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Links Awakening: Implement New Game (#1334)
Adds Link's Awakening: DX. Fully imports and forks LADXR, with permission - https://github.com/daid/LADXR
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146
worlds/ladx/LADXR/mapgen/logic.py
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146
worlds/ladx/LADXR/mapgen/logic.py
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from .map import Map
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from .locations.entrance import Entrance
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from ..logic import *
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from .tileset import walkable_tiles, entrance_tiles
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class LogicGenerator:
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def __init__(self, configuration_options, world_setup, requirements_settings, the_map: Map):
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self.w = the_map.w * 10
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self.h = the_map.h * 8
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self.map = the_map
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self.logic_map = [None] * (self.w * self.h)
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self.location_lookup = {}
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self.configuration_options = configuration_options
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self.world_setup = world_setup
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self.requirements_settings = requirements_settings
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self.entrance_map = {}
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for room in the_map:
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for location in room.locations:
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self.location_lookup[(room.x * 10 + location.x, room.y * 8 + location.y)] = location
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if isinstance(location, Entrance):
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location.prepare_logic(configuration_options, world_setup, requirements_settings)
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self.entrance_map[location.entrance_name] = location
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start = self.entrance_map["start_house"]
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self.start = Location()
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self.egg = self.start # TODO
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self.nightmare = Location()
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self.windfish = Location().connect(self.nightmare, AND(MAGIC_POWDER, SWORD, OR(BOOMERANG, BOW)))
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self.fill_walkable(self.start, start.room.x * 10 + start.x, start.room.y * 8 + start.y)
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logic_str_map = {None: "."}
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for y in range(self.h):
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line = ""
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for x in range(self.w):
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if self.logic_map[x + y * self.w] not in logic_str_map:
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logic_str_map[self.logic_map[x + y * self.w]] = chr(len(logic_str_map)+48)
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line += logic_str_map[self.logic_map[x + y * self.w]]
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print(line)
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for room in the_map:
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for location in room.locations:
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if self.logic_map[(room.x * 10 + location.x) + (room.y * 8 + location.y) * self.w] is None:
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raise RuntimeError(f"Location not mapped to logic: {room} {location.__class__.__name__} {location.x} {location.y}")
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tmp = set()
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def r(n):
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if n in tmp:
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return
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tmp.add(n)
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for item in n.items:
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print(item)
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for o, req in n.simple_connections:
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r(o)
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for o, req in n.gated_connections:
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r(o)
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r(self.start)
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def fill_walkable(self, location, x, y):
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tile_options = walkable_tiles | entrance_tiles
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for x, y in self.flood_fill_logic(location, tile_options, x, y):
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if self.logic_map[x + y * self.w] is not None:
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continue
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tile = self.map.get_tile(x, y)
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if tile == 0x5C: # bush
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other_location = Location()
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location.connect(other_location, self.requirements_settings.bush)
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self.fill_bush(other_location, x, y)
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elif tile == 0x20: # rock
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other_location = Location()
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location.connect(other_location, POWER_BRACELET)
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self.fill_rock(other_location, x, y)
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elif tile == 0xE8: # pit
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if self.map.get_tile(x - 1, y) in tile_options and self.map.get_tile(x + 1, y) in tile_options:
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if self.logic_map[x - 1 + y * self.w] == location and self.logic_map[x + 1 + y * self.w] is None:
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other_location = Location().connect(location, FEATHER)
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self.fill_walkable(other_location, x + 1, y)
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if self.logic_map[x - 1 + y * self.w] is None and self.logic_map[x + 1 + y * self.w] == location:
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other_location = Location().connect(location, FEATHER)
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self.fill_walkable(other_location, x - 1, y)
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if self.map.get_tile(x, y - 1) in tile_options and self.map.get_tile(x, y + 1) in tile_options:
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if self.logic_map[x + (y - 1) * self.w] == location and self.logic_map[x + (y + 1) * self.w] is None:
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other_location = Location().connect(location, FEATHER)
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self.fill_walkable(other_location, x, y + 1)
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if self.logic_map[x + (y - 1) * self.w] is None and self.logic_map[x + (y + 1) * self.w] == location:
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other_location = Location().connect(location, FEATHER)
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self.fill_walkable(other_location, x, y - 1)
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def fill_bush(self, location, x, y):
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for x, y in self.flood_fill_logic(location, {0x5C}, x, y):
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if self.logic_map[x + y * self.w] is not None:
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continue
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tile = self.map.get_tile(x, y)
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if tile in walkable_tiles or tile in entrance_tiles:
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other_location = Location()
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location.connect(other_location, self.requirements_settings.bush)
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self.fill_walkable(other_location, x, y)
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def fill_rock(self, location, x, y):
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for x, y in self.flood_fill_logic(location, {0x20}, x, y):
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if self.logic_map[x + y * self.w] is not None:
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continue
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tile = self.map.get_tile(x, y)
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if tile in walkable_tiles or tile in entrance_tiles:
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other_location = Location()
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location.connect(other_location, POWER_BRACELET)
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self.fill_walkable(other_location, x, y)
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def flood_fill_logic(self, location, tile_types, x, y):
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assert self.map.get_tile(x, y) in tile_types
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todo = [(x, y)]
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entrance_todo = []
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edge_set = set()
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while todo:
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x, y = todo.pop()
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if self.map.get_tile(x, y) not in tile_types:
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edge_set.add((x, y))
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continue
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if self.logic_map[x + y * self.w] is not None:
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continue
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self.logic_map[x + y * self.w] = location
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if (x, y) in self.location_lookup:
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room_location = self.location_lookup[(x, y)]
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result = room_location.connect_logic(location)
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if result:
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entrance_todo += result
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if x < self.w - 1 and self.logic_map[x + 1 + y * self.w] is None:
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todo.append((x + 1, y))
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if x > 0 and self.logic_map[x - 1 + y * self.w] is None:
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todo.append((x - 1, y))
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if y < self.h - 1 and self.logic_map[x + y * self.w + self.w] is None:
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todo.append((x, y + 1))
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if y > 0 and self.logic_map[x + y * self.w - self.w] is None:
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if self.map.get_tile(x, y - 1) == 0xA0: # Chest, can only be collected from the south
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self.location_lookup[(x, y - 1)].connect_logic(location)
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self.logic_map[x + (y - 1) * self.w] = location
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todo.append((x, y - 1))
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for entrance_name, logic_connection in entrance_todo:
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entrance = self.entrance_map[entrance_name]
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entrance.connect_logic(logic_connection)
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self.fill_walkable(logic_connection, entrance.room.x * 10 + entrance.x, entrance.room.y * 8 + entrance.y)
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return edge_set
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