393 lines
19 KiB
Python
393 lines
19 KiB
Python
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import copy, random, sys, logging, os
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from enum import Enum, unique
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from ..utils import log
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from ..utils.parameters import infinity
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from ..rando.ItemLocContainer import getLocListStr, getItemListStr, getItemLocStr, ItemLocation
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from ..logic.helpers import Bosses
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# used to specify whether we want to come back from locations
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@unique
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class ComebackCheckType(Enum):
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Undefined = 0
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# do not check whether we should come back
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NoCheck = 1
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# come back with the placed item
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JustComeback = 2
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# come back without the placed item
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ComebackWithoutItem = 3
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# collection of stateless services to be used mainly by fillers
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class RandoServices(object):
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def __init__(self, graph, restrictions, cache=None):
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self.restrictions = restrictions
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self.settings = restrictions.settings
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self.areaGraph = graph
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self.cache = cache
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self.log = log.get('RandoServices')
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# collect an item/loc with logic in a container from a given AP
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# return new AP
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def collect(self, ap, container, itemLoc, pickup=True):
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if pickup == True:
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# walk the graph to update AP
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if self.cache:
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self.cache.reset()
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self.currentLocations(ap, container)
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container.collect(itemLoc, pickup=pickup)
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self.log.debug("COLLECT "+itemLoc.Item.Type+" at "+itemLoc.Location.Name)
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sys.stdout.write('.')
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sys.stdout.flush()
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return itemLoc.Location.accessPoint if pickup == True else ap
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# gives all the possible theoretical locations for a given item
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def possibleLocations(self, item, ap, emptyContainer, bossesKilled=True):
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assert len(emptyContainer.currentItems) == 0, "Invalid call to possibleLocations. emptyContainer had collected items"
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emptyContainer.sm.resetItems()
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self.log.debug('possibleLocations. item='+item.Type)
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if bossesKilled:
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itemLambda = lambda it: it.Type != item.Type
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else:
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itemLambda = lambda it: it.Type != item.Type and it.Category != 'Boss'
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allBut = emptyContainer.getItems(itemLambda)
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self.log.debug('possibleLocations. allBut='+getItemListStr(allBut))
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emptyContainer.sm.addItems([it.Type for it in allBut])
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ret = [loc for loc in self.currentLocations(ap, emptyContainer, post=True) if self.restrictions.canPlaceAtLocation(item, loc, emptyContainer)]
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self.log.debug('possibleLocations='+getLocListStr(ret))
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emptyContainer.sm.resetItems()
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return ret
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# gives current accessible locations within a container from an AP, given an optional item.
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# post: checks post available?
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# diff: max difficulty to use (None for max diff from settings)
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def currentLocations(self, ap, container, item=None, post=False, diff=None):
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if self.cache is not None:
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request = self.cache.request('currentLocations', ap, container, None if item is None else item.Type, post, diff)
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ret = self.cache.get(request)
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if ret is not None:
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return ret
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sm = container.sm
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if diff is None:
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diff = self.settings.maxDiff
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itemType = None
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if item is not None:
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itemType = item.Type
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sm.addItem(itemType)
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ret = sorted(self.getAvailLocs(container, ap, diff),
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key=lambda loc: loc.Name)
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if post is True:
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ret = [loc for loc in ret if self.locPostAvailable(sm, loc, itemType)]
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if item is not None:
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sm.removeItem(itemType)
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if self.cache is not None:
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self.cache.store(request, ret)
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return ret
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def locPostAvailable(self, sm, loc, item):
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if loc.PostAvailable is None:
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return True
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result = sm.withItem(item, loc.PostAvailable) if item is not None else loc.PostAvailable(sm)
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return result.bool == True and result.difficulty <= self.settings.maxDiff
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def getAvailLocs(self, container, ap, diff):
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sm = container.sm
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locs = container.unusedLocations
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return self.areaGraph.getAvailableLocations(locs, sm, diff, ap)
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# gives current accessible APs within a container from an AP, given an optional item.
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def currentAccessPoints(self, ap, container, item=None):
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if self.cache is not None:
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request = self.cache.request('currentAccessPoints', ap, container, None if item is None else item.Type)
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ret = self.cache.get(request)
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if ret is not None:
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return ret
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sm = container.sm
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if item is not None:
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itemType = item.Type
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sm.addItem(itemType)
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nodes = sorted(self.areaGraph.getAvailableAccessPoints(self.areaGraph.accessPoints[ap],
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sm, self.settings.maxDiff),
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key=lambda ap: ap.Name)
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if item is not None:
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sm.removeItem(itemType)
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if self.cache is not None:
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self.cache.store(request, nodes)
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return nodes
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def isSoftlockPossible(self, container, ap, item, loc, comebackCheck):
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sm = container.sm
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# usually early game
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if comebackCheck == ComebackCheckType.NoCheck:
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return False
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# some specific early/late game checks
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if loc.Name == 'Bomb' or loc.Name == 'Mother Brain':
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return False
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# if the loc forces us to go to an area we can't come back from
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comeBack = loc.accessPoint == ap or \
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self.areaGraph.canAccess(sm, loc.accessPoint, ap, self.settings.maxDiff, item.Type if item is not None else None)
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if not comeBack:
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self.log.debug("KO come back from " + loc.accessPoint + " to " + ap + " when trying to place " + ("None" if item is None else item.Type) + " at " + loc.Name)
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return True
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# else:
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# self.log.debug("OK come back from " + loc.accessPoint + " to " + ap + " when trying to place " + item.Type + " at " + loc.Name)
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if item is not None and comebackCheck == ComebackCheckType.ComebackWithoutItem and self.isProgression(item, ap, container):
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# we know that loc is avail and post avail with the item
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# if it is not post avail without it, then the item prevents the
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# possible softlock
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if not self.locPostAvailable(sm, loc, None):
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return True
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# item allows us to come back from a softlock possible zone
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comeBackWithout = self.areaGraph.canAccess(sm, loc.accessPoint,
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ap,
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self.settings.maxDiff,
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None)
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if not comeBackWithout:
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return True
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return False
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def fullComebackCheck(self, container, ap, item, loc, comebackCheck):
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sm = container.sm
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tmpItems = []
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# draygon special case: there are two locations, and we can
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# place one item, but we might need both the item and the boss
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# dead to get out
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if loc.SolveArea == "Draygon Boss" and Bosses.bossDead(sm, 'Draygon').bool == False:
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# temporary kill draygon
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tmpItems.append('Draygon')
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sm.addItems(tmpItems)
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ret = self.locPostAvailable(sm, loc, item.Type if item is not None else None) and not self.isSoftlockPossible(container, ap, item, loc, comebackCheck)
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for tmp in tmpItems:
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sm.removeItem(tmp)
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return ret
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def isProgression(self, item, ap, container):
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sm = container.sm
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# no need to test nothing items
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if item.Category == 'Nothing':
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return False
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if self.cache is not None:
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request = self.cache.request('isProgression', item.Type, ap, container)
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ret = self.cache.get(request)
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if ret is not None:
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return ret
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oldLocations = self.currentLocations(ap, container)
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ret = any(self.restrictions.canPlaceAtLocation(item, loc, container) for loc in oldLocations)
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if ret == True:
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newLocations = [loc for loc in self.currentLocations(ap, container, item) if loc not in oldLocations]
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ret = len(newLocations) > 0 and any(self.restrictions.isItemLocMatching(item, loc) for loc in newLocations)
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self.log.debug('isProgression. item=' + item.Type + ', newLocs=' + str([loc.Name for loc in newLocations]))
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if ret == False and len(newLocations) > 0 and self.restrictions.split == 'Major':
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# in major/minor split, still consider minor locs as
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# progression if not all types are distributed
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ret = not sm.haveItem('Missile').bool \
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or not sm.haveItem('Super').bool \
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or not sm.haveItem('PowerBomb').bool
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if self.cache is not None:
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self.cache.store(request, ret)
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return ret
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def getPlacementLocs(self, ap, container, comebackCheck, itemObj, locs):
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return [loc for loc in locs if (itemObj is None or self.restrictions.canPlaceAtLocation(itemObj, loc, container)) and self.fullComebackCheck(container, ap, itemObj, loc, comebackCheck)]
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def processEarlyMorph(self, ap, container, comebackCheck, itemLocDict, curLocs):
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morph = container.getNextItemInPool('Morph')
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if morph is not None:
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self.log.debug("processEarlyMorph. morph not placed yet")
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morphLocItem = next((item for item in itemLocDict if item.Type == morph.Type), None)
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if morphLocItem is not None:
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morphLocs = itemLocDict[morphLocItem]
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itemLocDict.clear()
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itemLocDict[morphLocItem] = morphLocs
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elif len(curLocs) >= 2:
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self.log.debug("processEarlyMorph. early morph placement check")
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# we have to place morph early, it's still not placed, and not detected as placeable
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# let's see if we can place it anyway in the context of a combo
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morphLocs = self.getPlacementLocs(ap, container, comebackCheck, morph, curLocs)
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if len(morphLocs) > 0:
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# copy our context to do some destructive checks
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containerCpy = copy.copy(container)
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# choose a morph item location in that context
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morphItemLoc = ItemLocation(
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morph,
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random.choice(morphLocs)
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)
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# acquire morph in new context and see if we can still open new locs
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newAP = self.collect(ap, containerCpy, morphItemLoc)
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(ild, poss) = self.getPossiblePlacements(newAP, containerCpy, comebackCheck)
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if poss:
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# it's possible, only offer morph as possibility
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itemLocDict.clear()
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itemLocDict[morph] = morphLocs
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def processLateMorph(self, container, itemLocDict):
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morphLocItem = next((item for item in itemLocDict if item.Type == 'Morph'), None)
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if morphLocItem is None or len(itemLocDict) == 1:
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# no morph, or it is the only possibility: nothing to do
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return
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morphLocs = self.restrictions.lateMorphCheck(container, itemLocDict[morphLocItem])
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if morphLocs is not None:
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itemLocDict[morphLocItem] = morphLocs
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else:
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del itemLocDict[morphLocItem]
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def processNoComeback(self, ap, container, itemLocDict):
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comebackDict = {}
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for item,locList in itemLocDict.items():
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comebackLocs = [loc for loc in locList if self.fullComebackCheck(container, ap, item, loc, ComebackCheckType.JustComeback)]
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if len(comebackLocs) > 0:
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comebackDict[item] = comebackLocs
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if len(comebackDict) > 0:
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itemLocDict.clear()
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itemLocDict.update(comebackDict)
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def processPlacementRestrictions(self, ap, container, comebackCheck, itemLocDict, curLocs):
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if self.restrictions.isEarlyMorph():
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self.processEarlyMorph(ap, container, comebackCheck, itemLocDict, curLocs)
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elif self.restrictions.isLateMorph():
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self.processLateMorph(container, itemLocDict)
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if comebackCheck == ComebackCheckType.NoCheck:
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self.processNoComeback(ap, container, itemLocDict)
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# main logic function to be used by fillers. gives possible locations for each item.
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# ap: AP to check from
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# container: our item/loc container
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# comebackCheck: how to check for comebacks (cf ComebackCheckType)
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# return a dictionary with Item instances as keys and locations lists as values
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def getPossiblePlacements(self, ap, container, comebackCheck):
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curLocs = self.currentLocations(ap, container)
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self.log.debug('getPossiblePlacements. nCurLocs='+str(len(curLocs)))
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self.log.debug('getPossiblePlacements. curLocs='+getLocListStr(curLocs))
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self.log.debug('getPossiblePlacements. comebackCheck='+str(comebackCheck))
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sm = container.sm
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poolDict = container.getPoolDict()
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itemLocDict = {}
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possibleProg = False
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nonProgList = None
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def getLocList(itemObj):
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nonlocal curLocs
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return self.getPlacementLocs(ap, container, comebackCheck, itemObj, curLocs)
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def getNonProgLocList():
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nonlocal nonProgList
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if nonProgList is None:
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nonProgList = [loc for loc in self.currentLocations(ap, container) if self.fullComebackCheck(container, ap, None, loc, comebackCheck)]
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self.log.debug("nonProgLocList="+str([loc.Name for loc in nonProgList]))
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return [loc for loc in nonProgList if self.restrictions.canPlaceAtLocation(itemObj, loc, container)]
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for itemType,items in sorted(poolDict.items()):
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itemObj = items[0]
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cont = True
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prog = False
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if self.isProgression(itemObj, ap, container):
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cont = False
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prog = True
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elif not possibleProg:
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cont = False
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if cont: # ignore non prog items if a prog item has already been found
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continue
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# check possible locations for this item type
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# self.log.debug('getPossiblePlacements. itemType=' + itemType + ', curLocs='+str([loc.Name for loc in curLocs]))
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locations = getLocList(itemObj) if prog else getNonProgLocList()
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if len(locations) == 0:
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continue
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if prog and not possibleProg:
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possibleProg = True
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itemLocDict = {} # forget all the crap ones we stored just in case
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# self.log.debug('getPossiblePlacements. itemType=' + itemType + ', locs='+str([loc.Name for loc in locations]))
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for item in items:
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itemLocDict[item] = locations
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self.processPlacementRestrictions(ap, container, comebackCheck, itemLocDict, curLocs)
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self.printItemLocDict(itemLocDict)
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self.log.debug('possibleProg='+str(possibleProg))
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return (itemLocDict, possibleProg)
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def printItemLocDict(self, itemLocDict):
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if self.log.getEffectiveLevel() == logging.DEBUG:
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debugDict = {}
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for item, locList in itemLocDict.items():
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if item.Type not in debugDict:
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debugDict[item.Type] = [loc.Name for loc in locList]
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self.log.debug('itemLocDict='+str(debugDict))
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# same as getPossiblePlacements, without any logic check
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def getPossiblePlacementsNoLogic(self, container):
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poolDict = container.getPoolDict()
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itemLocDict = {}
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def getLocList(itemObj, baseList):
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return [loc for loc in baseList if self.restrictions.canPlaceAtLocation(itemObj, loc, container)]
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for itemType,items in sorted(poolDict.items()):
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itemObj = items[0]
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locList = getLocList(itemObj, container.unusedLocations)
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for item in items:
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itemLocDict[item] = locList
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self.printItemLocDict(itemLocDict)
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return (itemLocDict, False)
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# check if bosses are blocking the last remaining locations.
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# accurate most of the time, still a heuristic
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def onlyBossesLeft(self, ap, container):
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if self.settings.maxDiff == infinity:
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return False
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self.log.debug('onlyBossesLeft, diff=' + str(self.settings.maxDiff) + ", ap="+ap)
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sm = container.sm
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bossesLeft = container.getAllItemsInPoolFromCategory('Boss')
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if len(bossesLeft) == 0:
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return False
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def getLocList():
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curLocs = self.currentLocations(ap, container)
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self.log.debug('onlyBossesLeft, curLocs=' + getLocListStr(curLocs))
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return self.getPlacementLocs(ap, container, ComebackCheckType.JustComeback, None, curLocs)
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prevLocs = getLocList()
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self.log.debug("onlyBossesLeft. prevLocs="+getLocListStr(prevLocs))
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# fake kill remaining bosses and see if we can access the rest of the game
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if self.cache is not None:
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self.cache.reset()
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for boss in bossesLeft:
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self.log.debug('onlyBossesLeft. kill '+boss.Name)
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sm.addItem(boss.Type)
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# get bosses locations and newly accessible locations (for bosses that open up locs)
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newLocs = getLocList()
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self.log.debug("onlyBossesLeft. newLocs="+getLocListStr(newLocs))
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locs = newLocs + container.getLocs(lambda loc: loc.isBoss() and not loc in newLocs)
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self.log.debug("onlyBossesLeft. locs="+getLocListStr(locs))
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ret = (len(locs) > len(prevLocs) and len(locs) == len(container.unusedLocations))
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# restore bosses killed state
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for boss in bossesLeft:
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self.log.debug('onlyBossesLeft. revive '+boss.Name)
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sm.removeItem(boss.Type)
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if self.cache is not None:
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self.cache.reset()
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self.log.debug("onlyBossesLeft? " +str(ret))
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return ret
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def canEndGame(self, container):
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return not any(loc.Name == 'Mother Brain' for loc in container.unusedLocations)
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def can100percent(self, ap, container):
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if not self.canEndGame(container):
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return False
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curLocs = self.currentLocations(ap, container, post=True)
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return len(curLocs) == len(container.unusedLocations)
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def findStartupProgItemPair(self, ap, container):
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self.log.debug("findStartupProgItemPair")
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(itemLocDict, isProg) = self.getPossiblePlacements(ap, container, ComebackCheckType.NoCheck)
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assert not isProg
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items = list(itemLocDict.keys())
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random.shuffle(items)
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for item in items:
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cont = copy.copy(container)
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loc = random.choice(itemLocDict[item])
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itemLoc1 = ItemLocation(item, loc)
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self.log.debug("itemLoc1 attempt: "+getItemLocStr(itemLoc1))
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newAP = self.collect(ap, cont, itemLoc1)
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if self.cache is not None:
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self.cache.reset()
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(ild, isProg) = self.getPossiblePlacements(newAP, cont, ComebackCheckType.NoCheck)
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if isProg:
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item2 = random.choice(list(ild.keys()))
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itemLoc2 = ItemLocation(item2, random.choice(ild[item2]))
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self.log.debug("itemLoc2: "+getItemLocStr(itemLoc2))
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return (itemLoc1, itemLoc2)
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return None
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