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Grinch-AP/worlds/sm/variaRandomizer/logic/smboolmanager.py

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# 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.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'] + Bosses.Golden4()
countItems = ['Missile', 'Super', 'PowerBomb', 'ETank', 'Reserve']
SM: fixed flawed and limited comeback check (#1398) The issue at hand is fixing impossible seeds generated by a lack of properly checking if the player can come back to its previous region after reaching for a new location, as reported here: https://discord.com/channels/731205301247803413/1050529825212874763/1050529825212874763 The previous attempt at checking for comeback was only done against "Landing Site" and the custom start region which is a partial solution at best. For exemple, generating a single player plando seed with a custom starting location at "red_brinstar_elevator" with a forced red door at "RedTowerElevatorBottomLeft" and 2 Missiles set at "Morphing Ball" and "Energy Tank, Brinstar Ceiling" would generate an impossible seed where the player is expected to go through the green door "LandingSiteRight" with no Supers to go to the only possible next location "Power Bomb (red Brinstar spike room)". This is because the comeback check would pass because it would consider coming back to "Landing Site" enough. The proposed solution is keeping a record of the last accessed region when collecting items. It would then be used as the source of the comeback check with the destination being the new location. This check had to be moved from can_fill() to can_reach() because the maximum_exploration_state of the AP filler only use can_reach(). Its still not perfect because collect() can be called in batch for many items at a time so the last accessed region will be set as the last collected item and will be used for the next comeback checks. This was tested a bit with the given exemple above (its now failing generation) and by generating some 8 SM players seed with many door color rando, area rando and boss rando enabled.
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def __init__(self, player=0, maxDiff=sys.maxsize, onlyBossLeft = False, lastAP = 'Landing Site'):
self._items = { }
self._counts = { }
self.player = player
self.maxDiff = maxDiff
self.onlyBossLeft = onlyBossLeft
SM: fixed flawed and limited comeback check (#1398) The issue at hand is fixing impossible seeds generated by a lack of properly checking if the player can come back to its previous region after reaching for a new location, as reported here: https://discord.com/channels/731205301247803413/1050529825212874763/1050529825212874763 The previous attempt at checking for comeback was only done against "Landing Site" and the custom start region which is a partial solution at best. For exemple, generating a single player plando seed with a custom starting location at "red_brinstar_elevator" with a forced red door at "RedTowerElevatorBottomLeft" and 2 Missiles set at "Morphing Ball" and "Energy Tank, Brinstar Ceiling" would generate an impossible seed where the player is expected to go through the green door "LandingSiteRight" with no Supers to go to the only possible next location "Power Bomb (red Brinstar spike room)". This is because the comeback check would pass because it would consider coming back to "Landing Site" enough. The proposed solution is keeping a record of the last accessed region when collecting items. It would then be used as the source of the comeback check with the destination being the new location. This check had to be moved from can_fill() to can_reach() because the maximum_exploration_state of the AP filler only use can_reach(). Its still not perfect because collect() can be called in batch for many items at a time so the last accessed region will be set as the last collected item and will be used for the next comeback checks. This was tested a bit with the given exemple above (its now failing generation) and by generating some 8 SM players seed with many door color rando, area rando and boss rando enabled.
2023-01-22 18:36:18 -05:00
self.lastAP = lastAP
# cache related
self.cacheKey = 0
self.computeItemsPositions()
Cache.reset()
Logic.factory('vanilla')
self.helpers = Logic.HelpersGraph(self)
self.doorsManager = DoorsManager()
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):
self.addItem(item)
ret = func(self)
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 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):
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if player in Knows.knowsDict and knows in Knows.knowsDict[player].__dict__:
setattr(self, 'knows'+knows, lambda knows=knows: SMBool(Knows.knowsDict[player].__dict__[knows].bool,
Knows.knowsDict[player].__dict__[knows].difficulty,
knows=[knows]))
else:
# if knows not in preset, use default values
setattr(self, 'knows'+knows, lambda knows=knows: SMBool(Knows.__dict__[knows].bool,
Knows.__dict__[knows].difficulty,
knows=[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]
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)