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AutoWorld: Add "stage" methods and implement LttP Dungeon fill as an example.
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@@ -44,75 +44,6 @@ def create_dungeons(world, player):
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world.dungeons += [ES, EP, DP, ToH, AT, PoD, TT, SW, SP, IP, MM, TR, GT]
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def fill_dungeons(world):
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#All chests on the freebes list locked behind a key in room with no other exit
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freebes = ['Ganons Tower - Map Chest', 'Palace of Darkness - Harmless Hellway', 'Palace of Darkness - Big Key Chest', 'Turtle Rock - Big Key Chest']
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all_state_base = world.get_all_state()
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dungeons = [(list(dungeon.regions), dungeon.big_key, list(dungeon.small_keys), list(dungeon.dungeon_items)) for dungeon in world.dungeons]
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loopcnt = 0
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while dungeons:
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loopcnt += 1
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dungeon_regions, big_key, small_keys, dungeon_items = dungeons.pop(0)
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# this is what we need to fill
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dungeon_locations = [location for location in world.get_unfilled_locations() if location.parent_region.name in dungeon_regions]
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world.random.shuffle(dungeon_locations)
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all_state = all_state_base.copy()
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# first place big key
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if big_key is not None:
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bk_location = None
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for location in dungeon_locations:
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if location.item_rule(big_key):
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bk_location = location
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break
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if bk_location is None:
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raise RuntimeError('No suitable location for %s' % big_key)
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world.push_item(bk_location, big_key, False)
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bk_location.event = True
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bk_location.locked = True
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dungeon_locations.remove(bk_location)
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big_key = None
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# next place small keys
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while small_keys:
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small_key = small_keys.pop()
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all_state.sweep_for_events()
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sk_location = None
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for location in dungeon_locations:
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if location.name in freebes or (location.can_reach(all_state) and location.item_rule(small_key)):
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sk_location = location
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break
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if sk_location is None:
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# need to retry this later
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small_keys.append(small_key)
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dungeons.append((dungeon_regions, big_key, small_keys, dungeon_items))
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# infinite regression protection
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if loopcnt < (30 * world.players):
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break
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else:
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raise RuntimeError('No suitable location for %s' % small_key)
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world.push_item(sk_location, small_key, False)
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sk_location.event = True
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sk_location.locked = True
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dungeon_locations.remove(sk_location)
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if small_keys:
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# key placement not finished, loop again
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continue
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# next place dungeon items
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for dungeon_item in dungeon_items:
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di_location = dungeon_locations.pop()
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world.push_item(di_location, dungeon_item, False)
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def get_dungeon_item_pool(world):
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items = [item for dungeon in world.dungeons for item in dungeon.all_items]
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@@ -120,28 +51,27 @@ def get_dungeon_item_pool(world):
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item.world = world
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return items
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def fill_dungeons_restrictive(world):
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"""Places dungeon-native items into their dungeons, places nothing if everything is shuffled outside."""
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restricted_players = {player for player, restricted in world.restrict_dungeon_item_on_boss.items() if restricted}
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locations = [location for location in world.get_unfilled_dungeon_locations()
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if not (location.player in restricted_players and location.name in lookup_boss_drops)] # filter boss
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world.random.shuffle(locations)
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all_state_base = world.get_all_state()
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# with shuffled dungeon items they are distributed as part of the normal item pool
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for item in world.get_items():
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if (item.smallkey and world.keyshuffle[item.player]) or (item.bigkey and world.bigkeyshuffle[item.player]):
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all_state_base.collect(item, True)
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item.advancement = True
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dungeon_items = [item for item in get_dungeon_item_pool(world) if (((item.smallkey and not world.keyshuffle[item.player])
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or (item.bigkey and not world.bigkeyshuffle[item.player])
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or (item.map and not world.mapshuffle[item.player])
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or (item.compass and not world.compassshuffle[item.player])
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) and world.goal[item.player] != 'icerodhunt')] #
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dungeon_items = [item for item in get_dungeon_item_pool(world) if
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(((item.smallkey and not world.keyshuffle[item.player])
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or (item.bigkey and not world.bigkeyshuffle[item.player])
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or (item.map and not world.mapshuffle[item.player])
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or (item.compass and not world.compassshuffle[item.player])
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) and world.goal[item.player] != 'icerodhunt')]
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if dungeon_items:
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restricted_players = {player for player, restricted in world.restrict_dungeon_item_on_boss.items() if restricted}
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locations = [location for location in world.get_unfilled_dungeon_locations()
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if not (location.player in restricted_players and location.name in lookup_boss_drops)] # filter boss
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world.random.shuffle(locations)
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all_state_base = world.get_all_state()
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# with shuffled dungeon items they are distributed as part of the normal item pool
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for item in world.get_items():
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if (item.smallkey and world.keyshuffle[item.player]) or (item.bigkey and world.bigkeyshuffle[item.player]):
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all_state_base.collect(item, True)
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item.advancement = True
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# sort in the order Big Key, Small Key, Other before placing dungeon items
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sort_order = {"BigKey": 3, "SmallKey": 2}
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dungeon_items.sort(key=lambda item: sort_order.get(item.type, 1))
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