Archipelago/worlds/zillion/logic.py

96 lines
3.3 KiB
Python

from collections import Counter
from collections.abc import Mapping
from BaseClasses import CollectionState
from zilliandomizer.logic_components.items import Item, items
from zilliandomizer.logic_components.locations import Location
from zilliandomizer.randomizer import Randomizer
from .item import ZillionItem
from .id_maps import item_name_to_id
zz_empty = items[4]
# TODO: unit tests for these
def set_randomizer_locs(cs: CollectionState, p: int, zz_r: Randomizer) -> int:
"""
sync up zilliandomizer locations with archipelago locations
returns a hash of the player and of the set locations with their items
"""
from . import ZillionWorld
z_world = cs.multiworld.worlds[p]
assert isinstance(z_world, ZillionWorld)
_hash = p
for z_loc in z_world.my_locations:
zz_name = z_loc.zz_loc.name
zz_item = z_loc.item.zz_item \
if isinstance(z_loc.item, ZillionItem) and z_loc.item.player == p \
else zz_empty
zz_r.locations[zz_name].item = zz_item
_hash += (hash(zz_name) * (z_loc.zz_loc.req.gun + 2)) ^ hash(zz_item)
return _hash
def item_counts(cs: CollectionState, p: int) -> tuple[tuple[str, int], ...]:
"""
the zilliandomizer items that player p has collected
((item_name, count), (item_name, count), ...)
"""
return tuple((item_name, cs.count(item_name, p)) for item_name in item_name_to_id)
_cache_miss: tuple[None, frozenset[Location]] = (None, frozenset())
class ZillionLogicCache:
_cache: dict[int, tuple[Counter[str], frozenset[Location]]]
""" `{ hash: (counter_from_prog_items, accessible_zz_locations) }` """
_player: int
_zz_r: Randomizer
_id_to_zz_item: Mapping[int, Item]
def __init__(self, player: int, zz_r: Randomizer, id_to_zz_item: Mapping[int, Item]) -> None:
self._cache = {}
self._player = player
self._zz_r = zz_r
self._id_to_zz_item = id_to_zz_item
def cs_to_zz_locs(self, cs: CollectionState) -> frozenset[Location]:
"""
given an Archipelago `CollectionState`,
returns frozenset of accessible zilliandomizer locations
"""
# caching this function because it would be slow
_hash = set_randomizer_locs(cs, self._player, self._zz_r)
counts = item_counts(cs, self._player)
_hash += hash(counts)
cntr, locs = self._cache.get(_hash, _cache_miss)
if cntr == cs.prog_items[self._player]:
# print("cache hit")
return locs
# print("cache miss")
have_items: list[Item] = []
for name, count in counts:
have_items.extend([self._id_to_zz_item[item_name_to_id[name]]] * count)
# have_req is the result of converting AP CollectionState to zilliandomizer collection state
have_req = self._zz_r.make_ability(have_items)
# print(f"{have_req=}")
# This `get_locations` is where the core of the logic comes in.
# It takes a zilliandomizer collection state (a set of the abilities that I have)
# and returns list of all the zilliandomizer locations I can access with those abilities.
tr = frozenset(self._zz_r.get_locations(have_req))
# save result in cache
self._cache[_hash] = (cs.prog_items[self._player].copy(), tr)
return tr