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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