Archipelago/worlds/hk/Extractor.py

469 lines
19 KiB
Python

"""
Logic Extractor designed for "Randomizer 4".
Place a Randomizer 4 compatible "Resources" folder next to this script, then run the script, to create AP data.
"""
import os
import json
import typing
import ast
import jinja2
try:
from ast import unparse
except ImportError:
# Py 3.8 and earlier compatibility module
from astunparse import unparse
from Utils import get_text_between
def put_digits_at_end(text: str) -> str:
for x in range(len(text)):
if text[0].isdigit():
text = text[1:] + text[0]
else:
break
return text
def hk_loads(file: str) -> typing.Any:
with open(file, encoding="utf-8-sig") as f:
data = f.read()
new_data = []
for row in data.split("\n"):
if not row.strip().startswith(r"//"):
new_data.append(row)
return json.loads("\n".join(new_data))
def hk_convert(text: str) -> str:
parts = text.replace("(", "( ").replace(")", " )").replace(">", " > ").replace("=", "==").split()
new_parts = []
for part in parts:
part = put_digits_at_end(part)
if part in items or part in effect_names or part in event_names or part in connectors:
new_parts.append(f"\"{part}\"")
else:
new_parts.append(part)
text = " ".join(new_parts)
result = ""
parts = text.split("$StartLocation[")
for i, part in enumerate(parts[:-1]):
result += part + "StartLocation[\""
parts[i+1] = parts[i+1].replace("]", "\"]", 1)
text = result + parts[-1]
result = ""
parts = text.split("COMBAT[")
for i, part in enumerate(parts[:-1]):
result += part + "COMBAT[\""
parts[i+1] = parts[i+1].replace("]", "\"]", 1)
text = result + parts[-1]
return text.replace("+", "and").replace("|", "or").replace("$", "").strip()
class Absorber(ast.NodeTransformer):
additional_truths = set()
additional_falses = set()
def __init__(self, truth_values, false_values):
self.truth_values = truth_values
self.truth_values |= {"True", "None", "ANY", "ITEMRANDO"}
self.false_values = false_values
self.false_values |= {"False", "NONE"}
super(Absorber, self).__init__()
def generic_visit(self, node: ast.AST) -> ast.AST:
# Need to call super() in any case to visit child nodes of the current one.
node = super().generic_visit(node)
return node
def visit_BoolOp(self, node: ast.BoolOp) -> ast.AST:
if type(node.op) == ast.And:
if self.is_always_true(node.values[0]):
return self.visit(node.values[1])
if self.is_always_true(node.values[1]):
return self.visit(node.values[0])
if self.is_always_false(node.values[0]) or self.is_always_false(node.values[1]):
return ast.Constant(False, ctx=ast.Load())
elif type(node.op) == ast.Or:
if self.is_always_true(node.values[0]) or self.is_always_true(node.values[1]):
return ast.Constant(True, ctx=ast.Load())
if self.is_always_false(node.values[0]):
return self.visit(node.values[1])
if self.is_always_false(node.values[1]):
return self.visit(node.values[0])
return self.generic_visit(node)
def visit_Name(self, node: ast.Name) -> ast.AST:
if node.id in self.truth_values:
return ast.Constant(True, ctx=node.ctx)
if node.id in self.false_values:
return ast.Constant(False, ctx=node.ctx)
if node.id in logic_options:
return ast.Call(
func=ast.Attribute(value=ast.Name(id='state', ctx=ast.Load()), attr='_hk_option', ctx=ast.Load()),
args=[ast.Name(id="player", ctx=ast.Load()), ast.Constant(value=logic_options[node.id])], keywords=[])
if node.id in macros:
return macros[node.id].body
if node.id in region_names:
raise Exception(f"Should be event {node.id}")
# You'd think this means reach Scene/Region of that name, but is actually waypoint/event
# if node.id in region_names:
# return ast.Call(
# func=ast.Attribute(value=ast.Name(id='state', ctx=ast.Load()), attr='can_reach', ctx=ast.Load()),
# args=[ast.Constant(value=node.id),
# ast.Constant(value="Region"),
# ast.Name(id="player", ctx=ast.Load())],
# keywords=[])
return self.generic_visit(node)
def visit_Constant(self, node: ast.Constant) -> ast.AST:
if type(node.value) == str:
logic_items.add(node.value)
return ast.Call(
func=ast.Attribute(value=ast.Name(id='state', ctx=ast.Load()), attr='count', ctx=ast.Load()),
args=[ast.Constant(value=node.value), ast.Name(id="player", ctx=ast.Load())], keywords=[])
return node
def visit_Subscript(self, node: ast.Subscript) -> ast.AST:
if node.value.id == "NotchCost":
notches = [ast.Constant(value=notch.value - 1) for notch in node.slice.elts] # apparently 1-indexed
return ast.Call(
func=ast.Attribute(value=ast.Name(id='state', ctx=ast.Load()), attr='_hk_notches', ctx=ast.Load()),
args=[ast.Name(id="player", ctx=ast.Load())] + notches, keywords=[])
elif node.value.id == "StartLocation":
node.slice.value = node.slice.value.replace(" ", "_").lower()
if node.slice.value in removed_starts:
return ast.Constant(False, ctx=node.ctx)
return ast.Call(
func=ast.Attribute(value=ast.Name(id='state', ctx=ast.Load()), attr='_hk_start', ctx=ast.Load()),
args=[ast.Name(id="player", ctx=ast.Load()), node.slice], keywords=[])
elif node.value.id == "COMBAT":
return macros[unparse(node)].body
else:
name = unparse(node)
if name in self.additional_truths:
return ast.Constant(True, ctx=ast.Load())
elif name in self.additional_falses:
return ast.Constant(False, ctx=ast.Load())
elif name in macros:
# macro such as "COMBAT[White_Palace_Arenas]"
return macros[name].body
else:
# assume Entrance
entrance = unparse(node)
assert entrance in connectors, entrance
return ast.Call(
func=ast.Attribute(value=ast.Name(id='state', ctx=ast.Load()), attr='can_reach', ctx=ast.Load()),
args=[ast.Constant(value=entrance),
ast.Constant(value="Entrance"),
ast.Name(id="player", ctx=ast.Load())],
keywords=[])
return node
def is_always_true(self, node):
if isinstance(node, ast.Name) and (node.id in self.truth_values or node.id in self.additional_truths):
return True
if isinstance(node, ast.Subscript) and unparse(node) in self.additional_truths:
return True
def is_always_false(self, node):
if isinstance(node, ast.Name) and (node.id in self.false_values or node.id in self.additional_falses):
return True
if isinstance(node, ast.Subscript) and unparse(node) in self.additional_falses:
return True
def get_parser(truths: typing.Set[str] = frozenset(), falses: typing.Set[str] = frozenset()):
return Absorber(truths, falses)
def ast_parse(parser, rule_text, truths: typing.Set[str] = frozenset(), falses: typing.Set[str] = frozenset()):
tree = ast.parse(hk_convert(rule_text), mode='eval')
parser.additional_truths = truths
parser.additional_falses = falses
new_tree = parser.visit(tree)
parser.additional_truths = set()
parser.additional_truths = set()
return new_tree
world_folder = os.path.dirname(__file__)
resources_source = os.path.join(world_folder, "Resources")
data_folder = os.path.join(resources_source, "Data")
logic_folder = os.path.join(resources_source, "Logic")
logic_options: typing.Dict[str, str] = hk_loads(os.path.join(data_folder, "logic_settings.json"))
for logic_key, logic_value in logic_options.items():
logic_options[logic_key] = logic_value.split(".", 1)[-1]
vanilla_cost_data: typing.Dict[str, typing.Dict[str, typing.Any]] = hk_loads(os.path.join(data_folder, "costs.json"))
vanilla_location_costs = {
key: {
value["term"]: int(value["amount"])
}
for key, value in vanilla_cost_data.items()
if value["amount"] > 0 and value["term"] == "GEO"
}
salubra_geo_costs_by_charm_count = {
5: 120,
10: 500,
18: 900,
25: 1400,
40: 800
}
# Can't extract this data, so supply it ourselves. Source: the wiki
vanilla_shop_costs = {
('Sly', 'Simple_Key'): [{'GEO': 950}],
('Sly', 'Rancid_Egg'): [{'GEO': 60}],
('Sly', 'Lumafly_Lantern'): [{'GEO': 1800}],
('Sly', 'Gathering_Swarm'): [{'GEO': 300}],
('Sly', 'Stalwart_Shell'): [{'GEO': 200}],
('Sly', 'Mask_Shard'): [
{'GEO': 150},
{'GEO': 500},
],
('Sly', 'Vessel_Fragment'): [{'GEO': 550}],
('Sly_(Key)', 'Heavy_Blow'): [{'GEO': 350}],
('Sly_(Key)', 'Elegant_Key'): [{'GEO': 800}],
('Sly_(Key)', 'Mask_Shard'): [
{'GEO': 800},
{'GEO': 1500},
],
('Sly_(Key)', 'Vessel_Fragment'): [{'GEO': 900}],
('Sly_(Key)', 'Sprintmaster'): [{'GEO': 400}],
('Iselda', 'Wayward_Compass'): [{'GEO': 220}],
('Iselda', 'Quill'): [{'GEO': 120}],
('Salubra', 'Lifeblood_Heart'): [{'GEO': 250}],
('Salubra', 'Longnail'): [{'GEO': 300}],
('Salubra', 'Steady_Body'): [{'GEO': 120}],
('Salubra', 'Shaman_Stone'): [{'GEO': 220}],
('Salubra', 'Quick_Focus'): [{'GEO': 800}],
('Leg_Eater', 'Fragile_Heart'): [{'GEO': 350}],
('Leg_Eater', 'Fragile_Greed'): [{'GEO': 250}],
('Leg_Eater', 'Fragile_Strength'): [{'GEO': 600}],
}
extra_pool_options: typing.List[typing.Dict[str, typing.Any]] = hk_loads(os.path.join(data_folder, "pools.json"))
pool_options: typing.Dict[str, typing.Tuple[typing.List[str], typing.List[str]]] = {}
for option in extra_pool_options:
if option["Path"] != "False":
items: typing.List[str] = []
locations: typing.List[str] = []
for pairing in option["Vanilla"]:
items.append(pairing["item"])
location_name = pairing["location"]
item_costs = pairing.get("costs", [])
if item_costs:
if any(cost_entry["term"] == "CHARMS" for cost_entry in item_costs):
location_name += "_(Requires_Charms)"
#vanilla_shop_costs[pairing["location"], pairing["item"]] = \
cost = {
entry["term"]: int(entry["amount"]) for entry in item_costs
}
# Rando4 doesn't include vanilla geo costs for Salubra charms, so dirty hardcode here.
if 'CHARMS' in cost:
geo = salubra_geo_costs_by_charm_count.get(cost['CHARMS'])
if geo:
cost['GEO'] = geo
key = (pairing["location"], pairing["item"])
vanilla_shop_costs.setdefault(key, []).append(cost)
locations.append(location_name)
if option["Path"]:
# basename carries over from prior entry if no Path given
basename = option["Path"].split(".", 1)[-1]
if not basename.startswith("Randomize"):
basename = "Randomize" + basename
assert len(items) == len(locations)
if items: # skip empty pools
if basename in pool_options:
pool_options[basename] = pool_options[basename][0]+items, pool_options[basename][1]+locations
else:
pool_options[basename] = items, locations
del extra_pool_options
# reverse all the vanilla shop costs (really, this is just for Salubra).
# When we use these later, we pop off the end of the list so this ensures they are still sorted.
vanilla_shop_costs = {
k: list(reversed(v)) for k, v in vanilla_shop_costs.items()
}
# items
items: typing.Dict[str, typing.Dict] = hk_loads(os.path.join(data_folder, "items.json"))
logic_items: typing.Set[str] = set()
for item_name in sorted(items):
item = items[item_name]
items[item_name] = item["Pool"]
items: typing.Dict[str, str]
extra_item_data: typing.List[typing.Dict[str, typing.Any]] = hk_loads(os.path.join(logic_folder, "items.json"))
item_effects: typing.Dict[str, typing.Dict[str, int]] = {}
effect_names: typing.Set[str] = set()
for item_data in extra_item_data:
if "FalseItem" in item_data:
item_data = item_data["FalseItem"]
effects = []
if "Effect" in item_data:
effects = [item_data["Effect"]]
elif "Effects" in item_data:
effects = item_data["Effects"]
for effect in effects:
effect_names.add(effect["Term"])
effects = {effect["Term"]: effect["Value"] for effect in effects if
effect["Term"] != item_data["Name"] and effect["Term"] not in {"GEO",
"HALLOWNESTSEALS",
"WANDERERSJOURNALS",
'HALLOWNESTSEALS',
"KINGSIDOLS",
'ARCANEEGGS',
'MAPS'
}}
if effects:
item_effects[item_data["Name"]] = effects
del extra_item_data
# locations
original_locations: typing.Dict[str, typing.Dict[str, typing.Any]] = hk_loads(os.path.join(data_folder, "locations.json"))
del(original_locations["Start"]) # Starting Inventory works different in AP
locations: typing.List[str] = []
locations_in_regions: typing.Dict[str, typing.List[str]] = {}
location_to_region_lookup: typing.Dict[str, str] = {}
multi_locations: typing.Dict[str, typing.List[str]] = {}
for location_name, location_data in original_locations.items():
region_name = location_data["SceneName"]
if location_data["FlexibleCount"]:
location_names = [f"{location_name}_{count}" for count in range(1, 17)]
multi_locations[location_name] = location_names
else:
location_names = [location_name]
location_to_region_lookup.update({name: region_name for name in location_names})
locations_in_regions.setdefault(region_name, []).extend(location_names)
locations.extend(location_names)
del original_locations
# regions
region_names: typing.Set[str] = set(hk_loads(os.path.join(data_folder, "rooms.json")))
connectors_data: typing.Dict[str, typing.Dict[str, typing.Any]] = hk_loads(os.path.join(data_folder, "transitions.json"))
connectors_logic: typing.List[typing.Dict[str, typing.Any]] = hk_loads(os.path.join(logic_folder, "transitions.json"))
exits: typing.Dict[str, typing.List[str]] = {}
connectors: typing.Dict[str, str] = {}
one_ways: typing.Set[str] = set()
for connector_name, connector_data in connectors_data.items():
exits.setdefault(connector_data["SceneName"], []).append(connector_name)
connectors[connector_name] = connector_data["VanillaTarget"]
if connector_data["Sides"] != "Both":
one_ways.add(connector_name)
del connectors_data
# starts
starts: typing.Dict[str, typing.Dict[str, typing.Any]] = hk_loads(os.path.join(data_folder, "starts.json"))
# only allow always valid starts for now
removed_starts: typing.Set[str] = {name.replace(" ", "_").lower() for name, data in starts.items() if
name != "King's Pass"}
starts: typing.Dict[str, str] = {
name.replace(" ", "_").lower(): data["sceneName"] for name, data in starts.items() if name == "King's Pass"}
# logic
falses = {"MAPAREARANDO", "FULLAREARANDO"}
macros: typing.Dict[str, ast.AST] = {
}
parser = get_parser(set(), falses)
extra_macros: typing.Dict[str, str] = hk_loads(os.path.join(logic_folder, "macros.json"))
raw_location_rules: typing.List[typing.Dict[str, str]] = hk_loads(os.path.join(logic_folder, "locations.json"))
events: typing.List[typing.Dict[str, typing.Any]] = hk_loads(os.path.join(logic_folder, "waypoints.json"))
event_names: typing.Set[str] = {event["name"] for event in events}
for macro_name, rule in extra_macros.items():
if macro_name not in macros:
macro_name = put_digits_at_end(macro_name)
if macro_name in items or macro_name in effect_names:
continue
assert macro_name not in events
rule = ast_parse(parser, rule)
macros[macro_name] = rule
if macro_name.startswith("COMBAT["):
name = get_text_between(macro_name, "COMBAT[", "]")
if not "'" in name:
macros[f"COMBAT['{name}']"] = rule
macros[f'COMBAT["{name}"]'] = rule
location_rules: typing.Dict[str, str] = {}
for loc_obj in raw_location_rules:
loc_name = loc_obj["name"]
rule = loc_obj["logic"]
if rule != "ANY":
rule = ast_parse(parser, rule)
location_rules[loc_name] = unparse(rule)
location_rules["Salubra_(Requires_Charms)"] = location_rules["Salubra"]
connectors_rules: typing.Dict[str, str] = {}
for connector_obj in connectors_logic:
name = connector_obj["Name"]
rule = connector_obj["logic"]
rule = ast_parse(parser, rule)
rule = unparse(rule)
if rule != "True":
connectors_rules[name] = rule
event_rules: typing.Dict[str, str] = {}
for event in events:
rule = ast_parse(parser, event["logic"])
rule = unparse(rule)
if rule != "True":
event_rules[event["name"]] = rule
event_rules.update(connectors_rules)
connectors_rules = {}
# Apply some final fixes
item_effects.update({
'Left_Mothwing_Cloak': {'LEFTDASH': 1},
'Right_Mothwing_Cloak': {'RIGHTDASH': 1},
})
names = sorted({"logic_options", "starts", "pool_options", "locations", "multi_locations", "location_to_region_lookup",
"event_names", "item_effects", "items", "logic_items", "region_names",
"exits", "connectors", "one_ways", "vanilla_shop_costs", "vanilla_location_costs"})
warning = "# This module is written by Extractor.py, do not edit manually!.\n\n"
with open(os.path.join(os.path.dirname(__file__), "ExtractedData.py"), "wt") as py:
py.write(warning)
for name in names:
var = globals()[name]
if type(var) == set:
# sort so a regen doesn't cause a file change every time
var = sorted(var)
var = "{"+str(var)[1:-1]+"}"
py.write(f"{name} = {var}\n")
template_env: jinja2.Environment = \
jinja2.Environment(loader=jinja2.FileSystemLoader([os.path.join(os.path.dirname(__file__), "templates")]))
rules_template = template_env.get_template("RulesTemplate.pyt")
rules = rules_template.render(location_rules=location_rules, one_ways=one_ways, connectors_rules=connectors_rules,
event_rules=event_rules)
with open("GeneratedRules.py", "wt") as py:
py.write(warning)
py.write(rules)