196 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			196 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import collections
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import logging
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import typing
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from BaseClasses import LocationProgressType, MultiWorld, Location, Region, Entrance
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if typing.TYPE_CHECKING:
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    import BaseClasses
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    CollectionRule = typing.Callable[[BaseClasses.CollectionState], bool]
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    ItemRule = typing.Callable[[BaseClasses.Item], bool]
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else:
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    CollectionRule = typing.Callable[[object], bool]
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    ItemRule = typing.Callable[[object], bool]
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def locality_needed(world: MultiWorld) -> bool:
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    for player in world.player_ids:
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        if world.local_items[player].value:
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            return True
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        if world.non_local_items[player].value:
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            return True
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    # Group
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    for group_id, group in world.groups.items():
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        if set(world.player_ids) == set(group["players"]):
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            continue
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        if group["local_items"]:
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            return True
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        if group["non_local_items"]:
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            return True
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def locality_rules(world: MultiWorld):
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    if locality_needed(world):
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        forbid_data: typing.Dict[int, typing.Dict[int, typing.Set[str]]] = \
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            collections.defaultdict(lambda: collections.defaultdict(set))
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        def forbid(sender: int, receiver: int, items: typing.Set[str]):
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            forbid_data[sender][receiver].update(items)
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        for receiving_player in world.player_ids:
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            local_items: typing.Set[str] = world.worlds[receiving_player].options.local_items.value
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            if local_items:
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                for sending_player in world.player_ids:
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                    if receiving_player != sending_player:
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                        forbid(sending_player, receiving_player, local_items)
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            non_local_items: typing.Set[str] = world.worlds[receiving_player].options.non_local_items.value
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            if non_local_items:
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                forbid(receiving_player, receiving_player, non_local_items)
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        # Group
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        for receiving_group_id, receiving_group in world.groups.items():
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            if set(world.player_ids) == set(receiving_group["players"]):
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                continue
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            if receiving_group["local_items"]:
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                for sending_player in world.player_ids:
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                    if sending_player not in receiving_group["players"]:
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                        forbid(sending_player, receiving_group_id, receiving_group["local_items"])
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            if receiving_group["non_local_items"]:
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                for sending_player in world.player_ids:
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                    if sending_player in receiving_group["players"]:
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                        forbid(sending_player, receiving_group_id, receiving_group["non_local_items"])
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        # create fewer lambda's to save memory and cache misses
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        func_cache = {}
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        for location in world.get_locations():
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            if (location.player, location.item_rule) in func_cache:
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                location.item_rule = func_cache[location.player, location.item_rule]
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            # empty rule that just returns True, overwrite
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            elif location.item_rule is location.__class__.item_rule:
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                func_cache[location.player, location.item_rule] = location.item_rule = \
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                    lambda i, sending_blockers = forbid_data[location.player], \
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                                            old_rule = location.item_rule: \
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                    i.name not in sending_blockers[i.player]
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            # special rule, needs to also be fulfilled.
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            else:
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                func_cache[location.player, location.item_rule] = location.item_rule = \
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                    lambda i, sending_blockers = forbid_data[location.player], \
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                                            old_rule = location.item_rule: \
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                    i.name not in sending_blockers[i.player] and old_rule(i)
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def exclusion_rules(multiworld: MultiWorld, player: int, exclude_locations: typing.Set[str]) -> None:
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    for loc_name in exclude_locations:
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        try:
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            location = multiworld.get_location(loc_name, player)
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        except KeyError as e:  # failed to find the given location. Check if it's a legitimate location
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            if loc_name not in multiworld.worlds[player].location_name_to_id:
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                raise Exception(f"Unable to exclude location {loc_name} in player {player}'s world.") from e
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        else:
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            if not location.advancement:
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                location.progress_type = LocationProgressType.EXCLUDED
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            else:
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                logging.warning(f"Unable to exclude location {loc_name} in player {player}'s world.")
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def set_rule(spot: typing.Union["BaseClasses.Location", "BaseClasses.Entrance"], rule: CollectionRule):
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    spot.access_rule = rule
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def add_rule(spot: typing.Union["BaseClasses.Location", "BaseClasses.Entrance"], rule: CollectionRule, combine="and"):
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    old_rule = spot.access_rule
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    # empty rule, replace instead of add
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    if old_rule is spot.__class__.access_rule:
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        spot.access_rule = rule if combine == "and" else old_rule
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    else:
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        if combine == "and":
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            spot.access_rule = lambda state: rule(state) and old_rule(state)
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        else:
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            spot.access_rule = lambda state: rule(state) or old_rule(state)
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def forbid_item(location: "BaseClasses.Location", item: str, player: int):
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    old_rule = location.item_rule
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    # empty rule
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    if old_rule is location.__class__.item_rule:
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        location.item_rule = lambda i: i.name != item or i.player != player
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    else:
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        location.item_rule = lambda i: (i.name != item or i.player != player) and old_rule(i)
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def forbid_items_for_player(location: "BaseClasses.Location", items: typing.Set[str], player: int):
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    old_rule = location.item_rule
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    location.item_rule = lambda i: (i.player != player or i.name not in items) and old_rule(i)
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def forbid_items(location: "BaseClasses.Location", items: typing.Set[str]):
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    """unused, but kept as a debugging tool."""
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    old_rule = location.item_rule
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    location.item_rule = lambda i: i.name not in items and old_rule(i)
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def add_item_rule(location: "BaseClasses.Location", rule: ItemRule, combine: str = "and"):
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    old_rule = location.item_rule
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    # empty rule, replace instead of add
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    if old_rule is location.__class__.item_rule:
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        location.item_rule = rule if combine == "and" else old_rule
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    else:
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        if combine == "and":
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            location.item_rule = lambda item: rule(item) and old_rule(item)
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        else:
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            location.item_rule = lambda item: rule(item) or old_rule(item)
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def item_name_in_location_names(state: "BaseClasses.CollectionState", item: str, player: int,
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                                location_name_player_pairs: typing.Sequence[typing.Tuple[str, int]]) -> bool:
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    for location in location_name_player_pairs:
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        if location_item_name(state, location[0], location[1]) == (item, player):
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            return True
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    return False
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def item_name_in_locations(item: str, player: int,
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                           locations: typing.Sequence["BaseClasses.Location"]) -> bool:
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    for location in locations:
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        if location.item and location.item.name == item and location.item.player == player:
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            return True
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    return False
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def location_item_name(state: "BaseClasses.CollectionState", location: str, player: int) -> \
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        typing.Optional[typing.Tuple[str, int]]:
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    location = state.multiworld.get_location(location, player)
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    if location.item is None:
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        return None
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    return location.item.name, location.item.player
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def allow_self_locking_items(spot: typing.Union[Location, Region], *item_names: str) -> None:
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    """
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    This function sets rules on the supplied spot, such that the supplied item_name(s) can possibly be placed there.
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    spot: Location or Region that the item(s) are allowed to be placed in
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    item_names: item name or names that are allowed to be placed in the Location or Region
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    """
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    player = spot.player
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    def add_allowed_rules(area: typing.Union[Location, Entrance], location: Location) -> None:
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        def set_always_allow(location: Location, rule: typing.Callable) -> None:
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            location.always_allow = rule
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        for item_name in item_names:
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            add_rule(area, lambda state, item_name=item_name:
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                     location_item_name(state, location.name, player) == (item_name, player), "or")
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        set_always_allow(location, lambda state, item:
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                         item.player == player and item.name in [item_name for item_name in item_names])
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    if isinstance(spot, Region):
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        for entrance in spot.entrances:
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            for location in spot.locations:
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                add_allowed_rules(entrance, location)
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    else:
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        add_allowed_rules(spot, spot)
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