Improve crystal placement algorithm.

This commit is contained in:
LLCoolDave
2017-08-05 17:52:18 +02:00
parent 271571d01e
commit 1d8f17de6f
2 changed files with 67 additions and 86 deletions

143
Main.py
View File

@@ -45,14 +45,14 @@ def main(args, seed=None):
link_entrances(world)
logger.info('Generating Item Pool.')
generate_itempool(world)
logger.info('Calculating Access Rules.')
set_rules(world)
logger.info('Generating Item Pool.')
generate_itempool(world)
logger.info('Placing Dungeon Items.')
fill_dungeons(world)
@@ -257,6 +257,50 @@ def distribute_items_staleness(world):
logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s' % ([item.name for item in itempool], [location.name for location in fill_locations]))
def fill_restrictive(world, base_state, locations, itempool):
def sweep_from_pool():
new_state = base_state.copy()
for item in itempool:
new_state.collect(item, True)
new_state.sweep_for_events()
return new_state
while itempool and locations:
item_to_place = itempool.pop()
maximum_exploration_state = sweep_from_pool()
spot_to_fill = None
for location in locations:
if location.item_rule(item_to_place):
if world.check_beatable_only:
starting_state = base_state.copy()
for item in itempool:
starting_state.collect(item, True)
if maximum_exploration_state.can_reach(location):
if world.check_beatable_only:
starting_state.collect(item_to_place, True)
else:
spot_to_fill = location
break
if world.check_beatable_only and world.can_beat_game(starting_state):
spot_to_fill = location
break
if spot_to_fill is None:
# we filled all reachable spots. Maybe the game can be beaten anyway?
if world.can_beat_game():
if not world.check_beatable_only:
logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
break
raise RuntimeError('No more spots to place %s' % item_to_place)
world.push_item(spot_to_fill, item_to_place, False)
locations.remove(spot_to_fill)
spot_to_fill.event = True
def distribute_items_restrictive(world, gftower_trash_count=0):
# get list of locations to fill in
fill_locations = world.get_unfilled_locations()
@@ -280,47 +324,7 @@ def distribute_items_restrictive(world, gftower_trash_count=0):
random.shuffle(fill_locations)
def sweep_from_pool():
new_state = world.state.copy()
for item in progitempool:
new_state.collect(item, True)
new_state.sweep_for_events()
return new_state
while progitempool and fill_locations:
item_to_place = progitempool.pop()
maximum_exploration_state = sweep_from_pool()
spot_to_fill = None
for location in fill_locations:
if location.item_rule(item_to_place):
if world.check_beatable_only:
starting_state = world.state.copy()
for item in progitempool:
starting_state.collect(item, True)
if maximum_exploration_state.can_reach(location):
if world.check_beatable_only:
starting_state.collect(item_to_place, True)
else:
spot_to_fill = location
break
if world.check_beatable_only and world.can_beat_game(starting_state):
spot_to_fill = location
break
if spot_to_fill is None:
# we filled all reachable spots. Maybe the game can be beaten anyway?
if world.can_beat_game():
if not world.check_beatable_only:
logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
break
raise RuntimeError('No more spots to place %s' % item_to_place)
world.push_item(spot_to_fill, item_to_place, False)
fill_locations.remove(spot_to_fill)
spot_to_fill.event = True
fill_restrictive(world, world.state, fill_locations, progitempool)
random.shuffle(fill_locations)
@@ -473,50 +477,21 @@ def generate_itempool(world):
else:
world.itempool.append(ItemFactory('Magic Upgrade (1/2)'))
# distribute crystals
crystals = ItemFactory(['Green Pendant', 'Red Pendant', 'Blue Pendant'])
crystal_locations = [world.get_location('Trinexx - Crystal')]
random.shuffle(crystals)
if world.shuffle_ganon:
# ensure that no crystal gets locked inside of ganons tower location as that is unsolvable
for region, crystallocation in [('Eastern Palace', 'Armos - Pendant'), ('Desert Palace North', 'Lanmolas - Pendant'), ('Tower of Hera (Bottom)', 'Moldorm - Pendant'),
('Dark Palace (Entrance)', 'Helmasaur - Crystal'), ('Thieves Town (Entrance)', 'Blind - Crystal'), ('Skull Woods Final Section (Entrance)', 'Mothula - Crystal'),
('Swamp Palace (Entrance)', 'Arrghus - Crystal'), ('Ice Palace (Entrance)', 'Kholdstare - Crystal'), ('Misery Mire (Entrance)', 'Vitreous - Crystal')]:
if world.get_entrance('Ganons Tower').connected_region.name == region:
# can't place a crystal here
world.push_item(world.get_location(crystallocation), crystals.pop(), False)
world.get_location(crystallocation).event = True
else:
crystal_locations.append(world.get_location(crystallocation))
else:
crystal_locations += [world.get_location('Armos - Pendant'), world.get_location('Lanmolas - Pendant'), world.get_location('Moldorm - Pendant'), world.get_location('Helmasaur - Crystal'),
world.get_location('Blind - Crystal'), world.get_location('Mothula - Crystal'), world.get_location('Arrghus - Crystal'), world.get_location('Kholdstare - Crystal'),
world.get_location('Vitreous - Crystal')]
crystals.extend(ItemFactory(['Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7']))
random.shuffle(crystals)
# check if dam is behind pyramid fairy, if so, swamp can't hold a crystal
if world.get_entrance('Pyramid Fairy').connected_region.name == 'Dam':
try:
crystallocation = crystal_locations.pop(crystal_locations.index(world.get_location('Arrghus - Crystal')))
world.push_item(world.get_location(crystallocation), crystals.pop(), False)
crystallocation.event = True
except ValueError:
pass
crystals.extend(ItemFactory(['Crystal 5', 'Crystal 6']))
random.shuffle(crystals)
for location, crystal in zip(crystal_locations, crystals):
world.push_item(location, crystal, False)
location.event = True
# shuffle medallions
mm_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
tr_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)]
world.required_medallions = (mm_medallion, tr_medallion)
# distribute crystals
crystals = ItemFactory(['Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6'])
crystal_locations = [world.get_location('Trinexx - Crystal'), world.get_location('Armos - Pendant'), world.get_location('Lanmolas - Pendant'), world.get_location('Moldorm - Pendant'), world.get_location('Helmasaur - Crystal'),
world.get_location('Blind - Crystal'), world.get_location('Mothula - Crystal'), world.get_location('Arrghus - Crystal'), world.get_location('Kholdstare - Crystal'),
world.get_location('Vitreous - Crystal')]
random.shuffle(crystal_locations)
fill_restrictive(world, world.get_all_state(keys=True), crystal_locations, crystals)
def copy_world(world):
# ToDo: Not good yet