Archipelago/worlds/sm/variaRandomizer/rando/Choice.py

215 lines
8.4 KiB
Python

import random
from ..utils import log
from ..utils.utils import getRangeDict, chooseFromRange
from ..rando.ItemLocContainer import ItemLocation
# helper object to choose item/loc
class Choice(object):
def __init__(self, restrictions):
self.restrictions = restrictions
self.settings = restrictions.settings
self.log = log.get("Choice")
# args are return from RandoServices.getPossiblePlacements
# return itemLoc dict, or None if no possible choice
def chooseItemLoc(self, itemLocDict, isProg):
return None
def getItemList(self, itemLocDict):
return sorted([item for item in itemLocDict.keys()], key=lambda item: item.Type)
def getLocList(self, itemLocDict, item):
return sorted(itemLocDict[item], key=lambda loc: loc.Name)
# simple random choice, that chooses an item first, then a locatio to put it in
class ItemThenLocChoice(Choice):
def __init__(self, restrictions):
super(ItemThenLocChoice, self).__init__(restrictions)
def chooseItemLoc(self, itemLocDict, isProg):
itemList = self.getItemList(itemLocDict)
item = self.chooseItem(itemList, isProg)
if item is None:
return None
locList = self.getLocList(itemLocDict, item)
loc = self.chooseLocation(locList, item, isProg)
if loc is None:
return None
return ItemLocation(item, loc)
def chooseItem(self, itemList, isProg):
if len(itemList) == 0:
return None
if isProg:
return self.chooseItemProg(itemList)
else:
return self.chooseItemRandom(itemList)
def chooseItemProg(self, itemList):
return self.chooseItemRandom(itemList)
def chooseItemRandom(self, itemList):
return random.choice(itemList)
def chooseLocation(self, locList, item, isProg):
if len(locList) == 0:
return None
if isProg:
return self.chooseLocationProg(locList, item)
else:
return self.chooseLocationRandom(locList)
def chooseLocationProg(self, locList, item):
return self.chooseLocationRandom(locList)
def chooseLocationRandom(self, locList):
return random.choice(locList)
# Choice specialization for prog speed based filler
class ItemThenLocChoiceProgSpeed(ItemThenLocChoice):
def __init__(self, restrictions, progSpeedParams, distanceProp, services):
super(ItemThenLocChoiceProgSpeed, self).__init__(restrictions)
self.progSpeedParams = progSpeedParams
self.distanceProp = distanceProp
self.services = services
self.chooseItemFuncs = {
'Random' : self.chooseItemRandom,
'MinProgression' : self.chooseItemMinProgression,
'MaxProgression' : self.chooseItemMaxProgression
}
self.chooseLocFuncs = {
'Random' : self.chooseLocationRandom,
'MinDiff' : self.chooseLocationMinDiff,
'MaxDiff' : self.chooseLocationMaxDiff
}
def currentLocations(self, item=None):
return self.services.currentLocations(self.ap, self.container, item=item)
def processLateDoors(self, itemLocDict, ap, container):
doorBeams = self.restrictions.mandatoryBeams
def canOpenExtendedDoors(item):
return item.Category == 'Ammo' or item.Type in doorBeams
# exclude door items from itemLocDict
noDoorsLocDict = {item:locList for item,locList in itemLocDict.items() if not canOpenExtendedDoors(item) or container.sm.haveItem(item.Type)}
if len(noDoorsLocDict) > 0:
self.log.debug('processLateDoors. no doors')
itemLocDict.clear()
itemLocDict.update(noDoorsLocDict)
def chooseItemLoc(self, itemLocDict, isProg, progressionItemLocs, ap, container):
# if late morph, redo the late morph check if morph is the
# only possibility since we can rollback
canRollback = len(container.currentItems) > 0
if self.restrictions.isLateMorph() and canRollback and len(itemLocDict) == 1:
item, locList = list(itemLocDict.items())[0]
if item.Type == 'Morph':
morphLocs = self.restrictions.lateMorphCheck(container, locList)
if morphLocs is not None:
itemLocDict[item] = morphLocs
else:
return None
# if a boss is available, choose it right away
for item,locs in itemLocDict.items():
if item.Category == 'Boss':
assert len(locs) == 1 and locs[0].Name == item.Name
return ItemLocation(item, locs[0])
# late doors check for random door colors
if self.restrictions.isLateDoors() and random.random() < self.lateDoorsProb:
self.processLateDoors(itemLocDict, ap, container)
self.progressionItemLocs = progressionItemLocs
self.ap = ap
self.container = container
return super(ItemThenLocChoiceProgSpeed, self).chooseItemLoc(itemLocDict, isProg)
def determineParameters(self, progSpeed=None, progDiff=None):
self.chooseLocRanges = getRangeDict(self.getChooseLocs(progDiff))
self.chooseItemRanges = getRangeDict(self.getChooseItems(progSpeed))
self.spreadProb = self.progSpeedParams.getSpreadFactor(progSpeed)
self.lateDoorsProb = self.progSpeedParams.getLateDoorsProb(progSpeed)
def getChooseLocs(self, progDiff=None):
if progDiff is None:
progDiff = self.settings.progDiff
return self.progSpeedParams.getChooseLocDict(progDiff)
def getChooseItems(self, progSpeed):
if progSpeed is None:
progSpeed = self.settings.progSpeed
return self.progSpeedParams.getChooseItemDict(progSpeed)
def chooseItemProg(self, itemList):
ret = self.getChooseFunc(self.chooseItemRanges, self.chooseItemFuncs)(itemList)
self.log.debug('chooseItemProg. ret='+ret.Type)
return ret
def chooseLocationProg(self, locs, item):
locs = self.getLocsSpreadProgression(locs)
random.shuffle(locs)
ret = self.getChooseFunc(self.chooseLocRanges, self.chooseLocFuncs)(locs)
self.log.debug('chooseLocationProg. ret='+ret.Name)
return ret
# get choose function from a weighted dict
def getChooseFunc(self, rangeDict, funcDict):
v = chooseFromRange(rangeDict)
return funcDict[v]
def chooseItemMinProgression(self, items):
minNewLocs = 1000
ret = None
for item in items:
newLocs = len(self.currentLocations(item))
if newLocs < minNewLocs:
minNewLocs = newLocs
ret = item
return ret
def chooseItemMaxProgression(self, items):
maxNewLocs = 0
ret = None
for item in items:
newLocs = len(self.currentLocations(item))
if newLocs > maxNewLocs:
maxNewLocs = newLocs
ret = item
return ret
def chooseLocationMaxDiff(self, availableLocations):
self.log.debug("MAX")
self.log.debug("chooseLocationMaxDiff: {}".format([(l.Name, l.difficulty) for l in availableLocations]))
return max(availableLocations, key=lambda loc:loc.difficulty.difficulty)
def chooseLocationMinDiff(self, availableLocations):
self.log.debug("MIN")
self.log.debug("chooseLocationMinDiff: {}".format([(l.Name, l.difficulty) for l in availableLocations]))
return min(availableLocations, key=lambda loc:loc.difficulty.difficulty)
def areaDistance(self, loc, otherLocs):
areas = [getattr(l, self.distanceProp) for l in otherLocs]
cnt = areas.count(getattr(loc, self.distanceProp))
d = None
if cnt == 0:
d = 2
else:
d = 1.0/cnt
return d
def getLocsSpreadProgression(self, availableLocations):
split = self.restrictions.split
cond = lambda item: ((split == 'Full' and item.Class == 'Major') or split == item.Class) and item.Category != "Energy"
progLocs = [il.Location for il in self.progressionItemLocs if cond(il.Item)]
distances = [self.areaDistance(loc, progLocs) for loc in availableLocations]
maxDist = max(distances)
locs = []
for i in range(len(availableLocations)):
loc = availableLocations[i]
d = distances[i]
if d == maxDist or random.random() >= self.spreadProb:
locs.append(loc)
return locs