865 lines
		
	
	
		
			43 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			865 lines
		
	
	
		
			43 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from typing import Dict, List, Set, Tuple, TYPE_CHECKING
 | |
| from BaseClasses import Region, ItemClassification, Item, Location
 | |
| from .locations import all_locations
 | |
| from .er_data import (Portal, portal_mapping, traversal_requirements, DeadEnd, Direction, RegionInfo,
 | |
|                       get_portal_outlet_region)
 | |
| from .er_rules import set_er_region_rules
 | |
| from .breakables import create_breakable_exclusive_regions, set_breakable_location_rules
 | |
| from Options import PlandoConnection
 | |
| from .options import EntranceRando, EntranceLayout
 | |
| from random import Random
 | |
| from copy import deepcopy
 | |
| 
 | |
| if TYPE_CHECKING:
 | |
|     from . import TunicWorld
 | |
| 
 | |
| 
 | |
| class TunicERItem(Item):
 | |
|     game: str = "TUNIC"
 | |
| 
 | |
| 
 | |
| class TunicERLocation(Location):
 | |
|     game: str = "TUNIC"
 | |
| 
 | |
| 
 | |
| def create_er_regions(world: "TunicWorld") -> Dict[Portal, Portal]:
 | |
|     regions: Dict[str, Region] = {}
 | |
|     world.used_shop_numbers = set()
 | |
| 
 | |
|     for region_name, region_data in world.er_regions.items():
 | |
|         if world.options.entrance_rando and region_name == "Zig Skip Exit":
 | |
|             # need to check if there's a seed group for this first
 | |
|             if world.options.entrance_rando.value not in EntranceRando.options.values():
 | |
|                 if world.seed_groups[world.options.entrance_rando.value]["entrance_layout"] != EntranceLayout.option_fixed_shop:
 | |
|                     continue
 | |
|             elif world.options.entrance_layout != EntranceLayout.option_fixed_shop:
 | |
|                 continue
 | |
|         if not world.options.entrance_rando and region_name in ("Zig Skip Exit", "Purgatory"):
 | |
|             continue
 | |
|         region = Region(region_name, world.player, world.multiworld)
 | |
|         regions[region_name] = region
 | |
|         world.multiworld.regions.append(region)
 | |
| 
 | |
|     if world.options.breakable_shuffle:
 | |
|         breakable_regions = create_breakable_exclusive_regions(world)
 | |
|         regions.update({region.name: region for region in breakable_regions})
 | |
| 
 | |
|     if world.options.entrance_rando:
 | |
|         portal_pairs = pair_portals(world, regions)
 | |
| 
 | |
|         # output the entrances to the spoiler log here for convenience
 | |
|         sorted_portal_pairs = sort_portals(portal_pairs, world)
 | |
|         if not world.options.decoupled:
 | |
|             for portal1, portal2 in sorted_portal_pairs.items():
 | |
|                 world.multiworld.spoiler.set_entrance(portal1, portal2, "both", world.player)
 | |
|         else:
 | |
|             for portal1, portal2 in sorted_portal_pairs.items():
 | |
|                 world.multiworld.spoiler.set_entrance(portal1, portal2, "entrance", world.player)
 | |
| 
 | |
|     else:
 | |
|         portal_pairs = vanilla_portals(world, regions)
 | |
| 
 | |
|     create_randomized_entrances(world, portal_pairs, regions)
 | |
| 
 | |
|     set_er_region_rules(world, regions, portal_pairs)
 | |
| 
 | |
|     for location_name, location_id in world.player_location_table.items():
 | |
|         region = regions[all_locations[location_name].er_region]
 | |
|         location = TunicERLocation(world.player, location_name, location_id, region)
 | |
|         region.locations.append(location)
 | |
| 
 | |
|     if world.options.breakable_shuffle:
 | |
|         set_breakable_location_rules(world)
 | |
| 
 | |
|     place_event_items(world, regions)
 | |
| 
 | |
|     victory_region = regions["Spirit Arena Victory"]
 | |
|     victory_location = TunicERLocation(world.player, "The Heir", None, victory_region)
 | |
|     victory_location.place_locked_item(TunicERItem("Victory", ItemClassification.progression, None, world.player))
 | |
|     world.multiworld.completion_condition[world.player] = lambda state: state.has("Victory", world.player)
 | |
|     victory_region.locations.append(victory_location)
 | |
| 
 | |
|     return portal_pairs
 | |
| 
 | |
| 
 | |
| # keys are event names, values are event regions
 | |
| tunic_events: Dict[str, str] = {
 | |
|     "Eastern Bell": "Forest Belltower Upper",
 | |
|     "Western Bell": "Overworld Belltower at Bell",
 | |
|     "Furnace Fuse": "Furnace Fuse",
 | |
|     "South and West Fortress Exterior Fuses": "Fortress Exterior from Overworld",
 | |
|     "Upper and Central Fortress Exterior Fuses": "Fortress Courtyard Upper",
 | |
|     "Beneath the Vault Fuse": "Beneath the Vault Back",
 | |
|     "Eastern Vault West Fuses": "Eastern Vault Fortress",
 | |
|     "Eastern Vault East Fuse": "Eastern Vault Fortress",
 | |
|     "Quarry Connector Fuse": "Quarry Connector",
 | |
|     "Quarry Fuse": "Quarry Entry",
 | |
|     "Ziggurat Fuse": "Rooted Ziggurat Lower Back",
 | |
|     "West Garden Fuse": "West Garden South Checkpoint",
 | |
|     "Library Fuse": "Library Lab",
 | |
|     "Place Questagons": "Sealed Temple",
 | |
| }
 | |
| 
 | |
| 
 | |
| def place_event_items(world: "TunicWorld", regions: Dict[str, Region]) -> None:
 | |
|     for event_name, region_name in tunic_events.items():
 | |
|         region = regions[region_name]
 | |
|         location = TunicERLocation(world.player, event_name, None, region)
 | |
|         if event_name == "Place Questagons":
 | |
|             if world.options.hexagon_quest:
 | |
|                 continue
 | |
|             location.place_locked_item(
 | |
|                 TunicERItem("Unseal the Heir", ItemClassification.progression, None, world.player))
 | |
|         elif event_name.endswith("Bell"):
 | |
|             location.place_locked_item(
 | |
|                 TunicERItem("Ring " + event_name, ItemClassification.progression, None, world.player))
 | |
|         else:
 | |
|             location.place_locked_item(
 | |
|                 TunicERItem("Activate " + event_name, ItemClassification.progression, None, world.player))
 | |
|         region.locations.append(location)
 | |
| 
 | |
| 
 | |
| # keeping track of which shop numbers have been used already to avoid duplicates
 | |
| # due to plando, shops can be added out of order, so a set is the best way to make this work smoothly
 | |
| def get_shop_num(world: "TunicWorld") -> int:
 | |
|     portal_num = -1
 | |
|     for i in range(500):
 | |
|         if i + 1 not in world.used_shop_numbers:
 | |
|             portal_num = i + 1
 | |
|             world.used_shop_numbers.add(portal_num)
 | |
|             break
 | |
|     if portal_num == -1:
 | |
|         raise Exception(f"TUNIC: {world.player_name} has plando'd too many shops.")
 | |
|     return portal_num
 | |
| 
 | |
| 
 | |
| # all shops are the same shop. however, you cannot get to all shops from the same shop entrance.
 | |
| # so, we need a bunch of shop regions that connect to the actual shop, but the actual shop cannot connect back
 | |
| def create_shop_region(world: "TunicWorld", regions: Dict[str, Region], portal_num) -> None:
 | |
|     new_shop_name = f"Shop {portal_num}"
 | |
|     world.er_regions[new_shop_name] = RegionInfo("Shop", dead_end=DeadEnd.all_cats)
 | |
|     new_shop_region = Region(new_shop_name, world.player, world.multiworld)
 | |
|     new_shop_region.connect(regions["Shop"])
 | |
|     regions[new_shop_name] = new_shop_region
 | |
| 
 | |
| 
 | |
| # for non-ER that uses the ER rules, we create a vanilla set of portal pairs
 | |
| def vanilla_portals(world: "TunicWorld", regions: Dict[str, Region]) -> Dict[Portal, Portal]:
 | |
|     portal_pairs: Dict[Portal, Portal] = {}
 | |
|     # we don't want the zig skip exit for vanilla portals, since it shouldn't be considered for logic here
 | |
|     portal_map = [portal for portal in portal_mapping if portal.name not in
 | |
|                   ["Ziggurat Lower Falling Entrance", "Purgatory Bottom Exit", "Purgatory Top Exit"]]
 | |
| 
 | |
|     while portal_map:
 | |
|         portal1 = portal_map[0]
 | |
|         portal2 = None
 | |
|         # portal2 scene destination tag is portal1's destination scene tag
 | |
|         portal2_sdt = portal1.destination_scene()
 | |
| 
 | |
|         if portal2_sdt.startswith("Shop,"):
 | |
|             portal_num = get_shop_num(world)
 | |
|             portal2 = Portal(name=f"Shop Portal {portal_num}", region=f"Shop {portal_num}",
 | |
|                              destination=str(portal_num), tag="_", direction=Direction.none)
 | |
|             create_shop_region(world, regions, portal_num)
 | |
| 
 | |
|         for portal in portal_map:
 | |
|             if portal.scene_destination() == portal2_sdt:
 | |
|                 portal2 = portal
 | |
|                 break
 | |
| 
 | |
|         portal_pairs[portal1] = portal2
 | |
|         portal_map.remove(portal1)
 | |
|         if not portal2_sdt.startswith("Shop,"):
 | |
|             portal_map.remove(portal2)
 | |
| 
 | |
|     return portal_pairs
 | |
| 
 | |
| 
 | |
| # the really long function that gives us our portal pairs
 | |
| # before we start pairing, we separate the portals into dead ends and non-dead ends (two_plus)
 | |
| # then, we do a few other important tasks to accommodate options and seed gropus
 | |
| # first phase: pick a two_plus in a reachable region and non-reachable region and pair them
 | |
| # repeat this phase until all regions are reachable
 | |
| # second phase: randomly pair dead ends to random two_plus
 | |
| # third phase: randomly pair the remaining two_plus to each other
 | |
| def pair_portals(world: "TunicWorld", regions: Dict[str, Region]) -> Dict[Portal, Portal]:
 | |
|     portal_pairs: Dict[Portal, Portal] = {}
 | |
|     dead_ends: List[Portal] = []
 | |
|     two_plus: List[Portal] = []
 | |
|     player_name = world.player_name
 | |
|     portal_map = portal_mapping.copy()
 | |
|     laurels_zips = world.options.laurels_zips.value
 | |
|     ice_grappling = world.options.ice_grappling.value
 | |
|     ladder_storage = world.options.ladder_storage.value
 | |
|     entrance_layout = world.options.entrance_layout
 | |
|     laurels_location = world.options.laurels_location
 | |
|     decoupled = world.options.decoupled
 | |
|     traversal_reqs = deepcopy(traversal_requirements)
 | |
|     has_laurels = True
 | |
|     waterfall_plando = False
 | |
| 
 | |
|     # if it's not one of the EntranceRando options, it's a custom seed
 | |
|     if world.options.entrance_rando.value not in EntranceRando.options.values():
 | |
|         seed_group = world.seed_groups[world.options.entrance_rando.value]
 | |
|         laurels_zips = seed_group["laurels_zips"]
 | |
|         ice_grappling = seed_group["ice_grappling"]
 | |
|         ladder_storage = seed_group["ladder_storage"]
 | |
|         entrance_layout = seed_group["entrance_layout"]
 | |
|         laurels_location = "10_fairies" if seed_group["laurels_at_10_fairies"] is True else False
 | |
| 
 | |
|     logic_tricks: Tuple[bool, int, int] = (laurels_zips, ice_grappling, ladder_storage)
 | |
| 
 | |
|     # marking that you don't immediately have laurels
 | |
|     if laurels_location == "10_fairies" and not world.using_ut:
 | |
|         has_laurels = False
 | |
| 
 | |
|     # for the direction pairs option with decoupled off
 | |
|     # tracks how many portals are in each direction in each list
 | |
|     two_plus_direction_tracker: Dict[int, int] = {direction: 0 for direction in range(8)}
 | |
|     dead_end_direction_tracker: Dict[int, int] = {direction: 0 for direction in range(8)}
 | |
| 
 | |
|     # for ensuring we have enough entrances in directions left that we don't leave dead ends without any
 | |
|     def too_few_portals_for_direction_pairs(direction: int, offset: int) -> bool:
 | |
|         if two_plus_direction_tracker[direction] <= (dead_end_direction_tracker[direction_pairs[direction]] + offset):
 | |
|             return False
 | |
|         if two_plus_direction_tracker[direction_pairs[direction]] <= dead_end_direction_tracker[direction] + offset:
 | |
|             return False
 | |
|         return True
 | |
| 
 | |
|     # If using Universal Tracker, restore portal_map. Could be cleaner, but it does not matter for UT even a little bit
 | |
|     if world.using_ut:
 | |
|         portal_map = portal_mapping.copy()
 | |
| 
 | |
|     # create separate lists for dead ends and non-dead ends
 | |
|     for portal in portal_map:
 | |
|         dead_end_status = world.er_regions[portal.region].dead_end
 | |
|         if dead_end_status == DeadEnd.free:
 | |
|             two_plus.append(portal)
 | |
|             two_plus_direction_tracker[portal.direction] += 1
 | |
|         elif dead_end_status == DeadEnd.all_cats:
 | |
|             dead_ends.append(portal)
 | |
|             dead_end_direction_tracker[portal.direction] += 1
 | |
|         elif dead_end_status == DeadEnd.restricted:
 | |
|             if ice_grappling:
 | |
|                 two_plus.append(portal)
 | |
|                 two_plus_direction_tracker[portal.direction] += 1
 | |
|             else:
 | |
|                 dead_ends.append(portal)
 | |
|                 dead_end_direction_tracker[portal.direction] += 1
 | |
|         # these two get special handling
 | |
|         elif dead_end_status == DeadEnd.special:
 | |
|             if portal.region == "Secret Gathering Place":
 | |
|                 if laurels_location == "10_fairies":
 | |
|                     two_plus.append(portal)
 | |
|                     two_plus_direction_tracker[portal.direction] += 1
 | |
|                 else:
 | |
|                     dead_ends.append(portal)
 | |
|                     dead_end_direction_tracker[portal.direction] += 1
 | |
|             if (portal.region == "Zig Skip Exit" and entrance_layout == EntranceLayout.option_fixed_shop
 | |
|                     and not decoupled):
 | |
|                 # direction isn't meaningful here since zig skip cannot be in direction pairs mode
 | |
|                 # don't add it in decoupled
 | |
|                 two_plus.append(portal)
 | |
| 
 | |
|     # now we generate the shops and add them to the dead ends list
 | |
|     shop_count = 6
 | |
|     if entrance_layout == EntranceLayout.option_fixed_shop:
 | |
|         shop_count = 0
 | |
|     else:
 | |
|         # if fixed shop is off, remove this portal
 | |
|         for portal in portal_map:
 | |
|             if portal.region == "Zig Skip Exit":
 | |
|                 portal_map.remove(portal)
 | |
|                 break
 | |
|         # need 8 shops with direction pairs or there won't be a valid set of pairs
 | |
|         if entrance_layout == EntranceLayout.option_direction_pairs:
 | |
|             shop_count = 8
 | |
| 
 | |
|     # for universal tracker, we want to skip shop gen since it's essentially full plando
 | |
|     if world.using_ut:
 | |
|         shop_count = 0
 | |
| 
 | |
|     for _ in range(shop_count):
 | |
|         # 6 of the shops have south exits, 2 of them have west exits
 | |
|         portal_num = get_shop_num(world)
 | |
|         shop_dir = Direction.south
 | |
|         if portal_num > 6:
 | |
|             shop_dir = Direction.west
 | |
|         shop_portal = Portal(name=f"Shop Portal {portal_num}", region=f"Shop {portal_num}",
 | |
|                              destination=str(portal_num), tag="_", direction=shop_dir)
 | |
|         create_shop_region(world, regions, portal_num)
 | |
|         dead_ends.append(shop_portal)
 | |
|         dead_end_direction_tracker[shop_portal.direction] += 1
 | |
| 
 | |
|     connected_regions: Set[str] = set()
 | |
|     # make better start region stuff when/if implementing random start
 | |
|     start_region = "Overworld"
 | |
|     connected_regions.add(start_region)
 | |
|     connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_tricks)
 | |
| 
 | |
|     if world.options.entrance_rando.value in EntranceRando.options.values():
 | |
|         plando_connections = world.options.plando_connections.value
 | |
|     else:
 | |
|         plando_connections = world.seed_groups[world.options.entrance_rando.value]["plando"]
 | |
| 
 | |
|     # universal tracker support stuff, don't need to care about region dependency
 | |
|     if world.using_ut:
 | |
|         plando_connections.clear()
 | |
|         # universal tracker stuff, won't do anything in normal gen
 | |
|         for portal1, portal2 in world.passthrough["Entrance Rando"].items():
 | |
|             portal_name1 = ""
 | |
|             portal_name2 = ""
 | |
| 
 | |
|             for portal in portal_mapping:
 | |
|                 if portal.scene_destination() == portal1:
 | |
|                     portal_name1 = portal.name
 | |
|                     # connected_regions.update(add_dependent_regions(portal.region, logic_rules))
 | |
|                 if portal.scene_destination() == portal2:
 | |
|                     portal_name2 = portal.name
 | |
|                     # connected_regions.update(add_dependent_regions(portal.region, logic_rules))
 | |
|             # shops have special handling
 | |
|             if not portal_name1 and portal1.startswith("Shop"):
 | |
|                 # it should show up as "Shop, 1_" for shop 1
 | |
|                 portal_name1 = "Shop Portal " + str(portal1).split(", ")[1].split("_")[0]
 | |
|             if not portal_name2 and portal2.startswith("Shop"):
 | |
|                 portal_name2 = "Shop Portal " + str(portal2).split(", ")[1].split("_")[0]
 | |
|             if world.options.decoupled:
 | |
|                 plando_connections.append(PlandoConnection(portal_name1, portal_name2, "entrance"))
 | |
|             else:
 | |
|                 plando_connections.append(PlandoConnection(portal_name1, portal_name2, "both"))
 | |
| 
 | |
|     # put together the list of non-deadend regions
 | |
|     non_dead_end_regions = set()
 | |
|     for region_name, region_info in world.er_regions.items():
 | |
|         # these are not real regions, they are just here to be descriptive
 | |
|         if region_info.is_fake_region or region_name == "Shop":
 | |
|             continue
 | |
|         # dead ends aren't real in decoupled
 | |
|         if decoupled:
 | |
|             non_dead_end_regions.add(region_name)
 | |
|         elif not region_info.dead_end:
 | |
|             non_dead_end_regions.add(region_name)
 | |
|         # if ice grappling to places is in logic, both places stop being dead ends
 | |
|         elif region_info.dead_end == DeadEnd.restricted and ice_grappling:
 | |
|             non_dead_end_regions.add(region_name)
 | |
|         # secret gathering place is treated as a non-dead end if 10 fairies is on to assure non-laurels access to it
 | |
|         elif region_info.dead_end == DeadEnd.special:
 | |
|             if region_name == "Secret Gathering Place" and laurels_location == "10_fairies":
 | |
|                 non_dead_end_regions.add(region_name)
 | |
| 
 | |
|     if decoupled:
 | |
|         # add the dead ends to the two plus list, since dead ends aren't real in decoupled
 | |
|         two_plus.extend(dead_ends)
 | |
|         dead_ends.clear()
 | |
|         # if decoupled is on, we make a second two_plus list, where the first is entrances and the second is exits
 | |
|         two_plus2 = two_plus.copy()
 | |
|     else:
 | |
|         # if decoupled is off, the two lists are the same list, since entrances and exits are intertwined
 | |
|         two_plus2 = two_plus
 | |
| 
 | |
|     if plando_connections:
 | |
|         if decoupled:
 | |
|             modified_plando_connections = plando_connections.copy()
 | |
|             for index, cxn in enumerate(modified_plando_connections):
 | |
|                 # it's much easier if we split both-direction portals into two one-ways in decoupled
 | |
|                 if cxn.direction == "both":
 | |
|                     replacement1 = PlandoConnection(cxn.entrance, cxn.exit, "entrance")
 | |
|                     replacement2 = PlandoConnection(cxn.exit, cxn.entrance, "entrance")
 | |
|                     modified_plando_connections.remove(cxn)
 | |
|                     modified_plando_connections.insert(index, replacement1)
 | |
|                     modified_plando_connections.append(replacement2)
 | |
|         else:
 | |
|             modified_plando_connections = plando_connections
 | |
| 
 | |
|         connected_shop_portal1s: Set[int] = set()
 | |
|         connected_shop_portal2s: Set[int] = set()
 | |
|         for connection in modified_plando_connections:
 | |
|             p_entrance = connection.entrance
 | |
|             p_exit = connection.exit
 | |
|             # if you plando secret gathering place, need to know that during portal pairing
 | |
|             if p_exit == "Secret Gathering Place Exit":
 | |
|                 waterfall_plando = True
 | |
|             if p_entrance == "Secret Gathering Place Exit" and not decoupled:
 | |
|                 waterfall_plando = True
 | |
|             portal1_dead_end = True
 | |
|             portal2_dead_end = True
 | |
| 
 | |
|             portal1 = None
 | |
|             portal2 = None
 | |
| 
 | |
|             # search the two_plus lists (or list) for the portals
 | |
|             for portal in two_plus:
 | |
|                 if p_entrance == portal.name:
 | |
|                     portal1 = portal
 | |
|                     portal1_dead_end = False
 | |
|                     break
 | |
|             for portal in two_plus2:
 | |
|                 if p_exit == portal.name:
 | |
|                     portal2 = portal
 | |
|                     portal2_dead_end = False
 | |
|                     break
 | |
| 
 | |
|             # search dead_ends individually since we can't really remove items from two_plus during the loop
 | |
|             if portal1:
 | |
|                 two_plus.remove(portal1)
 | |
|             else:
 | |
|                 # if not both, they're both dead ends
 | |
|                 if not portal2 and not decoupled:
 | |
|                     if world.options.entrance_rando.value not in EntranceRando.options.values():
 | |
|                         raise Exception(f"Tunic ER seed group {world.options.entrance_rando.value} paired a dead "
 | |
|                                         "end to a dead end in their plando connections.")
 | |
|                     else:
 | |
|                         raise Exception(f"{player_name} paired a dead end to a dead end in their "
 | |
|                                         f"plando connections -- {connection.entrance} to {connection.exit}")
 | |
| 
 | |
|                 for portal in dead_ends:
 | |
|                     if p_entrance == portal.name:
 | |
|                         portal1 = portal
 | |
|                         dead_ends.remove(portal1)
 | |
|                         break
 | |
|                 else:
 | |
|                     if p_entrance.startswith("Shop Portal "):
 | |
|                         portal_num = int(p_entrance.split("Shop Portal ")[-1])
 | |
|                         # shops 1-6 are south, 7 and 8 are east, and after that it just breaks direction pairs
 | |
|                         if portal_num <= 6:
 | |
|                             pdir = Direction.south
 | |
|                         elif portal_num in [7, 8]:
 | |
|                             pdir = Direction.east
 | |
|                         else:
 | |
|                             pdir = Direction.none
 | |
|                         portal1 = Portal(name=f"Shop Portal {portal_num}", region=f"Shop {portal_num}",
 | |
|                                          destination=str(portal_num), tag="_", direction=pdir)
 | |
|                         connected_shop_portal1s.add(portal_num)
 | |
|                         if portal_num not in world.used_shop_numbers:
 | |
|                             create_shop_region(world, regions, portal_num)
 | |
|                             world.used_shop_numbers.add(portal_num)
 | |
|                         if decoupled and portal_num not in connected_shop_portal2s:
 | |
|                             two_plus2.append(portal1)
 | |
|                             non_dead_end_regions.add(portal1.region)
 | |
|                     else:
 | |
|                         raise Exception(f"Could not find entrance named {p_entrance} for "
 | |
|                                         f"plando connections in {player_name}'s YAML.")
 | |
| 
 | |
|             if portal2:
 | |
|                 two_plus2.remove(portal2)
 | |
|             else:
 | |
|                 for portal in dead_ends:
 | |
|                     if p_exit == portal.name:
 | |
|                         portal2 = portal
 | |
|                         dead_ends.remove(portal2)
 | |
|                         break
 | |
|                 # if it's not a dead end, maybe it's a plando'd shop portal that doesn't normally exist
 | |
|                 else:
 | |
|                     if not portal2:
 | |
|                         if p_exit.startswith("Shop Portal "):
 | |
|                             portal_num = int(p_exit.split("Shop Portal ")[-1])
 | |
|                             if portal_num <= 6:
 | |
|                                 pdir = Direction.south
 | |
|                             elif portal_num in [7, 8]:
 | |
|                                 pdir = Direction.east
 | |
|                             else:
 | |
|                                 pdir = Direction.none
 | |
|                             portal2 = Portal(name=f"Shop Portal {portal_num}", region=f"Shop {portal_num}",
 | |
|                                              destination=str(portal_num), tag="_", direction=pdir)
 | |
|                             connected_shop_portal2s.add(portal_num)
 | |
|                             if portal_num not in world.used_shop_numbers:
 | |
|                                 create_shop_region(world, regions, portal_num)
 | |
|                                 world.used_shop_numbers.add(portal_num)
 | |
|                             if decoupled and portal_num not in connected_shop_portal1s:
 | |
|                                 two_plus.append(portal2)
 | |
|                                 non_dead_end_regions.add(portal2.region)
 | |
|                         else:
 | |
|                             raise Exception(f"Could not find entrance named {p_exit} for "
 | |
|                                             f"plando connections in {player_name}'s YAML.")
 | |
| 
 | |
|             # if we're doing decoupled, we don't need to do complex checks
 | |
|             if decoupled:
 | |
|                 # we turn any plando that uses "exit" to use "entrance" instead
 | |
|                 traversal_reqs.setdefault(portal1.region, dict())[get_portal_outlet_region(portal2, world)] = []
 | |
|             # outside decoupled, we want to use what we were doing before decoupled got added
 | |
|             else:
 | |
|                 # update the traversal chart to say you can get from portal1's region to portal2's and vice versa
 | |
|                 if not portal1_dead_end and not portal2_dead_end:
 | |
|                     traversal_reqs.setdefault(portal1.region, dict())[get_portal_outlet_region(portal2, world)] = []
 | |
|                     traversal_reqs.setdefault(portal2.region, dict())[get_portal_outlet_region(portal1, world)] = []
 | |
| 
 | |
|                 if (portal1.region == "Zig Skip Exit" and (portal2_dead_end or portal2.region == "Secret Gathering Place")
 | |
|                         or portal2.region == "Zig Skip Exit" and (portal1_dead_end or portal1.region == "Secret Gathering Place")):
 | |
|                     if world.options.entrance_rando.value not in EntranceRando.options.values():
 | |
|                         raise Exception(f"Tunic ER seed group {world.options.entrance_rando.value} paired a dead "
 | |
|                                         "end to a dead end in their plando connections.")
 | |
|                     else:
 | |
|                         raise Exception(f"{player_name} paired a dead end to a dead end in their "
 | |
|                                         "plando connections.")
 | |
| 
 | |
|                 if (portal1.region == "Secret Gathering Place" and (portal2_dead_end or portal2.region == "Zig Skip Exit")
 | |
|                         or portal2.region == "Secret Gathering Place" and (portal1_dead_end or portal1.region == "Zig Skip Exit")):
 | |
|                     # need to make sure you didn't pair this to a dead end or zig skip
 | |
|                     if portal1_dead_end or portal2_dead_end or \
 | |
|                             portal1.region == "Zig Skip Exit" or portal2.region == "Zig Skip Exit":
 | |
|                         if world.options.entrance_rando.value not in EntranceRando.options.values():
 | |
|                             raise Exception(f"Tunic ER seed group {world.options.entrance_rando.value} paired a dead "
 | |
|                                             "end to a dead end in their plando connections.")
 | |
|                         else:
 | |
|                             raise Exception(f"{player_name} paired a dead end to a dead end in their "
 | |
|                                             "plando connections.")
 | |
|             # okay now that we're done with all of that nonsense, we can finally make the portal pair
 | |
|             portal_pairs[portal1] = portal2
 | |
| 
 | |
|             if portal1_dead_end:
 | |
|                 dead_end_direction_tracker[portal1.direction] -= 1
 | |
|             else:
 | |
|                 two_plus_direction_tracker[portal1.direction] -= 1
 | |
|             if portal2_dead_end:
 | |
|                 dead_end_direction_tracker[portal2.direction] -= 1
 | |
|             else:
 | |
|                 two_plus_direction_tracker[portal2.direction] -= 1
 | |
| 
 | |
|         # if we have plando connections, our connected regions may change somewhat
 | |
|         connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_tricks)
 | |
| 
 | |
|     # if there are an odd number of shops after plando, add another one, except in decoupled where it doesn't matter
 | |
|     if not decoupled and len(world.used_shop_numbers) % 2 == 1:
 | |
|         if entrance_layout == EntranceLayout.option_direction_pairs:
 | |
|             raise Exception(f"TUNIC: {world.player_name} plando'd too many shops for the Direction Pairs option.")
 | |
|         portal_num = get_shop_num(world)
 | |
|         shop_portal = Portal(name=f"Shop Portal {portal_num}", region=f"Shop {portal_num}",
 | |
|                              destination=str(portal_num), tag="_", direction=Direction.none)
 | |
|         create_shop_region(world, regions, portal_num)
 | |
|         dead_ends.append(shop_portal)
 | |
| 
 | |
|     if entrance_layout == EntranceLayout.option_fixed_shop and not world.using_ut:
 | |
|         windmill = None
 | |
|         for portal in two_plus:
 | |
|             if portal.scene_destination() == "Overworld Redux, Windmill_":
 | |
|                 windmill = portal
 | |
|                 break
 | |
|         if not windmill:
 | |
|             raise Exception(f"Failed to do Fixed Shop option for Entrance Layout. "
 | |
|                             f"Did {player_name} plando the Windmill Shop entrance?")
 | |
| 
 | |
|         portal_num = get_shop_num(world)
 | |
|         shop = Portal(name=f"Shop Portal {portal_num}", region=f"Shop {portal_num}",
 | |
|                       destination=str(portal_num), tag="_", direction=Direction.south)
 | |
|         create_shop_region(world, regions, portal_num)
 | |
| 
 | |
|         portal_pairs[windmill] = shop
 | |
|         two_plus.remove(windmill)
 | |
|         if decoupled:
 | |
|             two_plus.append(shop)
 | |
|             non_dead_end_regions.add(shop.region)
 | |
|             connected_regions.add(shop.region)
 | |
| 
 | |
|     # use the seed given in the options to shuffle the portals
 | |
|     if isinstance(world.options.entrance_rando.value, str):
 | |
|         random_object = Random(world.options.entrance_rando.value)
 | |
|     else:
 | |
|         random_object: Random = world.random
 | |
| 
 | |
|     # we want to start by making sure every region is accessible
 | |
|     random_object.shuffle(two_plus)
 | |
| 
 | |
|     # this is a backup in case we run into that rare direction pairing failure
 | |
|     # so that we don't have to redo the plando bit basically
 | |
|     backup_connected_regions = connected_regions.copy()
 | |
|     backup_portal_pairs = portal_pairs.copy()
 | |
|     backup_two_plus = two_plus.copy()
 | |
|     backup_two_plus_direction_tracker = two_plus_direction_tracker.copy()
 | |
|     rare_failure_count = 0
 | |
| 
 | |
|     portal1 = None
 | |
|     portal2 = None
 | |
|     previous_conn_num = 0
 | |
|     fail_count = 0
 | |
|     while len(connected_regions) < len(non_dead_end_regions):
 | |
|         # if this is universal tracker, just break immediately and move on
 | |
|         if world.using_ut:
 | |
|             break
 | |
|         # if the connected regions length stays unchanged for too long, it's stuck in a loop
 | |
|         # should, hopefully, only ever occur if someone plandos connections poorly
 | |
|         if previous_conn_num == len(connected_regions):
 | |
|             fail_count += 1
 | |
|             if fail_count > 500:
 | |
|                 raise Exception(f"Failed to pair regions. Check plando connections for {player_name} for errors. "
 | |
|                                 f"Unconnected regions: {non_dead_end_regions - connected_regions}.\n"
 | |
|                                 f"Unconnected portals: {[portal.name for portal in two_plus]}")
 | |
|             if (fail_count > 100 and not decoupled
 | |
|                     and (world.options.entrance_layout == EntranceLayout.option_direction_pairs or waterfall_plando)):
 | |
|                 # in direction pairs, we may run into a case where we run out of pairable directions
 | |
|                 # since we need to ensure the dead ends will have something to connect to
 | |
|                 # or if fairy cave is plando'd, it may run into an issue where it is trying to get access to 2 separate
 | |
|                 # areas at once to give access to laurels
 | |
|                 # so, this is basically just resetting entrance pairing
 | |
|                 # this should be very rare, so this fail-safe shouldn't be covering up for an actual solution
 | |
|                 # this should never happen in decoupled, since it's entirely too flexible for that
 | |
|                 portal_pairs = backup_portal_pairs.copy()
 | |
|                 two_plus = two_plus2 = backup_two_plus.copy()
 | |
|                 two_plus_direction_tracker = backup_two_plus_direction_tracker.copy()
 | |
|                 random_object.shuffle(two_plus)
 | |
|                 connected_regions = backup_connected_regions.copy()
 | |
|                 rare_failure_count += 1
 | |
|                 fail_count = 0
 | |
| 
 | |
|                 if rare_failure_count > 100:
 | |
|                     raise Exception(f"Failed to pair regions due to rare pairing issues for {player_name}. "
 | |
|                                     f"Unconnected regions: {non_dead_end_regions - connected_regions}.\n"
 | |
|                                     f"Unconnected portals: {[portal.name for portal in two_plus]}")
 | |
|         else:
 | |
|             fail_count = 0
 | |
|         previous_conn_num = len(connected_regions)
 | |
| 
 | |
|         # find a portal in a connected region
 | |
|         for portal in two_plus:
 | |
|             if portal.region in connected_regions:
 | |
|                 # if there's more dead ends of a direction than two plus of the opposite direction,
 | |
|                 # then we'll run out of viable connections for those dead ends later
 | |
|                 # decoupled does not have this issue since dead ends aren't real in decoupled
 | |
|                 if not decoupled and entrance_layout == EntranceLayout.option_direction_pairs:
 | |
|                     if not too_few_portals_for_direction_pairs(portal.direction, 0):
 | |
|                         continue
 | |
| 
 | |
|                 portal1 = portal
 | |
|                 two_plus.remove(portal)
 | |
|                 break
 | |
|         if not portal1:
 | |
|             raise Exception("TUNIC: Failed to pair portals at first part of first phase.")
 | |
| 
 | |
|         # then we find a portal in an unconnected region
 | |
|         for portal in two_plus2:
 | |
|             if portal.region not in connected_regions:
 | |
|                 # if secret gathering place happens to get paired really late, you can end up running out
 | |
|                 if not has_laurels and len(two_plus2) < 80:
 | |
|                     # if you plando'd secret gathering place with laurels at 10 fairies, you're the reason for this
 | |
|                     if waterfall_plando:
 | |
|                         cr = connected_regions.copy()
 | |
|                         cr.add(portal.region)
 | |
|                         if "Secret Gathering Place" not in update_reachable_regions(cr, traversal_reqs, has_laurels, logic_tricks):
 | |
|                             continue
 | |
|                     # if not waterfall_plando, then we just want to pair secret gathering place now
 | |
|                     elif portal.region != "Secret Gathering Place":
 | |
|                         continue
 | |
| 
 | |
|                 # if they're not facing opposite directions, just continue
 | |
|                 if entrance_layout == EntranceLayout.option_direction_pairs and not verify_direction_pair(portal, portal1):
 | |
|                     continue
 | |
| 
 | |
|                 # if you have direction pairs, we need to make sure we don't run out of spots for problem portals
 | |
|                 # this cuts down on using the failsafe significantly
 | |
|                 if not decoupled and entrance_layout == EntranceLayout.option_direction_pairs:
 | |
|                     should_continue = False
 | |
|                     # these portals are weird since they're one-ways essentially
 | |
|                     # we need to make sure they are connected in this first phase
 | |
|                     south_problems = ["Ziggurat Upper to Ziggurat Entry Hallway",
 | |
|                                       "Ziggurat Tower to Ziggurat Upper", "Forest Belltower to Guard Captain Room"]
 | |
|                     if (portal.direction == Direction.south and portal.name not in south_problems
 | |
|                             and not too_few_portals_for_direction_pairs(portal.direction, 3)):
 | |
|                         for test_portal in two_plus:
 | |
|                             if test_portal.name in south_problems:
 | |
|                                 should_continue = True
 | |
|                     # at risk of connecting frog's domain entry ladder to librarian exit
 | |
|                     if (portal.direction == Direction.ladder_down
 | |
|                             or portal.direction == Direction.ladder_up and portal.name != "Frog's Domain Ladder Exit"
 | |
|                             and not too_few_portals_for_direction_pairs(portal.direction, 1)):
 | |
|                         for test_portal in two_plus:
 | |
|                             if test_portal.name == "Frog's Domain Ladder Exit":
 | |
|                                 should_continue = True
 | |
|                     if should_continue:
 | |
|                         continue
 | |
| 
 | |
|                 portal2 = portal
 | |
|                 connected_regions.add(get_portal_outlet_region(portal, world))
 | |
|                 two_plus2.remove(portal)
 | |
|                 break
 | |
| 
 | |
|         if not portal2:
 | |
|             if entrance_layout == EntranceLayout.option_direction_pairs or waterfall_plando:
 | |
|                 # portal1 doesn't have a valid direction pair yet, throw it back and start over
 | |
|                 two_plus.append(portal1)
 | |
|                 continue
 | |
|             else:
 | |
|                 raise Exception(f"TUNIC: Failed to pair portals at second part of first phase for {world.player_name}.")
 | |
| 
 | |
|         # once we have both portals, connect them and add the new region(s) to connected_regions
 | |
|         if not has_laurels and "Secret Gathering Place" in connected_regions:
 | |
|             has_laurels = True
 | |
|         connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic_tricks)
 | |
| 
 | |
|         portal_pairs[portal1] = portal2
 | |
|         two_plus_direction_tracker[portal1.direction] -= 1
 | |
|         two_plus_direction_tracker[portal2.direction] -= 1
 | |
|         portal1 = None
 | |
|         portal2 = None
 | |
|         random_object.shuffle(two_plus)
 | |
|         if two_plus != two_plus2:
 | |
|             random_object.shuffle(two_plus2)
 | |
| 
 | |
|     # connect dead ends to random non-dead ends
 | |
|     # there are no dead ends in decoupled
 | |
|     while len(dead_ends) > 0:
 | |
|         if world.using_ut:
 | |
|             break
 | |
|         portal2 = dead_ends[0]
 | |
|         for portal in two_plus:
 | |
|             if entrance_layout == EntranceLayout.option_direction_pairs and not verify_direction_pair(portal, portal2):
 | |
|                 continue
 | |
|             if entrance_layout == EntranceLayout.option_fixed_shop and portal.region == "Zig Skip Exit":
 | |
|                 continue
 | |
|             portal1 = portal
 | |
|             portal_pairs[portal1] = portal2
 | |
|             two_plus.remove(portal1)
 | |
|             dead_ends.remove(portal2)
 | |
|             break
 | |
|         else:
 | |
|             raise Exception(f"Failed to pair {portal2.name} with anything in two_plus for player {world.player_name}.")
 | |
| 
 | |
|     # then randomly connect the remaining portals to each other
 | |
|     final_pair_number = 0
 | |
|     while len(two_plus) > 0:
 | |
|         if world.using_ut:
 | |
|             break
 | |
|         final_pair_number += 1
 | |
|         if final_pair_number > 10000:
 | |
|             raise Exception(f"Failed to pair portals while pairing the final entrances off to each other. "
 | |
|                             f"Remaining portals in two_plus: {[portal.name for portal in two_plus]}. "
 | |
|                             f"Remaining portals in two_plus2: {[portal.name for portal in two_plus2]}.")
 | |
|         portal1 = two_plus[0]
 | |
|         two_plus.remove(portal1)
 | |
|         portal2 = None
 | |
|         if entrance_layout != EntranceLayout.option_direction_pairs:
 | |
|             portal2 = two_plus2.pop()
 | |
|         else:
 | |
|             for portal in two_plus2:
 | |
|                 if verify_direction_pair(portal1, portal):
 | |
|                     portal2 = portal
 | |
|                     two_plus2.remove(portal2)
 | |
|                     break
 | |
|         if portal2 is None:
 | |
|             raise Exception("Something went wrong with the remaining two plus portals. Contact the TUNIC rando devs.")
 | |
|         portal_pairs[portal1] = portal2
 | |
| 
 | |
|     if len(two_plus2) > 0:
 | |
|         raise Exception(f"TUNIC: Something went horribly wrong in ER for {world.player_name}. "
 | |
|                         f"Please contact the TUNIC rando devs.")
 | |
| 
 | |
|     return portal_pairs
 | |
| 
 | |
| 
 | |
| # loop through our list of paired portals and make two-way connections
 | |
| def create_randomized_entrances(world: "TunicWorld", portal_pairs: Dict[Portal, Portal], regions: Dict[str, Region]) -> None:
 | |
|     for portal1, portal2 in portal_pairs.items():
 | |
|         # connect to the outlet region if there is one, if not connect to the actual region
 | |
|         regions[portal1.region].connect(
 | |
|             connecting_region=regions[get_portal_outlet_region(portal2, world)],
 | |
|             name=portal1.name)
 | |
|         if not world.options.decoupled or not world.options.entrance_rando:
 | |
|             regions[portal2.region].connect(
 | |
|                 connecting_region=regions[get_portal_outlet_region(portal1, world)],
 | |
|                 name=portal2.name)
 | |
| 
 | |
| 
 | |
| def update_reachable_regions(connected_regions: Set[str], traversal_reqs: Dict[str, Dict[str, List[List[str]]]],
 | |
|                              has_laurels: bool, logic: Tuple[bool, int, int]) -> Set[str]:
 | |
|     zips, ice_grapples, ls = logic
 | |
|     # starting count, so we can run it again if this changes
 | |
|     region_count = len(connected_regions)
 | |
|     for origin, destinations in traversal_reqs.items():
 | |
|         if origin not in connected_regions:
 | |
|             continue
 | |
|         # check if we can traverse to any of the destinations
 | |
|         for destination, req_lists in destinations.items():
 | |
|             if destination in connected_regions:
 | |
|                 continue
 | |
|             met_traversal_reqs = False
 | |
|             if len(req_lists) == 0:
 | |
|                 met_traversal_reqs = True
 | |
|             # loop through each set of possible requirements, with a fancy for else loop
 | |
|             for reqs in req_lists:
 | |
|                 for req in reqs:
 | |
|                     if req == "Hyperdash":
 | |
|                         if not has_laurels:
 | |
|                             break
 | |
|                     elif req == "Zip":
 | |
|                         if not zips:
 | |
|                             break
 | |
|                     # if req is higher than logic option, then it breaks since it's not a valid connection
 | |
|                     elif req.startswith("IG"):
 | |
|                         if int(req[-1]) > ice_grapples:
 | |
|                             break
 | |
|                     elif req.startswith("LS"):
 | |
|                         if int(req[-1]) > ls:
 | |
|                             break
 | |
|                     elif req not in connected_regions:
 | |
|                         break
 | |
|                 else:
 | |
|                     met_traversal_reqs = True
 | |
|                     break
 | |
|             if met_traversal_reqs:
 | |
|                 connected_regions.add(destination)
 | |
| 
 | |
|     # if the length of connected_regions changed, we got new regions, so we want to check those new origins
 | |
|     if region_count != len(connected_regions):
 | |
|         connected_regions = update_reachable_regions(connected_regions, traversal_reqs, has_laurels, logic)
 | |
| 
 | |
|     return connected_regions
 | |
| 
 | |
| 
 | |
| # which directions are opposites
 | |
| direction_pairs: Dict[int, int] = {
 | |
|     Direction.north: Direction.south,
 | |
|     Direction.south: Direction.north,
 | |
|     Direction.east: Direction.west,
 | |
|     Direction.west: Direction.east,
 | |
|     Direction.ladder_up: Direction.ladder_down,
 | |
|     Direction.ladder_down: Direction.ladder_up,
 | |
|     Direction.floor: Direction.floor,
 | |
| }
 | |
| 
 | |
| 
 | |
| # verify that two portals are in compatible directions
 | |
| def verify_direction_pair(portal1: Portal, portal2: Portal) -> bool:
 | |
|     return portal1.direction == direction_pairs[portal2.direction]
 | |
| 
 | |
| 
 | |
| # verify that two plando'd portals are in compatible directions
 | |
| def verify_plando_directions(connection: PlandoConnection) -> bool:
 | |
|     entrance_portal = None
 | |
|     exit_portal = None
 | |
|     for portal in portal_mapping:
 | |
|         if connection.entrance == portal.name:
 | |
|             entrance_portal = portal
 | |
|         if connection.exit == portal.name:
 | |
|             exit_portal = portal
 | |
|         if entrance_portal and exit_portal:
 | |
|             break
 | |
|     # neither of these are shops, so verify the pair
 | |
|     if entrance_portal and exit_portal:
 | |
|         return verify_direction_pair(entrance_portal, exit_portal)
 | |
|     # this is two shop portals, they can never pair directions
 | |
|     elif not entrance_portal and not exit_portal:
 | |
|         return False
 | |
|     # if one of them is none, it's a shop, which has two possible directions
 | |
|     elif not entrance_portal:
 | |
|         return exit_portal.direction in [Direction.north, Direction.east]
 | |
|     elif not exit_portal:
 | |
|         return entrance_portal.direction in [Direction.north, Direction.east]
 | |
|     else:
 | |
|         # shouldn't be reachable, more of a just in case
 | |
|         raise Exception("Something went very wrong with verify_plando_directions")
 | |
| 
 | |
| 
 | |
| # sort the portal dict by the name of the first portal, referring to the portal order in the master portal list
 | |
| def sort_portals(portal_pairs: Dict[Portal, Portal], world: "TunicWorld") -> Dict[str, str]:
 | |
|     sorted_pairs: Dict[str, str] = {}
 | |
|     reference_list: List[str] = [portal.name for portal in portal_mapping]
 | |
| 
 | |
|     # due to plando, there can be a variable number of shops
 | |
|     largest_shop_number = max(world.used_shop_numbers)
 | |
|     reference_list.extend([f"Shop Portal {i + 1}" for i in range(largest_shop_number)])
 | |
| 
 | |
|     for name in reference_list:
 | |
|         for portal1, portal2 in portal_pairs.items():
 | |
|             if name == portal1.name:
 | |
|                 sorted_pairs[portal1.name] = portal2.name
 | |
|                 break
 | |
|     return sorted_pairs
 | 
