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KeyDoorShuffle.py
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1638 lines (1413 loc) · 75.8 KB
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import itertools
import logging
from collections import defaultdict, deque
from BaseClasses import DoorType
from Regions import dungeon_events, key_only_locations
from Dungeons import dungeon_keys, dungeon_bigs
from DungeonGenerator import ExplorationState
class KeyLayout(object):
def __init__(self, sector, starts, proposal):
self.sector = sector
self.start_regions = starts
self.proposal = proposal
self.key_logic = KeyLogic(sector.name)
self.key_counters = None
self.flat_prop = None
self.max_chests = None
self.max_drops = None
self.all_chest_locations = {}
self.big_key_special = False
self.all_locations = set()
self.item_locations = set()
# bk special?
# bk required? True if big chests or big doors exists
def reset(self, proposal, builder, world, player):
self.proposal = proposal
self.flat_prop = flatten_pair_list(self.proposal)
self.key_logic = KeyLogic(self.sector.name)
self.max_chests = calc_max_chests(builder, self, world, player)
self.all_locations = set()
self.item_locations = set()
class KeyLogic(object):
def __init__(self, dungeon_name):
self.door_rules = {}
self.bk_restricted = set()
self.sm_restricted = set()
self.small_key_name = dungeon_keys[dungeon_name]
self.bk_name = dungeon_bigs[dungeon_name]
self.bk_doors = set()
self.bk_chests = set()
self.logic_min = {}
self.logic_max = {}
self.placement_rules = []
self.outside_keys = 0
def check_placement(self, unplaced_keys, big_key_loc=None):
for rule in self.placement_rules:
if not rule.is_satisfiable(self.outside_keys, unplaced_keys):
return False
if big_key_loc:
for rule_a, rule_b in itertools.combinations(self.placement_rules, 2):
if rule_a.contradicts(rule_b, unplaced_keys, big_key_loc):
return False
return True
class DoorRules(object):
def __init__(self, number, is_valid):
self.small_key_num = number
self.is_valid = is_valid
# allowing a different number if bk is behind this door in a set of locations
self.alternate_small_key = None
self.alternate_big_key_loc = set()
# for a place with only 1 free location/key_only_location behind it ... no goals and locations
self.allow_small = False
self.small_location = None
self.opposite = None
class PlacementRule(object):
def __init__(self):
self.door_reference = None
self.small_key = None
self.bk_conditional_set = None # the location that means
self.needed_keys_w_bk = None
self.needed_keys_wo_bk = None
self.check_locations_w_bk = None
self.check_locations_wo_bk = None
self.bk_relevant = True
def contradicts(self, rule, unplaced_keys, big_key_loc):
bk_blocked = big_key_loc in self.bk_conditional_set if self.bk_conditional_set else False
rule_blocked = big_key_loc in rule.bk_conditional_set if rule.bk_conditional_set else False
check_locations = self.check_locations_wo_bk if bk_blocked else self.check_locations_w_bk
rule_locations = rule.check_locations_wo_bk if rule_blocked else rule.check_locations_w_bk
if check_locations is None or rule_locations is None:
return False
check_locations = check_locations - {big_key_loc}
rule_locations = rule_locations - {big_key_loc}
threshold = self.needed_keys_wo_bk if bk_blocked else self.needed_keys_w_bk
rule_threshold = rule.needed_keys_wo_bk if rule_blocked else rule.needed_keys_w_bk
common_locations = rule_locations & check_locations
shared = len(common_locations)
if min(rule_threshold, threshold) - shared > 0:
left = unplaced_keys - shared
check_locations = check_locations - common_locations
check_needed = threshold - shared
if len(check_locations) < check_needed or left < check_needed:
return True
else:
left -= check_needed
rule_locations = rule_locations - common_locations
rule_needed = rule_threshold - shared
if len(rule_locations) < rule_needed or left < rule_needed:
return True
else:
left -= rule_needed
return False
def is_satisfiable(self, outside_keys, unplaced_keys):
bk_blocked = False
if self.bk_conditional_set:
for loc in self.bk_conditional_set:
if loc.item and loc.item.bigkey:
bk_blocked = True
break
check_locations = self.check_locations_wo_bk if bk_blocked else self.check_locations_w_bk
if not bk_blocked and check_locations is None:
return True
available_keys = outside_keys
empty_chests = 0
threshold = self.needed_keys_wo_bk if bk_blocked else self.needed_keys_w_bk
for loc in check_locations:
if not loc.item:
empty_chests += 1
elif loc.item and loc.item.name == self.small_key:
available_keys += 1
place_able_keys = min(empty_chests, unplaced_keys)
available_keys += place_able_keys
return available_keys >= threshold
class KeyCounter(object):
def __init__(self, max_chests):
self.max_chests = max_chests
self.free_locations = {}
self.key_only_locations = {}
self.child_doors = {}
self.open_doors = {}
self.used_keys = 0
self.big_key_opened = False
self.important_location = False
self.other_locations = {}
def used_smalls_loc(self, reserve=0):
return max(self.used_keys + reserve - len(self.key_only_locations), 0)
def copy(self):
ret = KeyCounter(self.max_chests)
ret.free_locations.update(self.free_locations)
ret.key_only_locations.update(self.key_only_locations)
ret.child_doors.update(self.child_doors)
ret.used_keys = self.used_keys
ret.open_doors.update(self.open_doors)
ret.big_key_opened = self.big_key_opened
ret.important_location = self.important_location
return ret
def build_key_layout(builder, start_regions, proposal, world, player):
key_layout = KeyLayout(builder.master_sector, start_regions, proposal)
key_layout.flat_prop = flatten_pair_list(key_layout.proposal)
key_layout.max_drops = count_key_drops(key_layout.sector)
key_layout.max_chests = calc_max_chests(builder, key_layout, world, player)
key_layout.big_key_special = 'Hyrule Dungeon Cellblock' in key_layout.sector.region_set()
key_layout.all_locations = find_all_locations(key_layout.sector)
return key_layout
def count_key_drops(sector):
cnt = 0
for region in sector.regions:
for loc in region.locations:
if loc.event and 'Small Key' in loc.item.name:
cnt += 1
return cnt
def find_all_locations(sector):
all_locations = set()
for region in sector.regions:
for loc in region.locations:
all_locations.add(loc)
return all_locations
def calc_max_chests(builder, key_layout, world, player):
if world.doorShuffle[player] != 'crossed':
return len(world.get_dungeon(key_layout.sector.name, player).small_keys)
return max(0, builder.key_doors_num - key_layout.max_drops)
def analyze_dungeon(key_layout, world, player):
key_layout.key_counters = create_key_counters(key_layout, world, player)
key_logic = key_layout.key_logic
find_bk_locked_sections(key_layout, world, player)
key_logic.bk_chests.update(find_big_chest_locations(key_layout.all_chest_locations))
if world.retro[player] and world.mode[player] != 'standard':
return
original_key_counter = find_counter({}, False, key_layout)
queue = deque([(None, original_key_counter)])
doors_completed = set()
visited_cid = set()
visited_cid.add(cid(original_key_counter, key_layout))
while len(queue) > 0:
queue = deque(sorted(queue, key=queue_sorter))
parent_door, key_counter = queue.popleft()
chest_keys = available_chest_small_keys(key_counter, world, player)
raw_avail = chest_keys + len(key_counter.key_only_locations)
available = raw_avail - key_counter.used_keys
possible_smalls = count_unique_small_doors(key_counter, key_layout.flat_prop)
avail_bigs = exist_relevant_big_doors(key_counter, key_layout) or exist_big_chest(key_counter)
non_big_locs = count_locations_big_optional(key_counter.free_locations)
if not key_counter.big_key_opened:
if chest_keys == non_big_locs and chest_keys > 0 and available <= possible_smalls and not avail_bigs:
key_logic.bk_restricted.update(filter_big_chest(key_counter.free_locations))
# try to relax the rules here? - smallest requirement that doesn't force a softlock
child_queue = deque()
for child in key_counter.child_doors.keys():
if not child.bigKey or not key_layout.big_key_special or key_counter.big_key_opened:
odd_counter = create_odd_key_counter(child, key_counter, key_layout, world, player)
empty_flag = empty_counter(odd_counter)
child_queue.append((child, odd_counter, empty_flag))
if child in doors_completed and child in key_logic.door_rules.keys():
rule = key_logic.door_rules[child]
while len(child_queue) > 0:
child, odd_counter, empty_flag = child_queue.popleft()
if not child.bigKey and child not in doors_completed:
best_counter = find_best_counter(child, odd_counter, key_counter, key_layout, world, player, False, empty_flag)
rule = create_rule(best_counter, key_counter, key_layout, world, player)
check_for_self_lock_key(rule, child, best_counter, key_layout, world, player)
bk_restricted_rules(rule, child, odd_counter, empty_flag, key_counter, key_layout, world, player)
key_logic.door_rules[child.name] = rule
doors_completed.add(child)
next_counter = find_next_counter(child, key_counter, key_layout)
ctr_id = cid(next_counter, key_layout)
if ctr_id not in visited_cid:
queue.append((child, next_counter))
visited_cid.add(ctr_id)
check_rules(original_key_counter, key_layout, world, player)
# Flip bk rules if more restrictive, to prevent placing a big key in a softlocking location
for rule in key_logic.door_rules.values():
if rule.alternate_small_key is not None and rule.alternate_small_key > rule.small_key_num:
max_counter = find_max_counter(key_layout)
rule.alternate_big_key_loc = set(max_counter.free_locations.keys()).difference(rule.alternate_big_key_loc)
rule.small_key_num, rule.alternate_small_key = rule.alternate_small_key, rule.small_key_num
create_exhaustive_placement_rules(key_layout, world, player)
set_paired_rules(key_logic, world, player)
def create_exhaustive_placement_rules(key_layout, world, player):
key_logic = key_layout.key_logic
max_ctr = find_max_counter(key_layout)
for code, key_counter in key_layout.key_counters.items():
accessible_loc = set()
accessible_loc.update(key_counter.free_locations)
accessible_loc.update(key_counter.key_only_locations)
blocked_loc = key_layout.item_locations.difference(accessible_loc)
valid_rule = True
# min_keys = max(count_unique_sm_doors(key_counter.child_doors), key_counter.used_keys + 1)
min_keys = key_counter.used_keys + 1
if len(blocked_loc) > 0 and len(key_counter.key_only_locations) < min_keys:
rule = PlacementRule()
rule.door_reference = code
rule.small_key = key_logic.small_key_name
if key_counter.big_key_opened or not big_key_progress(key_counter):
rule.needed_keys_w_bk = min_keys
rule.bk_relevant = key_counter.big_key_opened
if key_counter.big_key_opened and rule.needed_keys_w_bk + 1 > len(accessible_loc):
valid_rule = False # indicates that the big key cannot be in the accessible locations
key_logic.bk_restricted.update(accessible_loc.difference(max_ctr.key_only_locations))
else:
placement_self_lock_adjustment(rule, max_ctr, blocked_loc, key_counter, world, player)
rule.check_locations_w_bk = accessible_loc
check_sm_restriction_needed(key_layout, max_ctr, rule, blocked_loc)
else:
if big_key_progress(key_counter) and only_sm_doors(key_counter):
create_inclusive_rule(key_layout, max_ctr, code, key_counter, blocked_loc, accessible_loc, min_keys, world, player)
rule.bk_conditional_set = blocked_loc
rule.needed_keys_wo_bk = min_keys
rule.check_locations_wo_bk = set(filter_big_chest(accessible_loc))
if valid_rule:
key_logic.placement_rules.append(rule)
refine_placement_rules(key_layout, max_ctr)
def placement_self_lock_adjustment(rule, max_ctr, blocked_loc, ctr, world, player):
if len(blocked_loc) == 1 and world.accessibility[player] != 'locations':
blocked_others = set(max_ctr.other_locations).difference(set(ctr.other_locations))
important_found = False
for loc in blocked_others:
if important_location(loc, world, player):
important_found = True
break
if not important_found:
rule.needed_keys_w_bk -= 1
def check_sm_restriction_needed(key_layout, max_ctr, rule, blocked):
if rule.needed_keys_w_bk == key_layout.max_chests + len(max_ctr.key_only_locations):
key_layout.key_logic.sm_restricted.update(blocked.difference(max_ctr.key_only_locations))
return True
return False
def refine_placement_rules(key_layout, max_ctr):
key_logic = key_layout.key_logic
changed = True
while changed:
changed = False
rules_to_remove = []
for rule in key_logic.placement_rules:
if rule.check_locations_w_bk:
rule.check_locations_w_bk.difference_update(key_logic.sm_restricted)
key_onlys = rule.check_locations_w_bk.intersection(max_ctr.key_only_locations)
if len(key_onlys) > 0:
rule.check_locations_w_bk.difference_update(key_onlys)
rule.needed_keys_w_bk -= len(key_onlys)
if rule.needed_keys_w_bk == 0:
rules_to_remove.append(rule)
if rule.bk_relevant and len(rule.check_locations_w_bk) == rule.needed_keys_w_bk + 1:
new_restricted = set(max_ctr.free_locations) - rule.check_locations_w_bk
if len(new_restricted - key_logic.bk_restricted) > 0:
key_logic.bk_restricted.update(new_restricted) # bk must be in one of the check_locations
changed = True
if rule.needed_keys_w_bk > key_layout.max_chests or len(rule.check_locations_w_bk) < rule.needed_keys_w_bk:
logging.getLogger('').warning('Invalid rule - what went wrong here??')
rules_to_remove.append(rule)
changed = True
if rule.bk_conditional_set is not None:
rule.bk_conditional_set.difference_update(key_logic.bk_restricted)
rule.bk_conditional_set.difference_update(max_ctr.key_only_locations)
if len(rule.bk_conditional_set) == 0:
rules_to_remove.append(rule)
if rule.check_locations_wo_bk:
rule.check_locations_wo_bk.difference_update(key_logic.sm_restricted)
key_onlys = rule.check_locations_wo_bk.intersection(max_ctr.key_only_locations)
if len(key_onlys) > 0:
rule.check_locations_wo_bk.difference_update(key_onlys)
rule.needed_keys_wo_bk -= len(key_onlys)
if rule.needed_keys_wo_bk == 0:
rules_to_remove.append(rule)
if len(rule.check_locations_wo_bk) < rule.needed_keys_wo_bk or rule.needed_keys_wo_bk > key_layout.max_chests:
if len(rule.bk_conditional_set) > 0:
key_logic.bk_restricted.update(rule.bk_conditional_set)
rules_to_remove.append(rule)
changed = True # impossible for bk to be here, I think
for rule_a, rule_b in itertools.combinations([x for x in key_logic.placement_rules if x not in rules_to_remove], 2):
if rule_b.bk_conditional_set and rule_a.check_locations_w_bk:
temp = rule_a
rule_a = rule_b
rule_b = temp
if rule_a.bk_conditional_set and rule_b.check_locations_w_bk:
common_needed = min(rule_a.needed_keys_wo_bk, rule_b.needed_keys_w_bk)
if len(rule_b.check_locations_w_bk & rule_a.check_locations_wo_bk) < common_needed:
key_logic.bk_restricted.update(rule_a.bk_conditional_set)
rules_to_remove.append(rule_a)
changed = True
break
equivalent_rules = []
for rule in key_logic.placement_rules:
for rule2 in key_logic.placement_rules:
if rule != rule2:
if rule.check_locations_w_bk and rule2.check_locations_w_bk:
if rule2.check_locations_w_bk == rule.check_locations_w_bk and rule2.needed_keys_w_bk > rule.needed_keys_w_bk:
rules_to_remove.append(rule)
elif rule2.needed_keys_w_bk == rule.needed_keys_w_bk and rule2.check_locations_w_bk < rule.check_locations_w_bk:
rules_to_remove.append(rule)
elif rule2.check_locations_w_bk == rule.check_locations_w_bk and rule2.needed_keys_w_bk == rule.needed_keys_w_bk:
equivalent_rules.append((rule, rule2))
if rule.check_locations_wo_bk and rule2.check_locations_wo_bk and rule.bk_conditional_set == rule2.bk_conditional_set:
if rule2.check_locations_wo_bk == rule.check_locations_wo_bk and rule2.needed_keys_wo_bk > rule.needed_keys_wo_bk:
rules_to_remove.append(rule)
elif rule2.needed_keys_wo_bk == rule.needed_keys_wo_bk and rule2.check_locations_wo_bk < rule.check_locations_wo_bk:
rules_to_remove.append(rule)
elif rule2.check_locations_wo_bk == rule.check_locations_wo_bk and rule2.needed_keys_wo_bk == rule.needed_keys_wo_bk:
equivalent_rules.append((rule, rule2))
if len(rules_to_remove) > 0:
key_logic.placement_rules = [x for x in key_logic.placement_rules if x not in rules_to_remove]
equivalent_rules = [x for x in equivalent_rules if x[0] not in rules_to_remove and x[1] not in rules_to_remove]
if len(equivalent_rules) > 0:
removed_rules = {}
for r1, r2 in equivalent_rules:
if r1 in removed_rules.keys():
r1 = removed_rules[r1]
if r2 in removed_rules.keys():
r2 = removed_rules[r2]
if r1 != r2:
r1.door_reference += ','+r2.door_reference
key_logic.placement_rules.remove(r2)
removed_rules[r2] = r1
def create_inclusive_rule(key_layout, max_ctr, code, key_counter, blocked_loc, accessible_loc, min_keys, world, player):
key_logic = key_layout.key_logic
rule = PlacementRule()
rule.door_reference = code
rule.small_key = key_logic.small_key_name
rule.needed_keys_w_bk = min_keys
if key_counter.big_key_opened and rule.needed_keys_w_bk + 1 > len(accessible_loc):
# indicates that the big key cannot be in the accessible locations
key_logic.bk_restricted.update(accessible_loc.difference(max_ctr.key_only_locations))
else:
placement_self_lock_adjustment(rule, max_ctr, blocked_loc, key_counter, world, player)
rule.check_locations_w_bk = accessible_loc
check_sm_restriction_needed(key_layout, max_ctr, rule, blocked_loc)
key_logic.placement_rules.append(rule)
def queue_sorter(queue_item):
door, counter = queue_item
if door is None:
return 0
return 1 if door.bigKey else 0
def queue_sorter_2(queue_item):
door, counter, key_only = queue_item
if door is None:
return 0
return 1 if door.bigKey else 0
def find_bk_locked_sections(key_layout, world, player):
if key_layout.big_key_special:
return
key_counters = key_layout.key_counters
key_logic = key_layout.key_logic
bk_key_not_required = set()
big_chest_allowed_big_key = world.accessibility[player] != 'locations'
for counter in key_counters.values():
key_layout.all_chest_locations.update(counter.free_locations)
key_layout.item_locations.update(counter.free_locations)
key_layout.item_locations.update(counter.key_only_locations)
if counter.big_key_opened and counter.important_location:
big_chest_allowed_big_key = False
if not counter.big_key_opened:
bk_key_not_required.update(counter.free_locations)
key_logic.bk_restricted.update(dict.fromkeys(set(key_layout.all_chest_locations).difference(bk_key_not_required)))
if not big_chest_allowed_big_key:
key_logic.bk_restricted.update(find_big_chest_locations(key_layout.all_chest_locations))
def empty_counter(counter):
if len(counter.key_only_locations) != 0 or len(counter.free_locations) != 0 or len(counter.child_doors) != 0:
return False
return not counter.important_location
def relative_empty_counter(odd_counter, key_counter):
if len(set(odd_counter.key_only_locations).difference(key_counter.key_only_locations)) > 0:
return False
if len(set(odd_counter.free_locations).difference(key_counter.free_locations)) > 0:
return False
new_child_door = False
for child in odd_counter.child_doors:
if unique_child_door(child, key_counter):
new_child_door = True
break
if new_child_door:
return False
return True
def relative_empty_counter_2(odd_counter, key_counter):
if len(set(odd_counter.key_only_locations).difference(key_counter.key_only_locations)) > 0:
return False
if len(set(odd_counter.free_locations).difference(key_counter.free_locations)) > 0:
return False
for child in odd_counter.child_doors:
if unique_child_door_2(child, key_counter):
return False
return True
def progressive_ctr(new_counter, last_counter):
if len(set(new_counter.key_only_locations).difference(last_counter.key_only_locations)) > 0:
return True
if len(set(new_counter.free_locations).difference(last_counter.free_locations)) > 0:
return True
for child in new_counter.child_doors:
if unique_child_door_2(child, last_counter):
return True
return False
def unique_child_door(child, key_counter):
if child in key_counter.child_doors or child.dest in key_counter.child_doors:
return False
if child in key_counter.open_doors or child.dest in key_counter.child_doors:
return False
if child.bigKey and key_counter.big_key_opened:
return False
return True
def unique_child_door_2(child, key_counter):
if child in key_counter.child_doors or child.dest in key_counter.child_doors:
return False
if child in key_counter.open_doors or child.dest in key_counter.child_doors:
return False
return True
def find_best_counter(door, odd_counter, key_counter, key_layout, world, player, skip_bk, empty_flag): # try to waste as many keys as possible?
ignored_doors = {door, door.dest} if door is not None else {}
finished = False
opened_doors = dict(key_counter.open_doors)
bk_opened = key_counter.big_key_opened
# new_counter = key_counter
last_counter = key_counter
while not finished:
door_set = find_potential_open_doors(last_counter, ignored_doors, key_layout, skip_bk)
if door_set is None or len(door_set) == 0:
finished = True
continue
for new_door in door_set:
proposed_doors = {**opened_doors, **dict.fromkeys([new_door, new_door.dest])}
bk_open = bk_opened or new_door.bigKey
new_counter = find_counter(proposed_doors, bk_open, key_layout)
bk_open = new_counter.big_key_opened
# this means the new_door invalidates the door / leads to the same stuff
if not empty_flag and relative_empty_counter(odd_counter, new_counter):
ignored_doors.add(new_door)
elif empty_flag or key_wasted(new_door, door, last_counter, new_counter, key_layout, world, player):
last_counter = new_counter
opened_doors = proposed_doors
bk_opened = bk_open
else:
ignored_doors.add(new_door)
return last_counter
def find_worst_counter(door, odd_counter, key_counter, key_layout, skip_bk): # try to waste as many keys as possible?
ignored_doors = {door, door.dest} if door is not None else {}
finished = False
opened_doors = dict(key_counter.open_doors)
bk_opened = key_counter.big_key_opened
# new_counter = key_counter
last_counter = key_counter
while not finished:
door_set = find_potential_open_doors(last_counter, ignored_doors, key_layout, skip_bk, 0)
if door_set is None or len(door_set) == 0:
finished = True
continue
for new_door in door_set:
proposed_doors = {**opened_doors, **dict.fromkeys([new_door, new_door.dest])}
bk_open = bk_opened or new_door.bigKey
new_counter = find_counter(proposed_doors, bk_open, key_layout)
bk_open = new_counter.big_key_opened
if not new_door.bigKey and progressive_ctr(new_counter, last_counter) and relative_empty_counter_2(odd_counter, new_counter):
ignored_doors.add(new_door)
else:
last_counter = new_counter
opened_doors = proposed_doors
bk_opened = bk_open
# this means the new_door invalidates the door / leads to the same stuff
return last_counter
def find_potential_open_doors(key_counter, ignored_doors, key_layout, skip_bk, reserve=1):
small_doors = []
big_doors = []
for other in key_counter.child_doors:
if other not in ignored_doors and other.dest not in ignored_doors:
if other.bigKey:
if not skip_bk and (not key_layout.big_key_special or key_counter.big_key_opened):
big_doors.append(other)
elif other.dest not in small_doors:
small_doors.append(other)
if key_layout.big_key_special:
big_key_available = key_counter.big_key_opened
else:
big_key_available = len(key_counter.free_locations) - key_counter.used_smalls_loc(reserve) > 0
if len(small_doors) == 0 and (not skip_bk and (len(big_doors) == 0 or not big_key_available)):
return None
return small_doors + big_doors
def key_wasted(new_door, old_door, old_counter, new_counter, key_layout, world, player):
if new_door.bigKey: # big keys are not wastes - it uses up a location
return True
chest_keys = available_chest_small_keys(old_counter, world, player)
old_key_diff = len(old_counter.key_only_locations) - old_counter.used_keys
old_avail = chest_keys + old_key_diff
new_chest_keys = available_chest_small_keys(new_counter, world, player)
new_key_diff = len(new_counter.key_only_locations) - new_counter.used_keys
new_avail = new_chest_keys + new_key_diff
if new_key_diff < old_key_diff or new_avail < old_avail:
return True
if new_avail >= old_avail:
wasted_keys = 0
old_children = old_counter.child_doors.keys()
new_children = [x for x in new_counter.child_doors.keys() if x != old_door and x.dest != old_door and (not x.bigKey or x not in old_children)]
current_counter = new_counter
opened_doors = dict(current_counter.open_doors)
bk_opened = current_counter.big_key_opened
for new_child in new_children:
proposed_doors = {**opened_doors, **dict.fromkeys([new_child, new_child.dest])}
bk_open = bk_opened or new_door.bigKey
new_counter = find_counter(proposed_doors, bk_open, key_layout)
if key_wasted(new_child, old_door, current_counter, new_counter, key_layout, world, player):
wasted_keys += 1
if new_avail - wasted_keys < old_avail:
return True # waste is possible
return False
def find_next_counter(new_door, old_counter, key_layout):
proposed_doors = {**old_counter.open_doors, **dict.fromkeys([new_door, new_door.dest])}
bk_open = old_counter.big_key_opened or new_door.bigKey
return find_counter(proposed_doors, bk_open, key_layout)
def check_special_locations(locations):
for loc in locations:
if loc.name == 'Hyrule Castle - Zelda\'s Chest':
return True
return False
def calc_avail_keys(key_counter, world, player):
chest_keys = available_chest_small_keys(key_counter, world, player)
raw_avail = chest_keys + len(key_counter.key_only_locations)
return raw_avail - key_counter.used_keys
def create_rule(key_counter, prev_counter, key_layout, world, player):
# prev_chest_keys = available_chest_small_keys(prev_counter, world)
# prev_avail = prev_chest_keys + len(prev_counter.key_only_locations)
chest_keys = available_chest_small_keys(key_counter, world, player)
key_gain = len(key_counter.key_only_locations) - len(prev_counter.key_only_locations)
# previous method
# raw_avail = chest_keys + len(key_counter.key_only_locations)
# available = raw_avail - key_counter.used_keys
# possible_smalls = count_unique_small_doors(key_counter, key_layout.flat_prop)
# required_keys = min(available, possible_smalls) + key_counter.used_keys
required_keys = key_counter.used_keys + 1 # this makes more sense, if key_counter has wasted all keys
adj_chest_keys = min(chest_keys, required_keys)
needed_chests = required_keys - len(key_counter.key_only_locations)
is_valid = needed_chests <= chest_keys
unneeded_chests = min(key_gain, max(0, adj_chest_keys - needed_chests))
rule_num = required_keys - unneeded_chests
return DoorRules(rule_num, is_valid)
def check_for_self_lock_key(rule, door, parent_counter, key_layout, world, player):
if world.accessibility[player] != 'locations':
counter = find_inverted_counter(door, parent_counter, key_layout, world, player)
if not self_lock_possible(counter):
return
if len(counter.free_locations) == 1 and len(counter.key_only_locations) == 0 and not counter.important_location:
rule.allow_small = True
rule.small_location = next(iter(counter.free_locations))
def find_inverted_counter(door, parent_counter, key_layout, world, player):
# open all doors in counter
counter = open_all_counter(parent_counter, key_layout, door=door)
max_counter = find_max_counter(key_layout)
# find the difference
inverted_counter = KeyCounter(key_layout.max_chests)
inverted_counter.free_locations = dict_difference(max_counter.free_locations, counter.free_locations)
inverted_counter.key_only_locations = dict_difference(max_counter.key_only_locations, counter.key_only_locations)
# child doors? used_keys?
# inverted_counter.child_doors = dict_difference(max_counter.child_doors, counter.child_doors)
inverted_counter.open_doors = dict_difference(max_counter.open_doors, counter.open_doors)
inverted_counter.other_locations = dict_difference(max_counter.other_locations, counter.other_locations)
for loc in inverted_counter.other_locations:
if important_location(loc, world, player):
inverted_counter.important_location = True
return inverted_counter
def open_all_counter(parent_counter, key_layout, door=None, skipBk=False):
changed = True
counter = parent_counter
proposed_doors = dict.fromkeys(parent_counter.open_doors.keys())
while changed:
changed = False
doors_to_open = {}
for child in counter.child_doors:
if door is None or (child != door and child != door.dest):
if skipBk:
if not child.bigKey:
doors_to_open[child] = None
elif not child.bigKey or not key_layout.big_key_special or counter.big_key_opened:
doors_to_open[child] = None
if len(doors_to_open.keys()) > 0:
proposed_doors = {**proposed_doors, **doors_to_open}
bk_hint = counter.big_key_opened
for d in doors_to_open.keys():
bk_hint = bk_hint or d.bigKey
counter = find_counter(proposed_doors, bk_hint, key_layout)
changed = True
return counter
def open_some_counter(parent_counter, key_layout, ignored_doors):
changed = True
counter = parent_counter
proposed_doors = dict.fromkeys(parent_counter.open_doors.keys())
while changed:
changed = False
doors_to_open = {}
for child in counter.child_doors:
if child not in ignored_doors:
if not child.bigKey:
doors_to_open[child] = None
if len(doors_to_open.keys()) > 0:
proposed_doors = {**proposed_doors, **doors_to_open}
bk_hint = counter.big_key_opened
for d in doors_to_open.keys():
bk_hint = bk_hint or d.bigKey
counter = find_counter(proposed_doors, bk_hint, key_layout)
changed = True
return counter
def self_lock_possible(counter):
return len(counter.free_locations) <= 1 and len(counter.key_only_locations) == 0 and not counter.important_location
def available_chest_small_keys(key_counter, world, player):
if not world.keyshuffle[player] and not world.retro[player]:
cnt = 0
for loc in key_counter.free_locations:
if key_counter.big_key_opened or '- Big Chest' not in loc.name:
cnt += 1
return min(cnt, key_counter.max_chests)
else:
return key_counter.max_chests
def available_chest_small_keys_logic(key_counter, world, player, sm_restricted):
if not world.keyshuffle[player] and not world.retro[player]:
cnt = 0
for loc in key_counter.free_locations:
if loc not in sm_restricted and (key_counter.big_key_opened or '- Big Chest' not in loc.name):
cnt += 1
return min(cnt, key_counter.max_chests)
else:
return key_counter.max_chests
def bk_restricted_rules(rule, door, odd_counter, empty_flag, key_counter, key_layout, world, player):
if key_counter.big_key_opened:
return
best_counter = find_best_counter(door, odd_counter, key_counter, key_layout, world, player, True, empty_flag)
bk_rule = create_rule(best_counter, key_counter, key_layout, world, player)
if bk_rule.small_key_num >= rule.small_key_num:
return
door_open = find_next_counter(door, best_counter, key_layout)
ignored_doors = dict_intersection(best_counter.child_doors, door_open.child_doors)
dest_ignored = []
for door in ignored_doors.keys():
if door.dest not in ignored_doors:
dest_ignored.append(door.dest)
ignored_doors = {**ignored_doors, **dict.fromkeys(dest_ignored)}
post_counter = open_some_counter(door_open, key_layout, ignored_doors.keys())
unique_loc = dict_difference(post_counter.free_locations, best_counter.free_locations)
# todo: figure out the intention behind this change - better way to detect the big key is blocking needed key onlys?
if len(unique_loc) > 0: # and bk_rule.is_valid
rule.alternate_small_key = bk_rule.small_key_num
rule.alternate_big_key_loc.update(unique_loc)
# elif not bk_rule.is_valid:
# key_layout.key_logic.bk_restricted.update(unique_loc)
def find_worst_counter_wo_bk(small_key_num, accessible_set, door, odd_ctr, key_counter, key_layout):
if key_counter.big_key_opened:
return None, None, None
worst_counter = find_worst_counter(door, odd_ctr, key_counter, key_layout, True)
bk_rule_num = worst_counter.used_keys + 1
bk_access_set = set()
bk_access_set.update(worst_counter.free_locations)
bk_access_set.update(worst_counter.key_only_locations)
if bk_rule_num == small_key_num and len(bk_access_set ^ accessible_set) == 0:
return None, None, None
door_open = find_next_counter(door, worst_counter, key_layout)
ignored_doors = dict_intersection(worst_counter.child_doors, door_open.child_doors)
dest_ignored = []
for door in ignored_doors.keys():
if door.dest not in ignored_doors:
dest_ignored.append(door.dest)
ignored_doors = {**ignored_doors, **dict.fromkeys(dest_ignored)}
post_counter = open_some_counter(door_open, key_layout, ignored_doors.keys())
return worst_counter, post_counter, bk_rule_num
def open_a_door(door, child_state, flat_proposal):
if door.bigKey:
child_state.big_key_opened = True
child_state.avail_doors.extend(child_state.big_doors)
child_state.opened_doors.extend(set([d.door for d in child_state.big_doors]))
child_state.big_doors.clear()
else:
child_state.opened_doors.append(door)
doors_to_open = [x for x in child_state.small_doors if x.door == door]
child_state.small_doors[:] = [x for x in child_state.small_doors if x.door != door]
child_state.avail_doors.extend(doors_to_open)
dest_door = door.dest
if dest_door in flat_proposal and door.type != DoorType.SpiralStairs:
child_state.opened_doors.append(dest_door)
if child_state.in_door_list_ic(dest_door, child_state.small_doors):
now_available = [x for x in child_state.small_doors if x.door == dest_door]
child_state.small_doors[:] = [x for x in child_state.small_doors if x.door != dest_door]
child_state.avail_doors.extend(now_available)
# allows dest doors
def unique_doors(doors):
unique_d_set = []
for d in doors:
if d.door not in unique_d_set:
unique_d_set.append(d.door)
return unique_d_set
# does not allow dest doors
def count_unique_sm_doors(doors):
unique_d_set = set()
for d in doors:
if d not in unique_d_set and (d.dest not in unique_d_set or d.type == DoorType.SpiralStairs) and not d.bigKey:
unique_d_set.add(d)
return len(unique_d_set)
def big_key_progress(key_counter):
return not only_sm_doors(key_counter) or exist_big_chest(key_counter)
def only_sm_doors(key_counter):
for door in key_counter.child_doors:
if door.bigKey:
return False
return True
# doesn't count dest doors
def count_unique_small_doors(key_counter, proposal):
cnt = 0
counted = set()
for door in key_counter.child_doors:
if door in proposal and door not in counted:
cnt += 1
counted.add(door)
if door.type != DoorType.SpiralStairs:
counted.add(door.dest)
return cnt
def exist_relevant_big_doors(key_counter, key_layout):
bk_counter = find_counter(key_counter.open_doors, True, key_layout, False)
if bk_counter is not None:
diff = dict_difference(bk_counter.free_locations, key_counter.free_locations)
if len(diff) > 0:
return True
diff = dict_difference(bk_counter.key_only_locations, key_counter.key_only_locations)
if len(diff) > 0:
return True
diff = dict_difference(bk_counter.child_doors, key_counter.child_doors)
if len(diff) > 0:
return True
return False
def exist_big_chest(key_counter):
for loc in key_counter.free_locations:
if '- Big Chest' in loc.name:
return True
return False
def count_locations_big_optional(locations, bk=False):
cnt = 0
for loc in locations:
if bk or '- Big Chest' not in loc.name:
cnt += 1
return cnt
def filter_big_chest(locations):
return [x for x in locations if '- Big Chest' not in x.name]
def count_free_locations(state):
cnt = 0
for loc in state.found_locations:
if '- Prize' not in loc.name and loc.name not in dungeon_events and loc.name not in key_only_locations and loc.name not in ['Agahnim 1', 'Agahnim 2', 'Hyrule Castle - Big Key Drop']:
cnt += 1
return cnt
def count_locations_exclude_big_chest(state):
cnt = 0
for loc in state.found_locations:
if '- Big Chest' not in loc.name and '- Prize' not in loc.name and loc.name not in dungeon_events and loc.name not in key_only_locations and loc.name not in ['Agahnim 1', 'Agahnim 2', 'Hyrule Castle - Big Key Drop']:
cnt += 1
return cnt
def count_key_only_locations(state):
cnt = 0
for loc in state.found_locations:
if loc.name in key_only_locations:
cnt += 1
return cnt
def count_small_key_only_locations(state):
cnt = 0
for loc in state.found_locations:
if loc.name in key_only_locations and loc.name != 'Hyrule Castle - Big Key Drop':
cnt += 1
return cnt
def big_chest_in_locations(locations):
return len(find_big_chest_locations(locations)) > 0
def find_big_chest_locations(locations):
ret = []
for loc in locations:
if 'Big Chest' in loc.name:
ret.append(loc)
return ret
def expand_key_state(state, flat_proposal, world, player):
while len(state.avail_doors) > 0:
exp_door = state.next_avail_door()
door = exp_door.door
connect_region = world.get_entrance(door.name, player).connected_region
if state.validate(door, connect_region, world, player):
state.visit_region(connect_region, key_checks=True)
state.add_all_doors_check_keys(connect_region, flat_proposal, world, player)
def flatten_pair_list(paired_list):
flat_list = []
for d in paired_list:
if type(d) is tuple:
flat_list.append(d[0])
flat_list.append(d[1])
else:
flat_list.append(d)
return flat_list
def check_rules(original_counter, key_layout, world, player):
all_key_only = set()
key_only_map = {}
queue = deque([(None, original_counter, original_counter.key_only_locations)])
completed = set()
completed.add(cid(original_counter, key_layout))
while len(queue) > 0:
queue = deque(sorted(queue, key=queue_sorter_2))
access_door, counter, key_only_loc = queue.popleft()
for loc in key_only_loc:
if loc not in all_key_only:
all_key_only.add(loc)
access_rules = []
key_only_map[loc] = access_rules
else:
access_rules = key_only_map[loc]
if access_door is None or access_door.name not in key_layout.key_logic.door_rules.keys():
if access_door is None or not access_door.bigKey:
access_rules.append(DoorRules(0, True))
else:
rule = key_layout.key_logic.door_rules[access_door.name]
if rule not in access_rules:
access_rules.append(rule)
for child in counter.child_doors.keys():
if not child.bigKey or not key_layout.big_key_special or counter.big_key_opened:
next_counter = find_next_counter(child, counter, key_layout)
c_id = cid(next_counter, key_layout)
if c_id not in completed:
completed.add(c_id)
new_key_only = dict_difference(next_counter.key_only_locations, counter.key_only_locations)
queue.append((child, next_counter, new_key_only))
min_rule_bk = defaultdict(list)
min_rule_non_bk = defaultdict(list)