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https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
Replace world exploration with a faster algorithm - use BFS and keep track of all entrances that are currently blocked by progression items
This commit is contained in:
69
Rules.py
69
Rules.py
@@ -1,7 +1,7 @@
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import collections
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import logging
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import OverworldGlitchRules
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from BaseClasses import RegionType, World
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from BaseClasses import RegionType, World, Entrance
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from Items import ItemFactory
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from OverworldGlitchRules import overworld_glitches_rules
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@@ -10,20 +10,10 @@ def set_rules(world, player):
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if world.logic[player] == 'nologic':
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logging.getLogger('').info('WARNING! Seeds generated under this logic often require major glitches and may be impossible!')
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if world.mode[player] != 'inverted':
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world.get_region('Links House', player).can_reach_private = lambda state: True
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world.get_region('Sanctuary', player).can_reach_private = lambda state: True
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old_rule = world.get_region('Old Man House', player).can_reach
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world.get_region('Old Man House', player).can_reach_private = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state)
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return
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else:
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world.get_region('Inverted Links House', player).can_reach_private = lambda state: True
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world.get_region('Inverted Dark Sanctuary', player).entrances[0].parent_region.can_reach_private = lambda state: True
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if world.shuffle[player] != 'vanilla':
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old_rule = world.get_region('Old Man House', player).can_reach
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world.get_region('Old Man House', player).can_reach_private = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state)
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world.get_region('Hyrule Castle Ledge', player).can_reach_private = lambda state: True
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return
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world.get_region('Menu', player).can_reach_private = lambda state: True
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for exit in world.get_region('Menu', player).exits:
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exit.hide_path = True
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return
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global_rules(world, player)
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if world.mode[player] != 'inverted':
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@@ -148,9 +138,12 @@ def global_rules(world, player):
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# ganon can only carry triforce
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add_item_rule(world.get_location('Ganon', player), lambda item: item.name == 'Triforce' and item.player == player)
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# we can s&q to the old man house after we rescue him. This may be somewhere completely different if caves are shuffled!
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old_rule = world.get_region('Old Man House', player).can_reach_private
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world.get_region('Old Man House', player).can_reach_private = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state)
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# determines which S&Q locations are available - hide from paths since it isn't an in-game location
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world.get_region('Menu', player).can_reach_private = lambda state: True
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for exit in world.get_region('Menu', player).exits:
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exit.hide_path = True
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set_rule(world.get_entrance('Old Man S&Q', player), lambda state: state.can_reach('Old Man', 'Location', player))
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set_rule(world.get_location('Sunken Treasure', player), lambda state: state.has('Open Floodgate', player))
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set_rule(world.get_location('Dark Blacksmith Ruins', player), lambda state: state.has('Return Smith', player))
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@@ -206,7 +199,7 @@ def global_rules(world, player):
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# logic patch to prevent placing a crystal in Desert that's required to reach the required keys
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if not (world.keyshuffle[player] and world.bigkeyshuffle[player]):
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add_rule(world.get_location('Desert Palace - Prize', player), lambda state: state.world.get_region('Desert Palace Main (Outer)', 1).can_reach(state))
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add_rule(world.get_location('Desert Palace - Prize', player), lambda state: state.world.get_region('Desert Palace Main (Outer)', player).can_reach(state))
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set_rule(world.get_entrance('Tower of Hera Small Key Door', player), lambda state: state.has_key('Small Key (Tower of Hera)', player) or item_name(state, 'Tower of Hera - Big Key Chest', player) == ('Small Key (Tower of Hera)', player))
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set_rule(world.get_entrance('Tower of Hera Big Key Door', player), lambda state: state.has('Big Key (Tower of Hera)', player))
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@@ -382,15 +375,6 @@ def global_rules(world, player):
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def default_rules(world, player):
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if world.mode[player] == 'standard':
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world.get_region('Hyrule Castle Secret Entrance', player).can_reach_private = lambda state: True
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old_rule = world.get_region('Links House', player).can_reach_private
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world.get_region('Links House', player).can_reach_private = lambda state: state.can_reach('Sanctuary', 'Region', player) or old_rule(state)
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else:
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# these are default save&quit points and always accessible
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world.get_region('Links House', player).can_reach_private = lambda state: True
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world.get_region('Sanctuary', player).can_reach_private = lambda state: True
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# overworld requirements
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set_rule(world.get_entrance('Kings Grave', player), lambda state: state.has_Boots(player))
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set_rule(world.get_entrance('Kings Grave Outer Rocks', player), lambda state: state.can_lift_heavy_rocks(player))
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@@ -501,16 +485,8 @@ def default_rules(world, player):
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def inverted_rules(world, player):
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# s&q regions. link's house entrance is set to true so the filler knows the chest inside can always be reached
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world.get_region('Inverted Links House', player).can_reach_private = lambda state: True
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world.get_region('Inverted Links House', player).entrances[0].can_reach = lambda state: True
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world.get_region('Inverted Dark Sanctuary', player).entrances[0].parent_region.can_reach_private = lambda state: True
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old_rule_old_man = world.get_region('Old Man House', player).can_reach_private
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world.get_region('Old Man House', player).can_reach_private = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule_old_man(state)
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old_rule_castle_ledge = world.get_region('Hyrule Castle Ledge', player).can_reach_private
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world.get_region('Hyrule Castle Ledge', player).can_reach_private = lambda state: (state.has_Mirror(player) and state.has('Beat Agahnim 1', player) and state.can_reach_light_world(player)) or old_rule_castle_ledge(state)
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# s&q regions.
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set_rule(world.get_entrance('Castle Ledge S&Q', player), lambda state: state.has_Mirror(player) and state.has('Beat Agahnim 1', player))
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# overworld requirements
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set_rule(world.get_location('Maze Race', player), lambda state: state.has_Pearl(player))
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@@ -805,9 +781,20 @@ def swordless_rules(world, player):
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set_rule(world.get_location('Bombos Tablet', player), lambda state: state.has('Book of Mudora', player) and state.has('Hammer', player))
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def add_connection(parent_name, target_name, entrance_name, world, player):
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parent = world.get_region(parent_name, player)
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target = world.get_region(target_name, player)
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connection = Entrance(player, entrance_name, parent)
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parent.exits.append(connection)
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connection.connect(target)
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def standard_rules(world, player):
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add_connection('Menu', 'Hyrule Castle Secret Entrance', 'Uncle S&Q', world, player)
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world.get_entrance('Uncle S&Q', player).hide_path = True
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set_rule(world.get_entrance('Hyrule Castle Exit (East)', player), lambda state: state.can_reach('Sanctuary', 'Region', player))
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set_rule(world.get_entrance('Hyrule Castle Exit (West)', player), lambda state: state.can_reach('Sanctuary', 'Region', player))
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set_rule(world.get_entrance('Links House S&Q', player), lambda state: state.can_reach('Sanctuary', 'Region', player))
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set_rule(world.get_entrance('Sanctuary S&Q', player), lambda state: state.can_reach('Sanctuary', 'Region', player))
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def set_trock_key_rules(world, player):
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@@ -1033,7 +1020,7 @@ def set_big_bomb_rules(world, player):
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# the basic routes assume you can reach eastern light world with the bomb.
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# you can then use the southern teleporter, or (if you have beaten Aga1) the hyrule castle gate warp
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def basic_routes(state):
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return southern_teleporter(state) or state.can_reach('Top of Pyramid', 'Entrance', player)
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return southern_teleporter(state) or state.has('Beat Agahnim 1', player)
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# Key for below abbreviations:
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# P = pearl
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@@ -1066,7 +1053,7 @@ def set_big_bomb_rules(world, player):
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#1. Mirror and enter via gate: Need mirror and Aga1
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#2. cross peg bridge: Need hammer and moon pearl
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# -> CPB or (M and A)
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: cross_peg_bridge(state) or (state.has_Mirror(player) and state.can_reach('Top of Pyramid', 'Entrance', player)))
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add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: cross_peg_bridge(state) or (state.has_Mirror(player) and state.has('Beat Agahnim 1', player)))
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elif bombshop_entrance.name in Isolated_DW_entrances:
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# 1. mirror then flute then basic routes
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# -> M and Flute and BR
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@@ -1335,7 +1322,7 @@ def set_bunny_rules(world: World, player: int, inverted: bool):
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def path_to_access_rule(path, entrance):
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return lambda state: state.can_reach(entrance) and all(rule(state) for rule in path)
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return lambda state: state.can_reach(entrance.name, 'Entrance', entrance.player) and all(rule(state) for rule in path)
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def options_to_access_rule(options):
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return lambda state: any(rule(state) for rule in options)
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