Archipelago/worlds/sm/variaRandomizer/logic/smboolmanager.py

284 lines
10 KiB
Python

# object to handle the smbools and optimize them
from ..logic.cache import Cache
from ..logic.smbool import SMBool, smboolFalse
from ..logic.helpers import Bosses
from ..logic.logic import Logic
from ..utils.doorsmanager import DoorsManager
from ..utils.objectives import Objectives
from ..utils.parameters import Knows, isKnows
import logging
import sys
class SMBoolManager(object):
items = ['ETank', 'Missile', 'Super', 'PowerBomb', 'Bomb', 'Charge', 'Ice', 'HiJump', 'SpeedBooster', 'Wave', 'Spazer', 'SpringBall', 'Varia', 'Plasma', 'Grapple', 'Morph', 'Reserve', 'Gravity', 'XRayScope', 'SpaceJump', 'ScrewAttack', 'Nothing', 'NoEnergy', 'MotherBrain', 'Hyper', 'Gunship'] + Bosses.Golden4() + Bosses.miniBosses()
countItems = ['Missile', 'Super', 'PowerBomb', 'ETank', 'Reserve']
percentItems = ['Bomb', 'Charge', 'Ice', 'HiJump', 'SpeedBooster', 'Wave', 'Spazer', 'SpringBall', 'Varia', 'Plasma', 'Grapple', 'Morph', 'Gravity', 'XRayScope', 'SpaceJump', 'ScrewAttack']
def __init__(self, player=0, maxDiff=sys.maxsize, onlyBossLeft = False):
self._items = { }
self._counts = { }
self.player = player
self.maxDiff = maxDiff
self.onlyBossLeft = onlyBossLeft
# cache related
#self.cacheKey = 0
#self.computeItemsPositions()
Cache.reset()
Logic.factory('vanilla')
self.helpers = Logic.HelpersGraph(self)
self.doorsManager = DoorsManager()
self.objectives = Objectives.objDict[player] if player in Objectives.objDict.keys() else Objectives(player)
self.createFacadeFunctions()
self.createKnowsFunctions(player)
self.resetItems()
def computeItemsPositions(self):
# compute index in cache key for each items
self.itemsPositions = {}
maxBitsForCountItem = 7 # 128 values with 7 bits
for (i, item) in enumerate(self.countItems):
pos = i*maxBitsForCountItem
bitMask = (2<<(maxBitsForCountItem-1))-1
bitMask = bitMask << pos
self.itemsPositions[item] = (pos, bitMask)
for (i, item) in enumerate(self.items, (i+1)*maxBitsForCountItem+1):
if item in self.countItems:
continue
self.itemsPositions[item] = (i, 1<<i)
def computeNewCacheKey(self, item, value):
# generate an unique integer for each items combinations which is use as key in the cache.
if item in ['Nothing', 'NoEnergy']:
return
(pos, bitMask) = self.itemsPositions[item]
# print("--------------------- {} {} ----------------------------".format(item, value))
# print("old: "+format(self.cacheKey, '#067b'))
self.cacheKey = (self.cacheKey & (~bitMask)) | (value<<pos)
# print("new: "+format(self.cacheKey, '#067b'))
# self.printItemsInKey(self.cacheKey)
def printItemsInKey(self, key):
# for debug purpose
print("key: "+format(key, '#067b'))
msg = ""
for (item, (pos, bitMask)) in self.itemsPositions.items():
value = (key & bitMask) >> pos
if value != 0:
msg += " {}: {}".format(item, value)
print("items:{}".format(msg))
def isEmpty(self):
for item in self.items:
if self.haveItem(item):
return False
for item in self.countItems:
if self.itemCount(item) > 0:
return False
return True
def getItems(self):
# get a dict of collected items and how many (to be displayed on the solver spoiler)
itemsDict = {}
for item in self.items:
itemsDict[item] = 1 if self._items[item] == True else 0
for item in self.countItems:
itemsDict[item] = self._counts[item]
return itemsDict
def withItem(self, item, func):
addAndRemoveItem = self.isCountItem(item) or not self.haveItem(item)
if addAndRemoveItem:
self.addItem(item)
ret = func(self)
if addAndRemoveItem:
self.removeItem(item)
return ret
def resetItems(self):
self._items = { item : smboolFalse for item in self.items }
self._counts = { item : 0 for item in self.countItems }
#self.cacheKey = 0
#Cache.update(self.cacheKey)
def addItem(self, item):
# a new item is available
self._items[item] = SMBool(True, items=[item])
if self.isCountItem(item):
count = self._counts[item] + 1
self._counts[item] = count
#self.computeNewCacheKey(item, count)
#else:
#self.computeNewCacheKey(item, 1)
#Cache.update(self.cacheKey)
def addItems(self, items):
if len(items) == 0:
return
for item in items:
self._items[item] = SMBool(True, items=[item])
if self.isCountItem(item):
count = self._counts[item] + 1
self._counts[item] = count
#self.computeNewCacheKey(item, count)
#else:
#self.computeNewCacheKey(item, 1)
#Cache.update(self.cacheKey)
def removeItem(self, item):
# randomizer removed an item (or the item was added to test a post available)
if self.isCountItem(item):
count = self._counts[item] - 1
self._counts[item] = count
if count == 0:
self._items[item] = smboolFalse
#self.computeNewCacheKey(item, count)
else:
self._items[item] = smboolFalse
#self.computeNewCacheKey(item, 0)
#Cache.update(self.cacheKey)
def createFacadeFunctions(self):
for fun in dir(self.helpers):
if fun != 'smbm' and fun[0:2] != '__':
setattr(self, fun, getattr(self.helpers, fun))
def traverse(self, doorName):
return self.doorsManager.traverse(self, doorName)
def canPassG4(self):
return self.objectives.canClearGoals(self, 'Golden Four')
def hasItemsPercent(self, percent, totalItemsCount=None):
if totalItemsCount is None:
totalItemsCount = self.objectives.getTotalItemsCount()
currentItemsCount = self.getCollectedItemsCount()
return SMBool(100*(currentItemsCount/totalItemsCount) >= percent)
def getCollectedItemsCount(self):
return (len([item for item in self._items if self.haveItem(item) and item in self.percentItems])
+ sum([self.itemCount(item) for item in self._items if self.isCountItem(item)]))
def createKnowsFunctions(self, player):
# for each knows we have a function knowsKnows (ex: knowsAlcatrazEscape()) which
# take no parameter
for knows in Knows.__dict__:
if isKnows(knows):
self._createKnowsFunction(knows, player)
def _setKnowsFunction(self, knows, k):
setattr(self, 'knows'+knows, lambda: SMBool(k.bool, k.difficulty,
knows=[knows]))
def _createKnowsFunction(self, knows, player):
if player in Knows.knowsDict and knows in Knows.knowsDict[player].__dict__:
self._setKnowsFunction(knows, Knows.knowsDict[player].__dict__[knows])
else:
self._setKnowsFunction(knows, Knows.__dict__[knows])
def changeKnows(self, knows, newVal):
if isKnows(knows):
self._setKnowsFunction(knows, newVal)
#Cache.reset()
else:
raise ValueError("Invalid knows "+str(knows))
def restoreKnows(self, knows):
if isKnows(knows):
self._createKnowsFunction(knows)
#Cache.reset()
else:
raise ValueError("Invalid knows "+str(knows))
def isCountItem(self, item):
return item in self.countItems
def itemCount(self, item):
# return integer
#self.state.item_count(item, self.player)
return self._counts[item]
def haveItem(self, item):
#return self.state.has(item, self.player)
return self._items[item]
def haveItems(self, items):
for item in items:
if not self.haveItem(item):
return smboolFalse
return SMBool(True)
wand = staticmethod(SMBool.wand)
wandmax = staticmethod(SMBool.wandmax)
wor = staticmethod(SMBool.wor)
wnot = staticmethod(SMBool.wnot)
def itemCountOk(self, item, count, difficulty=0):
if self.itemCount(item) >= count:
if item in ['ETank', 'Reserve']:
item = str(count)+'-'+item
return SMBool(True, difficulty, items = [item])
else:
return smboolFalse
def energyReserveCountOk(self, count, difficulty=0):
if self.energyReserveCount() >= count:
nEtank = self.itemCount('ETank')
if nEtank > count:
nEtank = int(count)
items = str(nEtank)+'-ETank'
nReserve = self.itemCount('Reserve')
if nEtank < count:
nReserve = int(count) - nEtank
items += ' - '+str(nReserve)+'-Reserve'
return SMBool(True, difficulty, items = [items])
else:
return smboolFalse
class SMBoolManagerPlando(SMBoolManager):
def __init__(self):
super(SMBoolManagerPlando, self).__init__()
def addItem(self, item):
# a new item is available
already = self.haveItem(item)
isCount = self.isCountItem(item)
if isCount or not already:
self._items[item] = SMBool(True, items=[item])
else:
# handle duplicate major items (plandos)
self._items['dup_'+item] = True
if isCount:
count = self._counts[item] + 1
self._counts[item] = count
#self.computeNewCacheKey(item, count)
#else:
#self.computeNewCacheKey(item, 1)
#Cache.update(self.cacheKey)
def removeItem(self, item):
# randomizer removed an item (or the item was added to test a post available)
if self.isCountItem(item):
count = self._counts[item] - 1
self._counts[item] = count
if count == 0:
self._items[item] = smboolFalse
#self.computeNewCacheKey(item, count)
else:
dup = 'dup_'+item
if self._items.get(dup, None) is None:
self._items[item] = smboolFalse
#self.computeNewCacheKey(item, 0)
else:
del self._items[dup]
#self.computeNewCacheKey(item, 1)
#Cache.update(self.cacheKey)