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Grinch-AP/worlds/sm/variaRandomizer/rando/RandoServices.py

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import copy, random, sys, logging, os
from enum import Enum, unique
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from ..utils import log
from ..utils.parameters import infinity
from ..rando.ItemLocContainer import getLocListStr, getItemListStr, getItemLocStr, ItemLocation
from ..logic.helpers import Bosses
# used to specify whether we want to come back from locations
@unique
class ComebackCheckType(Enum):
Undefined = 0
# do not check whether we should come back
NoCheck = 1
# come back with the placed item
JustComeback = 2
# come back without the placed item
ComebackWithoutItem = 3
# collection of stateless services to be used mainly by fillers
class RandoServices(object):
def __init__(self, graph, restrictions, cache=None):
self.restrictions = restrictions
self.settings = restrictions.settings
self.areaGraph = graph
self.cache = cache
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self.log = log.get('RandoServices')
# collect an item/loc with logic in a container from a given AP
# return new AP
def collect(self, ap, container, itemLoc, pickup=True):
if pickup == True:
# walk the graph to update AP
if self.cache:
self.cache.reset()
self.currentLocations(ap, container)
container.collect(itemLoc, pickup=pickup)
self.log.debug("COLLECT "+itemLoc.Item.Type+" at "+itemLoc.Location.Name)
sys.stdout.write('.')
sys.stdout.flush()
return itemLoc.Location.accessPoint if pickup == True else ap
# gives all the possible theoretical locations for a given item
def possibleLocations(self, item, ap, emptyContainer, bossesKilled=True):
assert len(emptyContainer.currentItems) == 0, "Invalid call to possibleLocations. emptyContainer had collected items"
emptyContainer.sm.resetItems()
self.log.debug('possibleLocations. item='+item.Type)
if bossesKilled:
itemLambda = lambda it: it.Type != item.Type
else:
itemLambda = lambda it: it.Type != item.Type and it.Category != 'Boss'
allBut = emptyContainer.getItems(itemLambda)
self.log.debug('possibleLocations. allBut='+getItemListStr(allBut))
emptyContainer.sm.addItems([it.Type for it in allBut])
ret = [loc for loc in self.currentLocations(ap, emptyContainer, post=True) if self.restrictions.canPlaceAtLocation(item, loc, emptyContainer)]
self.log.debug('possibleLocations='+getLocListStr(ret))
emptyContainer.sm.resetItems()
return ret
# gives current accessible locations within a container from an AP, given an optional item.
# post: checks post available?
# diff: max difficulty to use (None for max diff from settings)
def currentLocations(self, ap, container, item=None, post=False, diff=None):
if self.cache is not None:
request = self.cache.request('currentLocations', ap, container, None if item is None else item.Type, post, diff)
ret = self.cache.get(request)
if ret is not None:
return ret
sm = container.sm
if diff is None:
diff = self.settings.maxDiff
itemType = None
if item is not None:
itemType = item.Type
sm.addItem(itemType)
ret = sorted(self.getAvailLocs(container, ap, diff),
key=lambda loc: loc.Name)
if post is True:
ret = [loc for loc in ret if self.locPostAvailable(sm, loc, itemType)]
if item is not None:
sm.removeItem(itemType)
if self.cache is not None:
self.cache.store(request, ret)
return ret
def locPostAvailable(self, sm, loc, item):
if loc.PostAvailable is None:
return True
result = sm.withItem(item, loc.PostAvailable) if item is not None else loc.PostAvailable(sm)
return result.bool == True and result.difficulty <= self.settings.maxDiff
def getAvailLocs(self, container, ap, diff):
sm = container.sm
locs = container.unusedLocations
return self.areaGraph.getAvailableLocations(locs, sm, diff, ap)
# gives current accessible APs within a container from an AP, given an optional item.
def currentAccessPoints(self, ap, container, item=None):
if self.cache is not None:
request = self.cache.request('currentAccessPoints', ap, container, None if item is None else item.Type)
ret = self.cache.get(request)
if ret is not None:
return ret
sm = container.sm
if item is not None:
itemType = item.Type
sm.addItem(itemType)
nodes = sorted(self.areaGraph.getAvailableAccessPoints(self.areaGraph.accessPoints[ap],
sm, self.settings.maxDiff),
key=lambda ap: ap.Name)
if item is not None:
sm.removeItem(itemType)
if self.cache is not None:
self.cache.store(request, nodes)
return nodes
def isSoftlockPossible(self, container, ap, item, loc, comebackCheck):
sm = container.sm
# usually early game
if comebackCheck == ComebackCheckType.NoCheck:
return False
# some specific early/late game checks
if loc.Name == 'Bomb' or loc.Name == 'Mother Brain':
return False
# if the loc forces us to go to an area we can't come back from
comeBack = loc.accessPoint == ap or \
self.areaGraph.canAccess(sm, loc.accessPoint, ap, self.settings.maxDiff, item.Type if item is not None else None)
if not comeBack:
self.log.debug("KO come back from " + loc.accessPoint + " to " + ap + " when trying to place " + ("None" if item is None else item.Type) + " at " + loc.Name)
return True
# else:
# self.log.debug("OK come back from " + loc.accessPoint + " to " + ap + " when trying to place " + item.Type + " at " + loc.Name)
if item is not None and comebackCheck == ComebackCheckType.ComebackWithoutItem and self.isProgression(item, ap, container):
# we know that loc is avail and post avail with the item
# if it is not post avail without it, then the item prevents the
# possible softlock
if not self.locPostAvailable(sm, loc, None):
return True
# item allows us to come back from a softlock possible zone
comeBackWithout = self.areaGraph.canAccess(sm, loc.accessPoint,
ap,
self.settings.maxDiff,
None)
if not comeBackWithout:
return True
return False
def fullComebackCheck(self, container, ap, item, loc, comebackCheck):
sm = container.sm
tmpItems = []
# draygon special case: there are two locations, and we can
# place one item, but we might need both the item and the boss
# dead to get out
if loc.SolveArea == "Draygon Boss" and Bosses.bossDead(sm, 'Draygon').bool == False:
# temporary kill draygon
tmpItems.append('Draygon')
sm.addItems(tmpItems)
ret = self.locPostAvailable(sm, loc, item.Type if item is not None else None) and not self.isSoftlockPossible(container, ap, item, loc, comebackCheck)
for tmp in tmpItems:
sm.removeItem(tmp)
return ret
def isProgression(self, item, ap, container):
sm = container.sm
# no need to test nothing items
if item.Category == 'Nothing':
return False
if self.cache is not None:
request = self.cache.request('isProgression', item.Type, ap, container)
ret = self.cache.get(request)
if ret is not None:
return ret
oldLocations = self.currentLocations(ap, container)
ret = any(self.restrictions.canPlaceAtLocation(item, loc, container) for loc in oldLocations)
if ret == True:
newLocations = [loc for loc in self.currentLocations(ap, container, item) if loc not in oldLocations]
ret = len(newLocations) > 0 and any(self.restrictions.isItemLocMatching(item, loc) for loc in newLocations)
self.log.debug('isProgression. item=' + item.Type + ', newLocs=' + str([loc.Name for loc in newLocations]))
if ret == False and len(newLocations) > 0 and self.restrictions.split == 'Major':
# in major/minor split, still consider minor locs as
# progression if not all types are distributed
ret = not sm.haveItem('Missile').bool \
or not sm.haveItem('Super').bool \
or not sm.haveItem('PowerBomb').bool
if self.cache is not None:
self.cache.store(request, ret)
return ret
def getPlacementLocs(self, ap, container, comebackCheck, itemObj, locs):
return [loc for loc in locs if (itemObj is None or self.restrictions.canPlaceAtLocation(itemObj, loc, container)) and self.fullComebackCheck(container, ap, itemObj, loc, comebackCheck)]
def processEarlyMorph(self, ap, container, comebackCheck, itemLocDict, curLocs):
morph = container.getNextItemInPool('Morph')
if morph is not None:
self.log.debug("processEarlyMorph. morph not placed yet")
morphLocItem = next((item for item in itemLocDict if item.Type == morph.Type), None)
if morphLocItem is not None:
morphLocs = itemLocDict[morphLocItem]
itemLocDict.clear()
itemLocDict[morphLocItem] = morphLocs
elif len(curLocs) >= 2:
self.log.debug("processEarlyMorph. early morph placement check")
# we have to place morph early, it's still not placed, and not detected as placeable
# let's see if we can place it anyway in the context of a combo
morphLocs = self.getPlacementLocs(ap, container, comebackCheck, morph, curLocs)
if len(morphLocs) > 0:
# copy our context to do some destructive checks
containerCpy = copy.copy(container)
# choose a morph item location in that context
morphItemLoc = ItemLocation(
morph,
random.choice(morphLocs)
)
# acquire morph in new context and see if we can still open new locs
newAP = self.collect(ap, containerCpy, morphItemLoc)
(ild, poss) = self.getPossiblePlacements(newAP, containerCpy, comebackCheck)
if poss:
# it's possible, only offer morph as possibility
itemLocDict.clear()
itemLocDict[morph] = morphLocs
def processLateMorph(self, container, itemLocDict):
morphLocItem = next((item for item in itemLocDict if item.Type == 'Morph'), None)
if morphLocItem is None or len(itemLocDict) == 1:
# no morph, or it is the only possibility: nothing to do
return
morphLocs = self.restrictions.lateMorphCheck(container, itemLocDict[morphLocItem])
if morphLocs is not None:
itemLocDict[morphLocItem] = morphLocs
else:
del itemLocDict[morphLocItem]
def processNoComeback(self, ap, container, itemLocDict):
comebackDict = {}
for item,locList in itemLocDict.items():
comebackLocs = [loc for loc in locList if self.fullComebackCheck(container, ap, item, loc, ComebackCheckType.JustComeback)]
if len(comebackLocs) > 0:
comebackDict[item] = comebackLocs
if len(comebackDict) > 0:
itemLocDict.clear()
itemLocDict.update(comebackDict)
def processPlacementRestrictions(self, ap, container, comebackCheck, itemLocDict, curLocs):
if self.restrictions.isEarlyMorph():
self.processEarlyMorph(ap, container, comebackCheck, itemLocDict, curLocs)
elif self.restrictions.isLateMorph():
self.processLateMorph(container, itemLocDict)
if comebackCheck == ComebackCheckType.NoCheck:
self.processNoComeback(ap, container, itemLocDict)
# main logic function to be used by fillers. gives possible locations for each item.
# ap: AP to check from
# container: our item/loc container
# comebackCheck: how to check for comebacks (cf ComebackCheckType)
# return a dictionary with Item instances as keys and locations lists as values
def getPossiblePlacements(self, ap, container, comebackCheck):
curLocs = self.currentLocations(ap, container)
self.log.debug('getPossiblePlacements. nCurLocs='+str(len(curLocs)))
self.log.debug('getPossiblePlacements. curLocs='+getLocListStr(curLocs))
self.log.debug('getPossiblePlacements. comebackCheck='+str(comebackCheck))
sm = container.sm
poolDict = container.getPoolDict()
itemLocDict = {}
possibleProg = False
nonProgList = None
def getLocList(itemObj):
nonlocal curLocs
return self.getPlacementLocs(ap, container, comebackCheck, itemObj, curLocs)
def getNonProgLocList():
nonlocal nonProgList
if nonProgList is None:
nonProgList = [loc for loc in self.currentLocations(ap, container) if self.fullComebackCheck(container, ap, None, loc, comebackCheck)]
self.log.debug("nonProgLocList="+str([loc.Name for loc in nonProgList]))
return [loc for loc in nonProgList if self.restrictions.canPlaceAtLocation(itemObj, loc, container)]
for itemType,items in sorted(poolDict.items()):
itemObj = items[0]
cont = True
prog = False
if self.isProgression(itemObj, ap, container):
cont = False
prog = True
elif not possibleProg:
cont = False
if cont: # ignore non prog items if a prog item has already been found
continue
# check possible locations for this item type
# self.log.debug('getPossiblePlacements. itemType=' + itemType + ', curLocs='+str([loc.Name for loc in curLocs]))
locations = getLocList(itemObj) if prog else getNonProgLocList()
if len(locations) == 0:
continue
if prog and not possibleProg:
possibleProg = True
itemLocDict = {} # forget all the crap ones we stored just in case
# self.log.debug('getPossiblePlacements. itemType=' + itemType + ', locs='+str([loc.Name for loc in locations]))
for item in items:
itemLocDict[item] = locations
self.processPlacementRestrictions(ap, container, comebackCheck, itemLocDict, curLocs)
self.printItemLocDict(itemLocDict)
self.log.debug('possibleProg='+str(possibleProg))
return (itemLocDict, possibleProg)
def printItemLocDict(self, itemLocDict):
if self.log.getEffectiveLevel() == logging.DEBUG:
debugDict = {}
for item, locList in itemLocDict.items():
if item.Type not in debugDict:
debugDict[item.Type] = [loc.Name for loc in locList]
self.log.debug('itemLocDict='+str(debugDict))
# same as getPossiblePlacements, without any logic check
def getPossiblePlacementsNoLogic(self, container):
poolDict = container.getPoolDict()
itemLocDict = {}
def getLocList(itemObj, baseList):
return [loc for loc in baseList if self.restrictions.canPlaceAtLocation(itemObj, loc, container)]
for itemType,items in sorted(poolDict.items()):
itemObj = items[0]
locList = getLocList(itemObj, container.unusedLocations)
for item in items:
itemLocDict[item] = locList
self.printItemLocDict(itemLocDict)
return (itemLocDict, False)
# check if bosses are blocking the last remaining locations.
# accurate most of the time, still a heuristic
def onlyBossesLeft(self, ap, container):
if self.settings.maxDiff == infinity:
return False
self.log.debug('onlyBossesLeft, diff=' + str(self.settings.maxDiff) + ", ap="+ap)
sm = container.sm
bossesLeft = container.getAllItemsInPoolFromCategory('Boss')
if len(bossesLeft) == 0:
return False
def getLocList():
curLocs = self.currentLocations(ap, container)
self.log.debug('onlyBossesLeft, curLocs=' + getLocListStr(curLocs))
return self.getPlacementLocs(ap, container, ComebackCheckType.JustComeback, None, curLocs)
prevLocs = getLocList()
self.log.debug("onlyBossesLeft. prevLocs="+getLocListStr(prevLocs))
# fake kill remaining bosses and see if we can access the rest of the game
if self.cache is not None:
self.cache.reset()
for boss in bossesLeft:
self.log.debug('onlyBossesLeft. kill '+boss.Name)
sm.addItem(boss.Type)
# get bosses locations and newly accessible locations (for bosses that open up locs)
newLocs = getLocList()
self.log.debug("onlyBossesLeft. newLocs="+getLocListStr(newLocs))
locs = newLocs + container.getLocs(lambda loc: loc.isBoss() and not loc in newLocs)
self.log.debug("onlyBossesLeft. locs="+getLocListStr(locs))
ret = (len(locs) > len(prevLocs) and len(locs) == len(container.unusedLocations))
# restore bosses killed state
for boss in bossesLeft:
self.log.debug('onlyBossesLeft. revive '+boss.Name)
sm.removeItem(boss.Type)
if self.cache is not None:
self.cache.reset()
self.log.debug("onlyBossesLeft? " +str(ret))
return ret
def canEndGame(self, container):
return not any(loc.Name == 'Mother Brain' for loc in container.unusedLocations)
def can100percent(self, ap, container):
if not self.canEndGame(container):
return False
curLocs = self.currentLocations(ap, container, post=True)
return len(curLocs) == len(container.unusedLocations)
def findStartupProgItemPair(self, ap, container):
self.log.debug("findStartupProgItemPair")
(itemLocDict, isProg) = self.getPossiblePlacements(ap, container, ComebackCheckType.NoCheck)
assert not isProg
items = list(itemLocDict.keys())
random.shuffle(items)
for item in items:
cont = copy.copy(container)
loc = random.choice(itemLocDict[item])
itemLoc1 = ItemLocation(item, loc)
self.log.debug("itemLoc1 attempt: "+getItemLocStr(itemLoc1))
newAP = self.collect(ap, cont, itemLoc1)
if self.cache is not None:
self.cache.reset()
(ild, isProg) = self.getPossiblePlacements(newAP, cont, ComebackCheckType.NoCheck)
if isProg:
item2 = random.choice(list(ild.keys()))
itemLoc2 = ItemLocation(item2, random.choice(ild[item2]))
self.log.debug("itemLoc2: "+getItemLocStr(itemLoc2))
return (itemLoc1, itemLoc2)
return None