Name, dst.Name))
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transitions.append((src.Name,dst.Name))
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availAreas.remove(nextArea)
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areas.append(nextArea)
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GraphUtils.log.debug("areas: {}".format(areas))
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nLocs = getNLocs(lambda loc:loc.GraphArea in areas)
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GraphUtils.log.debug("nLocs: {}".format(nLocs))
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# we picked the areas, add transitions (bosses and tourian first)
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sourceAPs = openTransitions()
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random.shuffle(sourceAPs)
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targetAPs = GraphUtils.getAPs(lambda ap: (inBossCheck(ap) or ap.Name == "Golden Four") and not ap in usedAPs)
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random.shuffle(targetAPs)
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assert len(sourceAPs) >= len(targetAPs), "Minimizer: less source than target APs"
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while len(targetAPs) > 0:
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transitions.append((sourceAPs.pop().Name, targetAPs.pop().Name))
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transitions += GraphUtils.createRegularAreaTransitions(sourceAPs, lambda ap: not ap.isInternal())
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GraphUtils.log.debug("FINAL MINIMIZER transitions: {}".format(transitions))
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GraphUtils.loopUnusedTransitions(transitions)
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GraphUtils.log.debug("FINAL MINIMIZER nLocs: "+str(nLocs+3))
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GraphUtils.log.debug("FINAL MINIMIZER areas: "+str(areas))
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return transitions
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def createLightAreaTransitions():
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# group APs by area
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aps = {}
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totalCount = 0
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for ap in Logic.accessPoints:
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if not ap.isArea():
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continue
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if not ap.GraphArea in aps:
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aps[ap.GraphArea] = {'totalCount': 0, 'transCount': {}, 'apNames': []}
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aps[ap.GraphArea]['apNames'].append(ap.Name)
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# count number of vanilla transitions between each area
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for (srcName, destName) in vanillaTransitions:
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srcAP = getAccessPoint(srcName)
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destAP = getAccessPoint(destName)
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aps[srcAP.GraphArea]['transCount'][destAP.GraphArea] = aps[srcAP.GraphArea]['transCount'].get(destAP.GraphArea, 0) + 1
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aps[srcAP.GraphArea]['totalCount'] += 1
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aps[destAP.GraphArea]['transCount'][srcAP.GraphArea] = aps[destAP.GraphArea]['transCount'].get(srcAP.GraphArea, 0) + 1
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aps[destAP.GraphArea]['totalCount'] += 1
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totalCount += 1
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transitions = []
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while totalCount > 0:
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# choose transition
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srcArea = random.choice(list(aps.keys()))
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srcName = random.choice(aps[srcArea]['apNames'])
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src = getAccessPoint(srcName)
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destArea = random.choice(list(aps[src.GraphArea]['transCount'].keys()))
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destName = random.choice(aps[destArea]['apNames'])
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transitions.append((srcName, destName))
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# update counts
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totalCount -= 1
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aps[srcArea]['totalCount'] -= 1
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aps[destArea]['totalCount'] -= 1
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aps[srcArea]['transCount'][destArea] -= 1
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if aps[srcArea]['transCount'][destArea] == 0:
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del aps[srcArea]['transCount'][destArea]
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aps[destArea]['transCount'][srcArea] -= 1
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if aps[destArea]['transCount'][srcArea] == 0:
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del aps[destArea]['transCount'][srcArea]
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aps[srcArea]['apNames'].remove(srcName)
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aps[destArea]['apNames'].remove(destName)
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if aps[srcArea]['totalCount'] == 0:
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del aps[srcArea]
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if aps[destArea]['totalCount'] == 0:
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del aps[destArea]
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return transitions
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def getVanillaExit(apName):
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allVanillaTransitions = vanillaTransitions + vanillaBossesTransitions + vanillaEscapeTransitions
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for (src,dst) in allVanillaTransitions:
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if apName == src:
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return dst
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if apName == dst:
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return src
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return None
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def isEscapeAnimals(apName):
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return 'Flyway Right' in apName or 'Bomb Torizo Room Left' in apName
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# gets dict like
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# (RoomPtr, (vanilla entry screen X, vanilla entry screen Y)): AP
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def getRooms():
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rooms = {}
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for ap in Logic.accessPoints:
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if ap.Internal == True:
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continue
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# special ap for random escape animals surprise
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if GraphUtils.isEscapeAnimals(ap.Name):
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continue
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roomPtr = ap.RoomInfo['RoomPtr']
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vanillaExitName = GraphUtils.getVanillaExit(ap.Name)
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# special ap for random escape animals surprise
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if GraphUtils.isEscapeAnimals(vanillaExitName):
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continue
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connAP = getAccessPoint(vanillaExitName)
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entryInfo = connAP.ExitInfo
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rooms[(roomPtr, entryInfo['screen'], entryInfo['direction'])] = ap
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rooms[(roomPtr, entryInfo['screen'], (ap.EntryInfo['SamusX'], ap.EntryInfo['SamusY']))] = ap
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# for boss rando with incompatible ridley transition, also register this one
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if ap.Name == 'RidleyRoomIn':
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rooms[(roomPtr, (0x0, 0x1), 0x5)] = ap
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rooms[(roomPtr, (0x0, 0x1), (0xbf, 0x198))] = ap
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return rooms
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def escapeAnimalsTransitions(graph, possibleTargets, firstEscape):
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n = len(possibleTargets)
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assert (n < 4 and firstEscape is not None) or (n <= 4 and firstEscape is None), "Invalid possibleTargets list: " + str(possibleTargets)
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# first get our list of 4 entries for escape patch
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if n >= 1:
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# get actual animals: pick one of the remaining targets
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animalsAccess = possibleTargets.pop()
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graph.EscapeAttributes['Animals'] = animalsAccess
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# we now have at most 3 targets left, fill up to fill cycling 4 targets for animals suprise
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possibleTargets.append('Climb Bottom Left')
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if firstEscape is not None:
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possibleTargets.append(firstEscape)
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poss = possibleTargets[:]
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while len(possibleTargets) < 4:
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possibleTargets.append(poss.pop(random.randint(0, len(poss)-1)))
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else:
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# failsafe: if not enough targets left, abort and do vanilla animals
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animalsAccess = 'Flyway Right'
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possibleTargets = ['Bomb Torizo Room Left'] * 4
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GraphUtils.log.debug("escapeAnimalsTransitions. animalsAccess="+animalsAccess)
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assert len(possibleTargets) == 4, "Invalid possibleTargets list: " + str(possibleTargets)
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# actually add the 4 connections for successive escapes challenge
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basePtr = 0xADAC
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btDoor = getAccessPoint('Flyway Right')
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for i in range(len(possibleTargets)):
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ap = copy.copy(btDoor)
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ap.Name += " " + str(i)
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ap.ExitInfo['DoorPtr'] = basePtr + i*24
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graph.addAccessPoint(ap)
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target = possibleTargets[i]
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graph.addTransition(ap.Name, target)
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# add the connection for animals access
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bt = getAccessPoint('Bomb Torizo Room Left')
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btCpy = copy.copy(bt)
|
|
btCpy.Name += " Animals"
|
|
btCpy.ExitInfo['DoorPtr'] = 0xAE00
|
|
graph.addAccessPoint(btCpy)
|
|
graph.addTransition(animalsAccess, btCpy.Name)
|
|
|
|
def isHorizontal(dir):
|
|
# up: 0x3, 0x7
|
|
# down: 0x2, 0x6
|
|
# left: 0x1, 0x5
|
|
# right: 0x0, 0x4
|
|
return dir in [0x1, 0x5, 0x0, 0x4]
|
|
|
|
def removeCap(dir):
|
|
if dir < 4:
|
|
return dir
|
|
return dir - 4
|
|
|
|
def getDirection(src, dst):
|
|
exitDir = src.ExitInfo['direction']
|
|
entryDir = dst.EntryInfo['direction']
|
|
# compatible transition
|
|
if exitDir == entryDir:
|
|
return exitDir
|
|
# if incompatible but horizontal we keep entry dir (looks more natural)
|
|
if GraphUtils.isHorizontal(exitDir) and GraphUtils.isHorizontal(entryDir):
|
|
return entryDir
|
|
# otherwise keep exit direction and remove cap
|
|
return GraphUtils.removeCap(exitDir)
|
|
|
|
def getBitFlag(srcArea, dstArea, origFlag):
|
|
flags = origFlag
|
|
if srcArea == dstArea:
|
|
flags &= 0xBF
|
|
else:
|
|
flags |= 0x40
|
|
return flags
|
|
|
|
def getDoorConnections(graph, areas=True, bosses=False,
|
|
escape=True, escapeAnimals=True):
|
|
transitions = []
|
|
if areas:
|
|
transitions += vanillaTransitions
|
|
if bosses:
|
|
transitions += vanillaBossesTransitions
|
|
if escape:
|
|
transitions += vanillaEscapeTransitions
|
|
if escapeAnimals:
|
|
transitions += vanillaEscapeAnimalsTransitions
|
|
for srcName, dstName in transitions:
|
|
src = graph.accessPoints[srcName]
|
|
dst = graph.accessPoints[dstName]
|
|
dst.EntryInfo.update(src.ExitInfo)
|
|
src.EntryInfo.update(dst.ExitInfo)
|
|
connections = []
|
|
for src, dst in graph.InterAreaTransitions:
|
|
if not (escape and src.Escape and dst.Escape):
|
|
# area only
|
|
if not bosses and src.Boss:
|
|
continue
|
|
# boss only
|
|
if not areas and not src.Boss:
|
|
continue
|
|
# no random escape
|
|
if not escape and src.Escape:
|
|
continue
|
|
|
|
conn = {}
|
|
conn['ID'] = str(src) + ' -> ' + str(dst)
|
|
# remove duplicates (loop transitions)
|
|
if any(c['ID'] == conn['ID'] for c in connections):
|
|
continue
|
|
# print(conn['ID'])
|
|
# where to write
|
|
conn['DoorPtr'] = src.ExitInfo['DoorPtr']
|
|
# door properties
|
|
conn['RoomPtr'] = dst.RoomInfo['RoomPtr']
|
|
conn['doorAsmPtr'] = dst.EntryInfo['doorAsmPtr']
|
|
if 'exitAsmPtr' in src.ExitInfo:
|
|
conn['exitAsmPtr'] = src.ExitInfo['exitAsmPtr']
|
|
conn['direction'] = GraphUtils.getDirection(src, dst)
|
|
conn['bitFlag'] = GraphUtils.getBitFlag(src.RoomInfo['area'], dst.RoomInfo['area'],
|
|
dst.EntryInfo['bitFlag'])
|
|
conn['cap'] = dst.EntryInfo['cap']
|
|
conn['screen'] = dst.EntryInfo['screen']
|
|
if conn['direction'] != src.ExitInfo['direction']: # incompatible transition
|
|
conn['distanceToSpawn'] = 0
|
|
conn['SamusX'] = dst.EntryInfo['SamusX']
|
|
conn['SamusY'] = dst.EntryInfo['SamusY']
|
|
if dst.Name == 'RidleyRoomIn': # special case: spawn samus on ridley platform
|
|
conn['screen'] = (0x0, 0x1)
|
|
else:
|
|
conn['distanceToSpawn'] = dst.EntryInfo['distanceToSpawn']
|
|
if 'song' in dst.EntryInfo:
|
|
conn['song'] = dst.EntryInfo['song']
|
|
conn['songs'] = dst.RoomInfo['songs']
|
|
connections.append(conn)
|
|
return connections
|
|
|
|
def getDoorsPtrs2Aps():
|
|
ret = {}
|
|
for ap in Logic.accessPoints:
|
|
if ap.Internal == True:
|
|
continue
|
|
ret[ap.ExitInfo["DoorPtr"]] = ap.Name
|
|
return ret
|
|
|
|
def getAps2DoorsPtrs():
|
|
ret = {}
|
|
for ap in Logic.accessPoints:
|
|
if ap.Internal == True:
|
|
continue
|
|
ret[ap.Name] = ap.ExitInfo["DoorPtr"]
|
|
return ret
|
|
|
|
def getTransitions(addresses):
|
|
# build address -> name dict
|
|
doorsPtrs = GraphUtils.getDoorsPtrs2Aps()
|
|
|
|
transitions = []
|
|
# (src.ExitInfo['DoorPtr'], dst.ExitInfo['DoorPtr'])
|
|
for (srcDoorPtr, destDoorPtr) in addresses:
|
|
transitions.append((doorsPtrs[srcDoorPtr], doorsPtrs[destDoorPtr]))
|
|
|
|
return transitions
|
|
|
|
def hasMixedTransitions(areaTransitions, bossTransitions):
|
|
vanillaAPs = []
|
|
for (src, dest) in vanillaTransitions:
|
|
vanillaAPs += [src, dest]
|
|
|
|
vanillaBossesAPs = []
|
|
for (src, dest) in vanillaBossesTransitions:
|
|
vanillaBossesAPs += [src, dest]
|
|
|
|
for (src, dest) in areaTransitions:
|
|
if src in vanillaBossesAPs or dest in vanillaBossesAPs:
|
|
return True
|
|
|
|
for (src, dest) in bossTransitions:
|
|
if src in vanillaAPs or dest in vanillaAPs:
|
|
return True
|
|
|
|
return False
|