94 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			94 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Python
		
	
	
	
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def link_minecraft_structures(world, player):
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    # Link mandatory connections first
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    for (exit, region) in mandatory_connections:
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        world.get_entrance(exit, player).connect(world.get_region(region, player))
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    # Get all unpaired exits and all regions without entrances (except the Menu)
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    # This function is destructive on these lists. 
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    exits = [exit.name for r in world.regions if r.player == player for exit in r.exits if exit.connected_region == None]
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    structs = [r.name for r in world.regions if r.player == player and r.entrances == [] and r.name != 'Menu']
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    exits_spoiler = exits[:] # copy the original order for the spoiler log
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    try: 
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        assert len(exits) == len(structs)
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    except AssertionError as e: # this should never happen
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        raise Exception(f"Could not obtain equal numbers of Minecraft exits and structures for player {player} ({world.player_name[player]})")
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    pairs = {}
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    def set_pair(exit, struct): 
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        if (exit in exits) and (struct in structs) and (exit not in illegal_connections.get(struct, [])):
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            pairs[exit] = struct
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            exits.remove(exit)
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            structs.remove(struct)
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        else: 
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            raise Exception(f"Invalid connection: {exit} => {struct} for player {player} ({world.player_name[player]})")
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    # Connect plando structures first
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    if world.plando_connections[player]:
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        for conn in world.plando_connections[player]:
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            set_pair(conn.entrance, conn.exit)
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    # The algorithm tries to place the most restrictive structures first. This algorithm always works on the
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    # relatively small set of restrictions here, but does not work on all possible inputs with valid configurations. 
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    if world.shuffle_structures[player]: 
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        structs.sort(reverse=True, key=lambda s: len(illegal_connections.get(s, [])))
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        for struct in structs[:]: 
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            try: 
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                exit = world.random.choice([e for e in exits if e not in illegal_connections.get(struct, [])])
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            except IndexError: 
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                raise Exception(f"No valid structure placements remaining for player {player} ({world.player_name[player]})")
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            set_pair(exit, struct)
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    else: # write remaining default connections
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        for (exit, struct) in default_connections: 
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            if exit in exits: 
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                set_pair(exit, struct)
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    # Make sure we actually paired everything; might fail if plando
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    try:
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        assert len(exits) == len(structs) == 0
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    except AssertionError: 
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        raise Exception(f"Failed to connect all Minecraft structures for player {player} ({world.player_name[player]})")
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    for exit in exits_spoiler:
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        world.get_entrance(exit, player).connect(world.get_region(pairs[exit], player))
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        if world.shuffle_structures[player] or world.plando_connections[player]:
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            world.spoiler.set_entrance(exit, pairs[exit], 'entrance', player)
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# (Region name, list of exits)
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mc_regions = [
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    ('Menu', ['New World']),
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    ('Overworld', ['Nether Portal', 'End Portal', 'Overworld Structure 1', 'Overworld Structure 2']),
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    ('The Nether', ['Nether Structure 1', 'Nether Structure 2']),
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    ('The End', ['The End Structure']),
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    ('Village', []),
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    ('Pillager Outpost', []),
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    ('Nether Fortress', []),
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    ('Bastion Remnant', []),
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    ('End City', [])
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]
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# (Entrance, region pointed to)
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mandatory_connections = [
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    ('New World', 'Overworld'),
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    ('Nether Portal', 'The Nether'),
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    ('End Portal', 'The End')
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]
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default_connections = {
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    ('Overworld Structure 1', 'Village'),
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    ('Overworld Structure 2', 'Pillager Outpost'),
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    ('Nether Structure 1', 'Nether Fortress'),
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    ('Nether Structure 2', 'Bastion Remnant'),
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    ('The End Structure', 'End City')
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}
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# Structure: illegal locations
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illegal_connections = {
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    'Nether Fortress': ['The End Structure']
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}
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