295 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			295 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
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import random, copy
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from ..utils import log
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from ..graph.graph_utils import GraphUtils, vanillaTransitions, vanillaBossesTransitions, escapeSource, escapeTargets, graphAreas, getAccessPoint
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from ..logic.logic import Logic
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from ..graph.graph import AccessGraphRando as AccessGraph
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from ..logic.smbool import SMBool
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from ..utils.objectives import Objectives
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from ..rando.ItemLocContainer import getItemLocStr
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from collections import defaultdict
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# creates graph and handles randomized escape
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class GraphBuilder(object):
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    def __init__(self, graphSettings):
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        self.graphSettings = graphSettings
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        self.areaRando = graphSettings.areaRando
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        self.bossRando = graphSettings.bossRando
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        self.escapeRando = graphSettings.escapeRando
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        self.minimizerN = graphSettings.minimizerN
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        self.log = log.get('GraphBuilder')
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    # builds everything but escape transitions
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    def createGraph(self, maxDiff):
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        transitions = self.graphSettings.plandoRandoTransitions
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        if transitions is None:
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            transitions = []
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            if self.minimizerN is not None:
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                forcedAreas = set()
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                # if no Crateria and auto escape trigger, we connect door connected to G4 to climb instead (see below).
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                # This wouldn't work here, as Tourian is isolated in the resulting seed (see below again)
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                # (well we could do two different transitions on both sides of doors, but that would just be confusing)
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                # so we force crateria to be in the graph
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                if self.graphSettings.startAP == "Golden Four" and self.graphSettings.tourian == "Disabled":
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                    forcedAreas.add('Crateria')
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                # force areas required by objectives
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                # 1st the 'clear area' ones
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                forcedAreas = forcedAreas.union({goal.area for goal in Objectives.objDict[self.graphSettings.player].activeGoals if goal.area is not None})
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                # for the rest, base ourselves on escapeAccessPoints :
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                # - if only "1 of n" pick an area, preferably one already forced
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                # - filter out G4 AP (always there)
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                for goal in Objectives.objDict[self.graphSettings.player].activeGoals:
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                    if goal.area is None:
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                        n, apNames = goal.escapeAccessPoints
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                        aps = [getAccessPoint(apName) for apName in apNames]
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                        if len(aps) >= n:
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                            n -= len([ap for ap in aps if ap.Boss])
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                            escAreas = {ap.GraphArea for ap in aps if not ap.Boss}
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                            objForced = forcedAreas.intersection(escAreas)
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                            escAreasList = sorted(list(escAreas))
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                            while len(objForced) < n and len(escAreasList) > 0:
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                                objForced.add(escAreasList.pop(random.randint(0, len(escAreasList)-1)))
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                            forcedAreas = forcedAreas.union(objForced)
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                transitions = GraphUtils.createMinimizerTransitions(self.graphSettings.startAP, self.minimizerN, sorted(list(forcedAreas)))
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            else:
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                if not self.bossRando:
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                    transitions += vanillaBossesTransitions
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                else:
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                    transitions += GraphUtils.createBossesTransitions()
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                if not self.areaRando:
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                    transitions += vanillaTransitions
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                else:
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                    transitions += GraphUtils.createAreaTransitions(self.graphSettings.lightAreaRando)
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        ret = AccessGraph(Logic.accessPoints, transitions, self.graphSettings.dotFile)
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        Objectives.objDict[self.graphSettings.player].setGraph(ret, maxDiff)
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        return ret
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    def addForeignItems(self, container, itemLocs):
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        itemPoolCounts = {}
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        for item in container.itemPool:
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            if item.Code is not None:
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                itemPoolCounts[item.Type] = itemPoolCounts.get(item.Type, 0) + 1
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        itemLocsCounts = {}
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        for il in itemLocs:
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            if il.Item.Code is not None and il.player == container.sm.player:
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                itemLocsCounts[il.Item.Type] = itemLocsCounts.get(il.Item.Type, 0) + 1
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        for item, count in itemPoolCounts.items():
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            for n in range(max(0, count - itemLocsCounts.get(item, 0))):
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                container.sm.addItem(item)
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    # fills in escape transitions if escape rando is enabled
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    # escapeTrigger = None or (itemLocs, progItemlocs) couple from filler
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    def escapeGraph(self, container, graph, maxDiff, escapeTrigger):
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        if not self.escapeRando:
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            return True
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        emptyContainer = copy.copy(container)
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        emptyContainer.resetCollected(reassignItemLocs=True)
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        dst = None
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        if escapeTrigger is None:
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            possibleTargets, dst, path = self.getPossibleEscapeTargets(emptyContainer, graph, maxDiff)
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            # update graph with escape transition
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            graph.addTransition(escapeSource, dst)
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            paths = [path]
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        else:
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            self.addForeignItems(emptyContainer, escapeTrigger[0])
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            possibleTargets, paths = self.escapeTrigger(emptyContainer, graph, maxDiff, escapeTrigger)
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            if paths is None:
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                return False
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        # get timer value
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        self.escapeTimer(graph, paths, self.areaRando or escapeTrigger is not None)
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        self.log.debug("escapeGraph: ({}, {}) timer: {}".format(escapeSource, dst, graph.EscapeAttributes['Timer']))
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        # animals
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        GraphUtils.escapeAnimalsTransitions(graph, possibleTargets, dst)
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        return True
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    def _getTargets(self, sm, graph, maxDiff):
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        possibleTargets = [target for target in escapeTargets if graph.accessPath(sm, target, 'Landing Site', maxDiff) is not None]
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        self.log.debug('_getTargets. targets='+str(possibleTargets))
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        # failsafe
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        if len(possibleTargets) == 0:
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            self.log.debug("Can't randomize escape, fallback to vanilla")
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            possibleTargets.append('Climb Bottom Left')
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        random.shuffle(possibleTargets)
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        return possibleTargets
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    def getPossibleEscapeTargets(self, emptyContainer, graph, maxDiff):
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        sm = emptyContainer.sm
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        # setup smbm with item pool:
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        # - Ice not usable because of hyper beam
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        # - remove energy to avoid hell runs
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        # - (will add bosses as well)
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        sm.addItems([item.Type for item in emptyContainer.itemPool if item.Type != 'Ice' and item.Category != 'Energy'])
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        sm.addItem('Hyper')
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        possibleTargets = self._getTargets(sm, graph, maxDiff)
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        # pick one
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        dst = possibleTargets.pop()
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        path = graph.accessPath(sm, dst, 'Landing Site', maxDiff)
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        return (possibleTargets, dst, path)
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    def escapeTrigger(self, emptyContainer, graph, maxDiff, escapeTrigger):
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        container = emptyContainer
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        sm = container.sm
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        allItemLocs,progItemLocs,split = escapeTrigger[0],escapeTrigger[1],escapeTrigger[2]
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        # check if crateria is connected, if not replace Tourian
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        # connection with Climb and add special escape patch to Climb
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        if not any(il.Location.GraphArea == "Crateria" for il in allItemLocs):
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            escapeAttr = graph.EscapeAttributes
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            if "patches" not in escapeAttr:
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                escapeAttr['patches'] = []
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            escapeAttr['patches'] += ['climb_disable_bomb_blocks.ips', "Climb_Asleep"]
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            src, _ = next(t for t in graph.InterAreaTransitions if t[1].Name == "Golden Four")
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            graph.removeTransitions("Golden Four")
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            graph.addTransition(src.Name, "Climb Bottom Left")
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            # disconnect the other side of G4
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            graph.addTransition("Golden Four", "Golden Four")
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        # remove vanilla escape transition
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        graph.addTransition('Tourian Escape Room 4 Top Right', 'Tourian Escape Room 4 Top Right')
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        # filter garbage itemLocs
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        ilCheck = lambda il: not il.Location.isBoss() and not il.Location.restricted and il.Item.Category != "Nothing"
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        # update item% objectives
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        accessibleItems = [il.Item for il in allItemLocs if ilCheck(il)]
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        majorUpgrades = [item.Type for item in accessibleItems if item.BeamBits != 0 or item.ItemBits != 0]
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        if split == "Scavenger":
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            # update escape access for scav with last scav loc
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            lastScavItemLoc = progItemLocs[-1]
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            sm.objectives.updateScavengerEscapeAccess(lastScavItemLoc.Location.accessPoint)
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            sm.objectives.setScavengerHuntFunc(lambda sm, ap: sm.haveItem(lastScavItemLoc.Item.Type))
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        else:
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            # update "collect all items in areas" funcs
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            availLocsByArea=defaultdict(list)
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            for itemLoc in allItemLocs:
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                if ilCheck(itemLoc) and (split.startswith("Full") or itemLoc.Location.isClass(split)):
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                    availLocsByArea[itemLoc.Location.GraphArea].append(itemLoc.Location.Name)
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            self.log.debug("escapeTrigger. availLocsByArea="+str(availLocsByArea))
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            sm.objectives.setItemPercentFuncs(len(accessibleItems), majorUpgrades, container)
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            sm.objectives.setAreaFuncs({area:lambda sm,ap:SMBool(len(container.getLocs(lambda loc: loc.Name in availLocsByArea[area]))==0) for area in availLocsByArea})
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        self.log.debug("escapeTrigger. collect locs until G4 access")
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        # collect all item/locations up until we can pass G4 (the escape triggers)
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        itemLocs = allItemLocs[:]
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        ap = "Landing Site" # dummy value it'll be overwritten at first collection
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        while len(itemLocs) > 0 and not (sm.canPassG4() and graph.canAccess(sm, ap, "Landing Site", maxDiff)):
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            il = itemLocs.pop(0)
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            # can happen with item links replacement items that its not in the container's itemPool
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            if il.Location.restricted or il.Item.Type == "ArchipelagoItem" or il.Item not in container.itemPool:
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                continue
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            self.log.debug("collecting " + getItemLocStr(il))
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            container.collect(il)
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            ap = il.Location.accessPoint
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        # final update of item% obj
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        collectedLocsAccessPoints = {il.Location.accessPoint for il in container.itemLocations}
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        sm.objectives.updateItemPercentEscapeAccess(list(collectedLocsAccessPoints))
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        possibleTargets = self._getTargets(sm, graph, maxDiff)
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        # try to escape from all the possible objectives APs
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        possiblePaths = []
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        for goal in Objectives.objDict[self.graphSettings.player].activeGoals:
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            n, possibleAccessPoints = goal.escapeAccessPoints
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            count = 0
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            for ap in possibleAccessPoints:
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                self.log.debug("escapeTrigger. testing AP " + ap)
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                path = graph.accessPath(sm, ap, 'Landing Site', maxDiff)
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                if path is not None:
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                    self.log.debug("escapeTrigger. add path from "+ap)
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                    possiblePaths.append(path)
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                    count += 1
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            if count < n:
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                # there is a goal we cannot escape from
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                self.log.debug("escapeTrigger. goal %s: found %d/%d possible escapes, abort" % (goal.name, count, n))
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                return (None, None)
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        # try and get a path from all possible areas
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        self.log.debug("escapeTrigger. completing paths")
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        allAreas = {il.Location.GraphArea for il in allItemLocs if not il.Location.restricted and not il.Location.GraphArea in ["Tourian", "Ceres"]}
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        def getStartArea(path):
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            return path[0].GraphArea
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        def apCheck(ap):
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            nonlocal graph, possiblePaths
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            apObj = graph.accessPoints[ap]
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            return apObj.GraphArea not in [getStartArea(path) for path in possiblePaths]
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        escapeAPs = [ap for ap in collectedLocsAccessPoints if apCheck(ap)]
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        for ap in escapeAPs:
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            path = graph.accessPath(sm, ap, 'Landing Site', maxDiff)
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            if path is not None:
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                self.log.debug("escapeTrigger. add path from "+ap)
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                possiblePaths.append(path)
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        def areaPathCheck():
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            nonlocal allAreas, possiblePaths
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            startAreas = {getStartArea(path) for path in possiblePaths}
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            return len(allAreas - startAreas) == 0
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        while not areaPathCheck() and len(itemLocs) > 0:
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            il = itemLocs.pop(0)
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            if il.Location.restricted or il.Item.Type == "ArchipelagoItem":
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                continue
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            self.log.debug("collecting " + getItemLocStr(il))
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            container.collect(il)
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            ap = il.Location.accessPoint
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            if apCheck(ap):
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                path = graph.accessPath(sm, ap, 'Landing Site', maxDiff)
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                if path is not None:
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                    self.log.debug("escapeTrigger. add path from "+ap)
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                    possiblePaths.append(path)
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        return (possibleTargets, possiblePaths)
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    def _computeTimer(self, graph, path):
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        traversedAreas = list(set([ap.GraphArea for ap in path]))
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        self.log.debug("escapeTimer path: " + str([ap.Name for ap in path]))
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        self.log.debug("escapeTimer traversedAreas: " + str(traversedAreas))
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        # rough estimates of navigation within areas to reach "borders"
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        # (can obviously be completely off wrt to actual path, but on the generous side)
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        traversals = {
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            'Crateria':90,
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            'GreenPinkBrinstar':90,
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            'WreckedShip':120,
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            'LowerNorfair':135,
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            'WestMaridia':75,
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            'EastMaridia':100,
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            'RedBrinstar':75,
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            'Norfair': 120,
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            'Kraid': 40,
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            'Crocomire': 40,
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            # can't be on the path
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            'Tourian': 0,
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        }
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        t = 90 if self.areaRando else 0
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        for area in traversedAreas:
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            t += traversals[area]
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        t = max(t, 180)
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        return t
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    # path: as returned by AccessGraph.accessPath
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    def escapeTimer(self, graph, paths, compute):
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        if len(paths) == 1:
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            path = paths.pop()
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            if compute == True:
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                if path[0].Name == 'Climb Bottom Left':
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                    graph.EscapeAttributes['Timer'] = None
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                    return
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                t = self._computeTimer(graph, path)
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            else:
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                escapeTargetsTimer = {
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                    'Climb Bottom Left': None, # vanilla
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                    'Green Brinstar Main Shaft Top Left': 210, # brinstar
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                    'Basement Left': 210, # wrecked ship
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                    'Business Center Mid Left': 270, # norfair
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                    'Crab Hole Bottom Right': 270 # maridia
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                }
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                t = escapeTargetsTimer[path[0].Name]
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            self.log.debug("escapeTimer. t="+str(t))
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            graph.EscapeAttributes['Timer'] = t
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        else:
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            assert compute
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            graph.EscapeAttributes['Timer'] = 0
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            timerValues = {}
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            graph.EscapeAttributes['TimerTable'] = timerValues
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            for path in paths:
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                area = path[0].GraphArea
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                prev = timerValues.get(area, 0)
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                t = max(prev, self._computeTimer(graph, path))
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                timerValues[area] = t
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                self.log.debug("escapeTimer. area=%s, t=%d" % (area, t))
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            for area in graphAreas[1:-1]:  # no Ceres or Tourian
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                if area not in timerValues:
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                    # area not in graph most probably, still write a 10 minute "ultra failsafe" value
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                    timerValues[area] = 600
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