The Witness: Rules Optimisation (#3617)

* Attempt at optimizing rules

* docstrings

* Python 3.8

* Lasers optimisation

* Simplify conversion code and make it even faster

* mypy

* ruff

* Neat

* Add redirect to the other two modes

* Update WitnessLogic.txt

* Update WitnessLogicExpert.txt

* Update WitnessLogicVanilla.txt

* Use NamedTuple

* Ruff

* mypy thing

* Mypy stuff

* Move Redirect Event to Desert Region so it has a better name
This commit is contained in:
NewSoupVi
2024-08-28 18:31:49 +02:00
committed by GitHub
parent 0fb69dce33
commit 906b23088c
11 changed files with 139 additions and 85 deletions

View File

@@ -2,7 +2,8 @@
Defines the rules by which locations can be accessed,
depending on the items received
"""
from typing import TYPE_CHECKING
from collections import Counter
from typing import TYPE_CHECKING, Dict, List, NamedTuple, Optional, Union
from BaseClasses import CollectionState
@@ -15,50 +16,22 @@ from .player_logic import WitnessPlayerLogic
if TYPE_CHECKING:
from . import WitnessWorld
laser_hexes = [
"0x028A4",
"0x00274",
"0x032F9",
"0x01539",
"0x181B3",
"0x0C2B2",
"0x00509",
"0x00BF6",
"0x014BB",
"0x012FB",
"0x17C65",
]
class SimpleItemRepresentation(NamedTuple):
item_name: str
item_count: int
def _can_do_panel_hunt(world: "WitnessWorld") -> CollectionRule:
def _can_do_panel_hunt(world: "WitnessWorld") -> SimpleItemRepresentation:
required = world.panel_hunt_required_count
player = world.player
return lambda state: state.has("+1 Panel Hunt", player, required)
def _has_laser(laser_hex: str, world: "WitnessWorld", redirect_required: bool) -> CollectionRule:
player = world.player
laser_name = static_witness_logic.ENTITIES_BY_HEX[laser_hex]["checkName"]
# Workaround for intentional naming inconsistency
if laser_name == "Symmetry Island Laser":
laser_name = "Symmetry Laser"
if laser_hex == "0x012FB" and redirect_required:
return lambda state: state.has_all([f"+1 Laser ({laser_name})", "Desert Laser Redirection"], player)
return lambda state: state.has(f"+1 Laser ({laser_name})", player)
return SimpleItemRepresentation("+1 Panel Hunt", required)
def _has_lasers(amount: int, world: "WitnessWorld", redirect_required: bool) -> CollectionRule:
laser_lambdas = []
if redirect_required:
return lambda state: state.has_from_list(["+1 Laser", "+1 Laser (Redirected)"], world.player, amount)
for laser_hex in laser_hexes:
has_laser_lambda = _has_laser(laser_hex, world, redirect_required)
laser_lambdas.append(has_laser_lambda)
return lambda state: sum(laser_lambda(state) for laser_lambda in laser_lambdas) >= amount
return lambda state: state.has_from_list(["+1 Laser", "+1 Laser (Unredirected)"], world.player, amount)
def _can_do_expert_pp2(state: CollectionState, world: "WitnessWorld") -> bool:
@@ -196,7 +169,13 @@ def _can_do_theater_to_tunnels(state: CollectionState, world: "WitnessWorld") ->
)
def _has_item(item: str, world: "WitnessWorld", player: int, player_logic: WitnessPlayerLogic) -> CollectionRule:
def _has_item(item: str, world: "WitnessWorld",
player_logic: WitnessPlayerLogic) -> Union[CollectionRule, SimpleItemRepresentation]:
"""
Convert a single element of a WitnessRule into a CollectionRule, unless it is referring to an item,
in which case we return it as an item-count pair ("SimpleItemRepresentation"). This allows some optimisation later.
"""
assert item not in static_witness_logic.ENTITIES_BY_HEX, "Requirements can no longer contain entity hexes directly."
if item in player_logic.REFERENCE_LOGIC.ALL_REGIONS_BY_NAME:
@@ -223,27 +202,90 @@ def _has_item(item: str, world: "WitnessWorld", player: int, player_logic: Witne
return lambda state: _can_do_theater_to_tunnels(state, world)
prog_item = static_witness_logic.get_parent_progressive_item(item)
return lambda state: state.has(prog_item, player, player_logic.MULTI_AMOUNTS[item])
needed_amount = player_logic.MULTI_AMOUNTS[item]
simple_rule: SimpleItemRepresentation = SimpleItemRepresentation(prog_item, needed_amount)
return simple_rule
def _meets_item_requirements(requirements: WitnessRule, world: "WitnessWorld") -> CollectionRule:
def optimize_requirement_option(requirement_option: List[Union[CollectionRule, SimpleItemRepresentation]])\
-> List[Union[CollectionRule, SimpleItemRepresentation]]:
"""
Checks whether item and panel requirements are met for
a panel
This optimises out a requirement like [("Progressive Dots": 1), ("Progressive Dots": 2)] to only the "2" version.
"""
lambda_conversion = [
[_has_item(item, world, world.player, world.player_logic) for item in subset]
direct_items = [rule for rule in requirement_option if isinstance(rule, tuple)]
if not direct_items:
return requirement_option
max_per_item: Dict[str, int] = Counter()
for item_rule in direct_items:
max_per_item[item_rule[0]] = max(max_per_item[item_rule[0]], item_rule[1])
return [
rule for rule in requirement_option
if not (isinstance(rule, tuple) and rule[1] < max_per_item[rule[0]])
]
def convert_requirement_option(requirement: List[Union[CollectionRule, SimpleItemRepresentation]],
player: int) -> List[CollectionRule]:
"""
Converts a list of CollectionRules and SimpleItemRepresentations to just a list of CollectionRules.
If the list is ONLY SimpleItemRepresentations, we can just return a CollectionRule based on state.has_all_counts()
"""
converted_sublist = []
for rule in requirement:
if not isinstance(rule, tuple):
converted_sublist.append(rule)
continue
collection_rules = [rule for rule in requirement if not isinstance(rule, SimpleItemRepresentation)]
item_rules = [rule for rule in requirement if isinstance(rule, SimpleItemRepresentation)]
if len(item_rules) == 0:
item_rules_converted = []
elif len(item_rules) == 1:
item = item_rules[0][0]
count = item_rules[0][1]
item_rules_converted = [lambda state: state.has(item, player, count)]
else:
item_counts = {item_rule.item_name: item_rule.item_count for item_rule in item_rules}
item_rules_converted = [lambda state: state.has_all_counts(item_counts, player)]
return collection_rules + item_rules_converted
def _meets_item_requirements(requirements: WitnessRule, world: "WitnessWorld") -> Optional[CollectionRule]:
"""
Converts a WitnessRule into a CollectionRule.
"""
player = world.player
if requirements == frozenset({frozenset()}):
return None
rule_conversion = [
[_has_item(item, world, world.player_logic) for item in subset]
for subset in requirements
]
optimized_rule_conversion = [optimize_requirement_option(sublist) for sublist in rule_conversion]
fully_converted_rules = [convert_requirement_option(sublist, player) for sublist in optimized_rule_conversion]
if len(fully_converted_rules) == 1:
if len(fully_converted_rules[0]) == 1:
return fully_converted_rules[0][0]
return lambda state: all(condition(state) for condition in fully_converted_rules[0])
return lambda state: any(
all(condition(state) for condition in sub_requirement)
for sub_requirement in lambda_conversion
for sub_requirement in fully_converted_rules
)
def make_lambda(entity_hex: str, world: "WitnessWorld") -> CollectionRule:
def make_lambda(entity_hex: str, world: "WitnessWorld") -> Optional[CollectionRule]:
"""
Lambdas are created in a for loop so values need to be captured
"""
@@ -268,6 +310,8 @@ def set_rules(world: "WitnessWorld") -> None:
entity_hex = associated_entity["entity_hex"]
rule = make_lambda(entity_hex, world)
if rule is None:
continue
location = world.get_location(location)