Lingo: Various generation optimizations (#2479)

Almost all of the events have been eradicated, which significantly improves both generation speed and playthrough calculation.

Previously, checking for access to a location involved checking for access to each panel in the location, as well as recursively checking for access to any panels required by those panels. This potentially performed the same check multiple times. The access requirements for locations are now calculated and flattened in generate_early, so that the access function can directly check for the required rooms, doors, and colors.

These flattened access requirements are also used for Entrance checking, and register_indirect_condition is used to make sure that can_reach(Region) is safe to use.

The Mastery and Level 2 rules now just run a bunch of access rules and count the number of them that succeed, instead of relying on event items.

Finally: the Level 2 panel hunt is now enabled even when Level 2 is not the victory condition, as I feel that generation is fast enough now for that to be acceptable.
This commit is contained in:
Star Rauchenberger
2023-11-25 07:09:08 -05:00
committed by GitHub
parent 8a852abdc4
commit 6dccf36f88
7 changed files with 330 additions and 169 deletions

View File

@@ -1,11 +1,11 @@
from typing import Dict, TYPE_CHECKING
from typing import Dict, Optional, TYPE_CHECKING
from BaseClasses import ItemClassification, Region
from BaseClasses import Entrance, ItemClassification, Region
from .items import LingoItem
from .locations import LingoLocation
from .player_logic import LingoPlayerLogic
from .rules import lingo_can_use_entrance, lingo_can_use_pilgrimage, make_location_lambda
from .static_logic import ALL_ROOMS, PAINTINGS, Room
from .static_logic import ALL_ROOMS, PAINTINGS, Room, RoomAndDoor
if TYPE_CHECKING:
from . import LingoWorld
@@ -13,12 +13,12 @@ if TYPE_CHECKING:
def create_region(room: Room, world: "LingoWorld", player_logic: LingoPlayerLogic) -> Region:
new_region = Region(room.name, world.player, world.multiworld)
for location in player_logic.LOCATIONS_BY_ROOM.get(room.name, {}):
for location in player_logic.locations_by_room.get(room.name, {}):
new_location = LingoLocation(world.player, location.name, location.code, new_region)
new_location.access_rule = make_location_lambda(location, room.name, world, player_logic)
new_location.access_rule = make_location_lambda(location, world, player_logic)
new_region.locations.append(new_location)
if location.name in player_logic.EVENT_LOC_TO_ITEM:
event_name = player_logic.EVENT_LOC_TO_ITEM[location.name]
if location.name in player_logic.event_loc_to_item:
event_name = player_logic.event_loc_to_item[location.name]
event_item = LingoItem(event_name, ItemClassification.progression, None, world.player)
new_location.place_locked_item(event_item)
@@ -31,7 +31,22 @@ def handle_pilgrim_room(regions: Dict[str, Region], world: "LingoWorld", player_
source_region.connect(
target_region,
"Pilgrimage",
lambda state: lingo_can_use_pilgrimage(state, world.player, player_logic))
lambda state: lingo_can_use_pilgrimage(state, world, player_logic))
def connect_entrance(regions: Dict[str, Region], source_region: Region, target_region: Region, description: str,
door: Optional[RoomAndDoor], world: "LingoWorld", player_logic: LingoPlayerLogic):
connection = Entrance(world.player, description, source_region)
connection.access_rule = lambda state: lingo_can_use_entrance(state, target_region.name, door, world, player_logic)
source_region.exits.append(connection)
connection.connect(target_region)
if door is not None:
effective_room = target_region.name if door.room is None else door.room
if door.door not in player_logic.item_by_door.get(effective_room, {}):
for region in player_logic.calculate_door_requirements(effective_room, door.door, world).rooms:
world.multiworld.register_indirect_condition(regions[region], connection)
def connect_painting(regions: Dict[str, Region], warp_enter: str, warp_exit: str, world: "LingoWorld",
@@ -41,11 +56,10 @@ def connect_painting(regions: Dict[str, Region], warp_enter: str, warp_exit: str
target_region = regions[target_painting.room]
source_region = regions[source_painting.room]
source_region.connect(
target_region,
f"{source_painting.room} to {target_painting.room} ({source_painting.id} Painting)",
lambda state: lingo_can_use_entrance(state, target_painting.room, source_painting.required_door, world.player,
player_logic))
entrance_name = f"{source_painting.room} to {target_painting.room} ({source_painting.id} Painting)"
connect_entrance(regions, source_region, target_region, entrance_name, source_painting.required_door, world,
player_logic)
def create_regions(world: "LingoWorld", player_logic: LingoPlayerLogic) -> None:
@@ -74,10 +88,8 @@ def create_regions(world: "LingoWorld", player_logic: LingoPlayerLogic) -> None:
else:
entrance_name += f" (through {room.name} - {entrance.door.door})"
regions[entrance.room].connect(
regions[room.name], entrance_name,
lambda state, r=room, e=entrance: lingo_can_use_entrance(state, r.name, e.door, world.player,
player_logic))
connect_entrance(regions, regions[entrance.room], regions[room.name], entrance_name, entrance.door, world,
player_logic)
handle_pilgrim_room(regions, world, player_logic)
@@ -85,7 +97,7 @@ def create_regions(world: "LingoWorld", player_logic: LingoPlayerLogic) -> None:
regions["Starting Room"].connect(regions["Outside The Undeterred"], "Early Color Hallways")
if painting_shuffle:
for warp_enter, warp_exit in player_logic.PAINTING_MAPPING.items():
for warp_enter, warp_exit in player_logic.painting_mapping.items():
connect_painting(regions, warp_enter, warp_exit, world, player_logic)
world.multiworld.regions += regions.values()