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

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import copy
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from ..utils import log
from ..graph.graph_utils import GraphUtils, vanillaTransitions, vanillaBossesTransitions, escapeSource, escapeTargets, graphAreas, getAccessPoint
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from ..logic.logic import Logic
from ..graph.graph import AccessGraphRando as AccessGraph
from ..logic.smbool import SMBool
from ..utils.objectives import Objectives
from ..rando.ItemLocContainer import getItemLocStr
from collections import defaultdict
# creates graph and handles randomized escape
class GraphBuilder(object):
def __init__(self, graphSettings, random):
self.graphSettings = graphSettings
self.areaRando = graphSettings.areaRando
self.bossRando = graphSettings.bossRando
self.escapeRando = graphSettings.escapeRando
self.minimizerN = graphSettings.minimizerN
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self.log = log.get('GraphBuilder')
self.random = random
# builds everything but escape transitions
def createGraph(self, maxDiff):
transitions = self.graphSettings.plandoRandoTransitions
if transitions is None:
transitions = []
if self.minimizerN is not None:
forcedAreas = set()
# if no Crateria and auto escape trigger, we connect door connected to G4 to climb instead (see below).
# This wouldn't work here, as Tourian is isolated in the resulting seed (see below again)
# (well we could do two different transitions on both sides of doors, but that would just be confusing)
# so we force crateria to be in the graph
if self.graphSettings.startAP == "Golden Four" and self.graphSettings.tourian == "Disabled":
forcedAreas.add('Crateria')
# force areas required by objectives
# 1st the 'clear area' ones
forcedAreas = forcedAreas.union({goal.area for goal in Objectives.objDict[self.graphSettings.player].activeGoals if goal.area is not None})
# for the rest, base ourselves on escapeAccessPoints :
# - if only "1 of n" pick an area, preferably one already forced
# - filter out G4 AP (always there)
for goal in Objectives.objDict[self.graphSettings.player].activeGoals:
if goal.area is None:
n, apNames = goal.escapeAccessPoints
aps = [getAccessPoint(apName) for apName in apNames]
if len(aps) >= n:
n -= len([ap for ap in aps if ap.Boss])
escAreas = {ap.GraphArea for ap in aps if not ap.Boss}
objForced = forcedAreas.intersection(escAreas)
escAreasList = sorted(list(escAreas))
while len(objForced) < n and len(escAreasList) > 0:
objForced.add(escAreasList.pop(self.random.randint(0, len(escAreasList)-1)))
forcedAreas = forcedAreas.union(objForced)
transitions = GraphUtils.createMinimizerTransitions(self.graphSettings.startAP, self.minimizerN, sorted(list(forcedAreas)), random=self.random)
else:
if not self.bossRando:
transitions += vanillaBossesTransitions
else:
transitions += GraphUtils.createBossesTransitions(self.random)
if not self.areaRando:
transitions += vanillaTransitions
else:
transitions += GraphUtils.createAreaTransitions(self.graphSettings.lightAreaRando, random=self.random)
ret = AccessGraph(Logic.accessPoints, transitions, self.graphSettings.dotFile)
Objectives.objDict[self.graphSettings.player].setGraph(ret, maxDiff)
return ret
def addForeignItems(self, container, itemLocs):
itemPoolCounts = {}
for item in container.itemPool:
if item.Code is not None:
itemPoolCounts[item.Type] = itemPoolCounts.get(item.Type, 0) + 1
itemLocsCounts = {}
for il in itemLocs:
if il.Item.Code is not None and il.player == container.sm.player:
itemLocsCounts[il.Item.Type] = itemLocsCounts.get(il.Item.Type, 0) + 1
for item, count in itemPoolCounts.items():
for n in range(max(0, count - itemLocsCounts.get(item, 0))):
container.sm.addItem(item)
# fills in escape transitions if escape rando is enabled
# escapeTrigger = None or (itemLocs, progItemlocs) couple from filler
def escapeGraph(self, container, graph, maxDiff, escapeTrigger):
if not self.escapeRando:
return True
emptyContainer = copy.copy(container)
emptyContainer.resetCollected(reassignItemLocs=True)
dst = None
if escapeTrigger is None:
possibleTargets, dst, path = self.getPossibleEscapeTargets(emptyContainer, graph, maxDiff)
# update graph with escape transition
graph.addTransition(escapeSource, dst)
paths = [path]
else:
self.addForeignItems(emptyContainer, escapeTrigger[0])
possibleTargets, paths = self.escapeTrigger(emptyContainer, graph, maxDiff, escapeTrigger)
if paths is None:
return False
# get timer value
self.escapeTimer(graph, paths, self.areaRando or escapeTrigger is not None)
self.log.debug("escapeGraph: ({}, {}) timer: {}".format(escapeSource, dst, graph.EscapeAttributes['Timer']))
# animals
GraphUtils.escapeAnimalsTransitions(graph, possibleTargets, dst, self.random)
return True
def _getTargets(self, sm, graph, maxDiff):
possibleTargets = [target for target in escapeTargets if graph.accessPath(sm, target, 'Landing Site', maxDiff) is not None]
self.log.debug('_getTargets. targets='+str(possibleTargets))
# failsafe
if len(possibleTargets) == 0:
self.log.debug("Can't randomize escape, fallback to vanilla")
possibleTargets.append('Climb Bottom Left')
self.random.shuffle(possibleTargets)
return possibleTargets
def getPossibleEscapeTargets(self, emptyContainer, graph, maxDiff):
sm = emptyContainer.sm
# setup smbm with item pool:
# - Ice not usable because of hyper beam
# - remove energy to avoid hell runs
# - (will add bosses as well)
sm.addItems([item.Type for item in emptyContainer.itemPool if item.Type != 'Ice' and item.Category != 'Energy'])
sm.addItem('Hyper')
possibleTargets = self._getTargets(sm, graph, maxDiff)
# pick one
dst = possibleTargets.pop()
path = graph.accessPath(sm, dst, 'Landing Site', maxDiff)
return (possibleTargets, dst, path)
def escapeTrigger(self, emptyContainer, graph, maxDiff, escapeTrigger):
container = emptyContainer
sm = container.sm
allItemLocs,progItemLocs,split = escapeTrigger[0],escapeTrigger[1],escapeTrigger[2]
# check if crateria is connected, if not replace Tourian
# connection with Climb and add special escape patch to Climb
if not any(il.Location.GraphArea == "Crateria" for il in allItemLocs):
escapeAttr = graph.EscapeAttributes
if "patches" not in escapeAttr:
escapeAttr['patches'] = []
escapeAttr['patches'] += ['climb_disable_bomb_blocks.ips', "Climb_Asleep"]
src, _ = next(t for t in graph.InterAreaTransitions if t[1].Name == "Golden Four")
graph.removeTransitions("Golden Four")
graph.addTransition(src.Name, "Climb Bottom Left")
# disconnect the other side of G4
graph.addTransition("Golden Four", "Golden Four")
# remove vanilla escape transition
graph.addTransition('Tourian Escape Room 4 Top Right', 'Tourian Escape Room 4 Top Right')
# filter garbage itemLocs
ilCheck = lambda il: not il.Location.isBoss() and not il.Location.restricted and il.Item.Category != "Nothing"
# update item% objectives
accessibleItems = [il.Item for il in allItemLocs if ilCheck(il)]
majorUpgrades = [item.Type for item in accessibleItems if item.BeamBits != 0 or item.ItemBits != 0]
if split == "Scavenger":
# update escape access for scav with last scav loc
lastScavItemLoc = progItemLocs[-1]
sm.objectives.updateScavengerEscapeAccess(lastScavItemLoc.Location.accessPoint)
sm.objectives.setScavengerHuntFunc(lambda sm, ap: sm.haveItem(lastScavItemLoc.Item.Type))
else:
# update "collect all items in areas" funcs
availLocsByArea=defaultdict(list)
for itemLoc in allItemLocs:
if ilCheck(itemLoc) and (split.startswith("Full") or itemLoc.Location.isClass(split)):
availLocsByArea[itemLoc.Location.GraphArea].append(itemLoc.Location.Name)
self.log.debug("escapeTrigger. availLocsByArea="+str(availLocsByArea))
sm.objectives.setItemPercentFuncs(len(accessibleItems), majorUpgrades, container)
sm.objectives.setAreaFuncs({area:lambda sm,ap:SMBool(len(container.getLocs(lambda loc: loc.Name in availLocsByArea[area]))==0) for area in availLocsByArea})
self.log.debug("escapeTrigger. collect locs until G4 access")
# collect all item/locations up until we can pass G4 (the escape triggers)
itemLocs = allItemLocs[:]
ap = "Landing Site" # dummy value it'll be overwritten at first collection
while len(itemLocs) > 0 and not (sm.canPassG4() and graph.canAccess(sm, ap, "Landing Site", maxDiff)):
il = itemLocs.pop(0)
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# can happen with item links replacement items that its not in the container's itemPool
if il.Location.restricted or il.Item.Type == "ArchipelagoItem" or il.Item not in container.itemPool:
continue
self.log.debug("collecting " + getItemLocStr(il))
container.collect(il)
ap = il.Location.accessPoint
# final update of item% obj
collectedLocsAccessPoints = {il.Location.accessPoint for il in container.itemLocations}
sm.objectives.updateItemPercentEscapeAccess(list(collectedLocsAccessPoints))
possibleTargets = self._getTargets(sm, graph, maxDiff)
# try to escape from all the possible objectives APs
possiblePaths = []
for goal in Objectives.objDict[self.graphSettings.player].activeGoals:
n, possibleAccessPoints = goal.escapeAccessPoints
count = 0
for ap in possibleAccessPoints:
self.log.debug("escapeTrigger. testing AP " + ap)
path = graph.accessPath(sm, ap, 'Landing Site', maxDiff)
if path is not None:
self.log.debug("escapeTrigger. add path from "+ap)
possiblePaths.append(path)
count += 1
if count < n:
# there is a goal we cannot escape from
self.log.debug("escapeTrigger. goal %s: found %d/%d possible escapes, abort" % (goal.name, count, n))
return (None, None)
# try and get a path from all possible areas
self.log.debug("escapeTrigger. completing paths")
allAreas = {il.Location.GraphArea for il in allItemLocs if not il.Location.restricted and not il.Location.GraphArea in ["Tourian", "Ceres"]}
def getStartArea(path):
return path[0].GraphArea
def apCheck(ap):
nonlocal graph, possiblePaths
apObj = graph.accessPoints[ap]
return apObj.GraphArea not in [getStartArea(path) for path in possiblePaths]
escapeAPs = [ap for ap in collectedLocsAccessPoints if apCheck(ap)]
for ap in escapeAPs:
path = graph.accessPath(sm, ap, 'Landing Site', maxDiff)
if path is not None:
self.log.debug("escapeTrigger. add path from "+ap)
possiblePaths.append(path)
def areaPathCheck():
nonlocal allAreas, possiblePaths
startAreas = {getStartArea(path) for path in possiblePaths}
return len(allAreas - startAreas) == 0
while not areaPathCheck() and len(itemLocs) > 0:
il = itemLocs.pop(0)
if il.Location.restricted or il.Item.Type == "ArchipelagoItem":
continue
self.log.debug("collecting " + getItemLocStr(il))
container.collect(il)
ap = il.Location.accessPoint
if apCheck(ap):
path = graph.accessPath(sm, ap, 'Landing Site', maxDiff)
if path is not None:
self.log.debug("escapeTrigger. add path from "+ap)
possiblePaths.append(path)
return (possibleTargets, possiblePaths)
def _computeTimer(self, graph, path):
traversedAreas = list(set([ap.GraphArea for ap in path]))
self.log.debug("escapeTimer path: " + str([ap.Name for ap in path]))
self.log.debug("escapeTimer traversedAreas: " + str(traversedAreas))
# rough estimates of navigation within areas to reach "borders"
# (can obviously be completely off wrt to actual path, but on the generous side)
traversals = {
'Crateria':90,
'GreenPinkBrinstar':90,
'WreckedShip':120,
'LowerNorfair':135,
'WestMaridia':75,
'EastMaridia':100,
'RedBrinstar':75,
'Norfair': 120,
'Kraid': 40,
'Crocomire': 40,
# can't be on the path
'Tourian': 0,
}
t = 90 if self.areaRando else 0
for area in traversedAreas:
t += traversals[area]
t = max(t, 180)
return t
# path: as returned by AccessGraph.accessPath
def escapeTimer(self, graph, paths, compute):
if len(paths) == 1:
path = paths.pop()
if compute == True:
if path[0].Name == 'Climb Bottom Left':
graph.EscapeAttributes['Timer'] = None
return
t = self._computeTimer(graph, path)
else:
escapeTargetsTimer = {
'Climb Bottom Left': None, # vanilla
'Green Brinstar Main Shaft Top Left': 210, # brinstar
'Basement Left': 210, # wrecked ship
'Business Center Mid Left': 270, # norfair
'Crab Hole Bottom Right': 270 # maridia
}
t = escapeTargetsTimer[path[0].Name]
self.log.debug("escapeTimer. t="+str(t))
graph.EscapeAttributes['Timer'] = t
else:
assert compute
graph.EscapeAttributes['Timer'] = 0
timerValues = {}
graph.EscapeAttributes['TimerTable'] = timerValues
for path in paths:
area = path[0].GraphArea
prev = timerValues.get(area, 0)
t = max(prev, self._computeTimer(graph, path))
timerValues[area] = t
self.log.debug("escapeTimer. area=%s, t=%d" % (area, t))
for area in graphAreas[1:-1]: # no Ceres or Tourian
if area not in timerValues:
# area not in graph most probably, still write a 10 minute "ultra failsafe" value
timerValues[area] = 600