Exemplo n.º 1
0
class RandoSetup(object):
    def __init__(self, graphSettings, locations, services):
        self.sm = SMBoolManager()
        self.settings = services.settings
        self.graphSettings = graphSettings
        self.startAP = graphSettings.startAP
        self.superFun = self.settings.getSuperFun()
        self.container = None
        self.services = services
        self.restrictions = services.restrictions
        self.areaGraph = services.areaGraph
        self.allLocations = locations
        self.locations = self.areaGraph.getAccessibleLocations(
            locations, self.startAP)
        #        print("nLocs Setup: "+str(len(self.locations)))
        self.itemManager = self.settings.getItemManager(
            self.sm, len(self.locations))
        self.forbiddenItems = []
        self.restrictedLocs = []
        self.lastRestricted = []
        self.bossesLocs = sorted(
            ['Draygon', 'Kraid', 'Ridley', 'Phantoon', 'Mother Brain'])
        self.suits = ['Varia', 'Gravity']
        # organized by priority
        self.movementItems = [
            'SpaceJump', 'HiJump', 'SpeedBooster', 'Bomb', 'Grapple',
            'SpringBall'
        ]
        # organized by priority
        self.combatItems = ['ScrewAttack', 'Plasma', 'Wave', 'Spazer']
        # OMG
        self.bossChecks = {
            'Kraid': self.sm.enoughStuffsKraid,
            'Phantoon': self.sm.enoughStuffsPhantoon,
            'Draygon': self.sm.enoughStuffsDraygon,
            'Ridley': self.sm.enoughStuffsRidley,
            'Mother Brain': self.sm.enoughStuffsMotherbrain
        }
        self.okay = lambda: SMBool(True, 0)
        exclude = self.settings.getExcludeItems(self.locations)
        # we have to use item manager only once, otherwise pool will change
        self.itemManager.createItemPool(exclude)
        self.basePool = self.itemManager.getItemPool()[:]
        self.log = utils.log.get('RandoSetup')
        if len(locations) != len(self.locations):
            self.log.debug("inaccessible locations :" + getLocListStr(
                [loc for loc in locations if loc not in self.locations]))

    # processes everything and returns an ItemLocContainer, or None if failed (invalid init conditions/settings)
    def createItemLocContainer(self):
        self.getForbidden()
        self.log.debug("LAST CHECKPOOL")
        if not self.checkPool():
            self.log.debug("createItemLocContainer: checkPool fail")
            return None
        self.checkDoorBeams()
        self.container = ItemLocContainer(self.sm, self.getItemPool(),
                                          self.locations)
        if self.restrictions.isLateMorph():
            self.restrictions.lateMorphInit(self.startAP, self.container,
                                            self.services)
            isStdStart = GraphUtils.isStandardStart(self.startAP)
            # ensure we have an area layout that can put morph outside start area
            # TODO::allow for custom start which doesn't require morph early
            if self.graphSettings.areaRando and isStdStart and not self.restrictions.suitsRestrictions and self.restrictions.lateMorphForbiddenArea is None:
                self.container = None
                self.log.debug("createItemLocContainer: checkLateMorph fail")
                return None
        # checkStart needs the container
        if not self.checkStart():
            self.container = None
            self.log.debug("createItemLocContainer: checkStart fail")
            return None
        # add placement restriction helpers for random fill
        if self.settings.progSpeed == 'speedrun':
            restrictionDict = self.getSpeedrunRestrictionsDict()
            self.restrictions.addPlacementRestrictions(restrictionDict)
        self.settings.collectAlreadyPlacedItemLocations(self.container)
        self.fillRestrictedLocations()
        self.settings.updateSuperFun(self.superFun)
        return self.container

    def getSpeedrunRestrictionsDict(self):
        itemTypes = {
            item.Type
            for item in self.container.itemPool
            if item.Category not in Restrictions.NoCheckCat
        }
        allAreas = {loc.GraphArea for loc in self.locations}
        items = [
            self.container.getNextItemInPool(itemType)
            for itemType in itemTypes
        ]
        restrictionDict = {}
        for area in allAreas:
            restrictionDict[area] = {}
            for itemType in itemTypes:
                restrictionDict[area][itemType] = set()
        for item in items:
            itemType = item.Type
            poss = self.services.possibleLocations(item, self.startAP,
                                                   self.container)
            for loc in poss:
                restrictionDict[loc.GraphArea][itemType].add(loc.Name)
        if self.restrictions.isEarlyMorph() and GraphUtils.isStandardStart(
                self.startAP):
            morphLocs = ['Morphing Ball']
            if self.restrictions.split in ['Full', 'Major']:
                dboost = self.sm.knowsCeilingDBoost()
                if dboost.bool == True and dboost.difficulty <= self.settings.maxDiff:
                    morphLocs.append('Energy Tank, Brinstar Ceiling')
            for area, locDict in restrictionDict.items():
                if area == 'Crateria':
                    locDict['Morph'] = set(morphLocs)
                else:
                    locDict['Morph'] = set()
        return restrictionDict

    # fill up unreachable locations with "junk" to maximize the chance of the ROM
    # to be finishable
    def fillRestrictedLocations(self):
        majorRestrictedLocs = [
            loc for loc in self.restrictedLocs
            if self.restrictions.isLocMajor(loc)
        ]
        otherRestrictedLocs = [
            loc for loc in self.restrictedLocs
            if loc not in majorRestrictedLocs
        ]

        def getItemPredicateMajor(itemType):
            return lambda item: item.Type == itemType and self.restrictions.isItemMajor(
                item)

        def getItemPredicateMinor(itemType):
            return lambda item: item.Type == itemType and self.restrictions.isItemMinor(
                item)

        def fill(locs, getPred):
            self.log.debug("fillRestrictedLocations. locs=" +
                           getLocListStr(locs))
            for loc in locs:
                loc.restricted = True
                itemLocation = ItemLocation(None, loc)
                if self.container.hasItemInPool(getPred('Nothing')):
                    itemLocation.Item = self.container.getNextItemInPoolMatching(
                        getPred('Nothing'))
                elif self.container.hasItemInPool(getPred('NoEnergy')):
                    itemLocation.Item = self.container.getNextItemInPoolMatching(
                        getPred('NoEnergy'))
                elif self.container.countItems(getPred('Missile')) > 3:
                    itemLocation.Item = self.container.getNextItemInPoolMatching(
                        getPred('Missile'))
                elif self.container.countItems(getPred('Super')) > 2:
                    itemLocation.Item = self.container.getNextItemInPoolMatching(
                        getPred('Super'))
                elif self.container.countItems(getPred('PowerBomb')) > 1:
                    itemLocation.Item = self.container.getNextItemInPoolMatching(
                        getPred('PowerBomb'))
                elif self.container.countItems(getPred('Reserve')) > 1:
                    itemLocation.Item = self.container.getNextItemInPoolMatching(
                        getPred('Reserve'))
                elif self.container.countItems(getPred('ETank')) > 3:
                    itemLocation.Item = self.container.getNextItemInPoolMatching(
                        getPred('ETank'))
                else:
                    raise RuntimeError("Cannot fill restricted locations")
                self.log.debug("Fill: {} at {}".format(
                    itemLocation.Item.Type, itemLocation.Location.Name))
                self.container.collect(itemLocation, False)

        fill(majorRestrictedLocs, getItemPredicateMajor)
        fill(otherRestrictedLocs, getItemPredicateMinor)

    def getItemPool(self, forbidden=[]):
        self.itemManager.setItemPool(
            self.basePool[:])  # reuse base pool to have constant base item set
        return self.itemManager.removeForbiddenItems(self.forbiddenItems +
                                                     forbidden)

    # if needed, do a simplified "pre-randomization" of a few items to check start AP/area layout validity
    def checkStart(self):
        ap = getAccessPoint(self.startAP)
        if not self.graphSettings.areaRando or ap.Start is None or \
           (('needsPreRando' not in ap.Start or not ap.Start['needsPreRando']) and\
            ('areaMode' not in ap.Start or not ap.Start['areaMode'])):
            return True
        self.log.debug("********* PRE RANDO START")
        container = copy.copy(self.container)
        filler = FrontFiller(self.startAP, self.areaGraph, self.restrictions,
                             container)
        condition = filler.createStepCountCondition(4)
        (isStuck, itemLocations, progItems) = filler.generateItems(condition)
        self.log.debug("********* PRE RANDO END")
        return not isStuck and len(
            self.services.currentLocations(filler.ap, filler.container)) > 0

    # in door color rando, determine mandatory beams
    def checkDoorBeams(self):
        if self.restrictions.isLateDoors():
            doorBeams = ['Wave', 'Ice', 'Spazer', 'Plasma']
            self.restrictions.mandatoryBeams = [
                beam for beam in doorBeams
                if not self.checkPool(forbidden=[beam])
            ]
            self.log.debug("checkDoorBeams. mandatoryBeams=" +
                           str(self.restrictions.mandatoryBeams))

    def checkPool(self, forbidden=None):
        self.log.debug("checkPool. forbidden=" + str(forbidden) +
                       ", self.forbiddenItems=" + str(self.forbiddenItems))
        if not self.graphSettings.isMinimizer(
        ) and not self.settings.isPlandoRando() and len(
                self.allLocations) > len(self.locations):
            # invalid graph with looped areas
            self.log.debug(
                "checkPool: not all areas are connected, but minimizer param is off / not a plando rando"
            )
            return False
        ret = True
        if forbidden is not None:
            pool = self.getItemPool(forbidden)
        else:
            pool = self.getItemPool()
        # get restricted locs
        totalAvailLocs = []
        comeBack = {}
        try:
            container = ItemLocContainer(self.sm, pool, self.locations)
        except AssertionError as e:
            # invalid graph altogether
            self.log.debug(
                "checkPool: AssertionError when creating ItemLocContainer: {}".
                format(e))
            return False
        # restrict item pool in chozo: game should be finishable with chozo items only
        contPool = []
        if self.restrictions.isChozo():
            container.restrictItemPool(isChozoItem)
            missile = container.getNextItemInPool('Missile')
            if missile is not None:
                # add missile (if zeb skip not known)
                contPool.append(missile)
        contPool += [item for item in pool if item in container.itemPool]
        # give us everything and beat every boss to see what we can access
        self.disableBossChecks()
        self.sm.resetItems()
        self.sm.addItems([item.Type
                          for item in contPool])  # will add bosses as well
        poolDict = container.getPoolDict()
        self.log.debug('pool={}'.format(
            sorted([(t, len(poolDict[t])) for t in poolDict])))
        locs = self.services.currentLocations(self.startAP,
                                              container,
                                              post=True)
        self.areaGraph.useCache(True)
        for loc in locs:
            ap = loc.accessPoint
            if ap not in comeBack:
                # we chose Golden Four because it is always there.
                # Start APs might not have comeback transitions
                # possible start AP issues are handled in checkStart
                comeBack[ap] = self.areaGraph.canAccess(
                    self.sm, ap, 'Golden Four', self.settings.maxDiff)
            if comeBack[ap]:
                totalAvailLocs.append(loc)
        self.areaGraph.useCache(False)
        self.lastRestricted = [
            loc for loc in self.locations if loc not in totalAvailLocs
        ]
        self.log.debug("restricted=" +
                       str([loc.Name for loc in self.lastRestricted]))

        # check if all inter-area APs can reach each other
        interAPs = [
            ap for ap in self.areaGraph.getAccessibleAccessPoints(self.startAP)
            if not ap.isInternal() and not ap.isLoop()
        ]
        for startAp in interAPs:
            availAccessPoints = self.areaGraph.getAvailableAccessPoints(
                startAp, self.sm, self.settings.maxDiff)
            for ap in interAPs:
                if not ap in availAccessPoints:
                    self.log.debug(
                        "checkPool: ap {} non accessible from {}".format(
                            ap.Name, startAp.Name))
                    ret = False
        if not ret:
            self.log.debug("checkPool. inter-area APs check failed")
        # cleanup
        self.sm.resetItems()
        self.restoreBossChecks()
        # check if we can reach/beat all bosses
        if ret:
            for loc in self.lastRestricted:
                if loc.Name in self.bossesLocs:
                    ret = False
                    self.log.debug("unavail Boss: " + loc.Name)
            if ret:
                # revive bosses
                self.sm.addItems([
                    item.Type for item in contPool if item.Category != 'Boss'
                ])
                maxDiff = self.settings.maxDiff
                # see if phantoon doesn't block himself, and if we can reach draygon if she's alive
                ret = self.areaGraph.canAccess(self.sm, self.startAP, 'PhantoonRoomIn', maxDiff)\
                      and self.areaGraph.canAccess(self.sm, self.startAP, 'DraygonRoomIn', maxDiff)
                if ret:
                    # see if we can beat bosses with this equipment (infinity as max diff for a "onlyBossesLeft" type check
                    beatableBosses = sorted([
                        loc.Name for loc in self.services.currentLocations(
                            self.startAP, container, diff=infinity)
                        if loc.isBoss()
                    ])
                    self.log.debug("checkPool. beatableBosses=" +
                                   str(beatableBosses))
                    ret = beatableBosses == Bosses.Golden4()
                    if ret:
                        # check that we can then kill mother brain
                        self.sm.addItems(Bosses.Golden4())
                        beatableMotherBrain = [
                            loc.Name for loc in self.services.currentLocations(
                                self.startAP, container, diff=infinity)
                            if loc.Name == 'Mother Brain'
                        ]
                        ret = len(beatableMotherBrain) > 0
                        self.log.debug(
                            "checkPool. beatable Mother Brain={}".format(ret))
                else:
                    self.log.debug('checkPool. locked by Phantoon or Draygon')
                self.log.debug('checkPool. boss access sanity check: ' +
                               str(ret))

        if self.restrictions.isChozo():
            # last check for chozo locations: don't put more restricted chozo locations than removed chozo items
            # (we cannot rely on removing ammo/energy in fillRestrictedLocations since it is already the bare minimum in chozo pool)
            # FIXME something to do there for ultra sparse, it gives us up to 3 more spots for nothing items
            restrictedLocs = self.restrictedLocs + [
                loc for loc in self.lastRestricted
                if loc not in self.restrictedLocs
            ]
            nRestrictedChozo = sum(1 for loc in restrictedLocs
                                   if loc.isChozo())
            nNothingChozo = sum(
                1 for item in pool
                if 'Chozo' in item.Class and item.Category == 'Nothing')
            ret &= nRestrictedChozo <= nNothingChozo
            self.log.debug('checkPool. nRestrictedChozo=' +
                           str(nRestrictedChozo) + ', nNothingChozo=' +
                           str(nNothingChozo))
        self.log.debug('checkPool. result: ' + str(ret))
        return ret

    def disableBossChecks(self):
        self.sm.enoughStuffsKraid = self.okay
        self.sm.enoughStuffsPhantoon = self.okay
        self.sm.enoughStuffsDraygon = self.okay
        self.sm.enoughStuffsRidley = self.okay

        def mbCheck():
            (possible, energyDiff) = self.sm.mbEtankCheck()
            if possible == True:
                return self.okay()
            return smboolFalse

        self.sm.enoughStuffsMotherbrain = mbCheck

    def restoreBossChecks(self):
        self.sm.enoughStuffsKraid = self.bossChecks['Kraid']
        self.sm.enoughStuffsPhantoon = self.bossChecks['Phantoon']
        self.sm.enoughStuffsDraygon = self.bossChecks['Draygon']
        self.sm.enoughStuffsRidley = self.bossChecks['Ridley']
        self.sm.enoughStuffsMotherbrain = self.bossChecks['Mother Brain']

    def addRestricted(self):
        self.checkPool()
        for r in self.lastRestricted:
            if r not in self.restrictedLocs:
                self.restrictedLocs.append(r)

    def getForbiddenItemsFromList(self, itemList):
        self.log.debug('getForbiddenItemsFromList: ' + str(itemList))
        remove = []
        n = randGaussBounds(len(itemList))
        for i in range(n):
            idx = random.randint(0, len(itemList) - 1)
            item = itemList.pop(idx)
            if item is not None:
                remove.append(item)
        return remove

    def addForbidden(self, removable):
        forb = None
        # it can take several tries if some item combination removal
        # forbids access to more stuff than each individually
        tries = 0
        while forb is None and tries < 100:
            forb = self.getForbiddenItemsFromList(removable[:])
            self.log.debug("addForbidden. forb=" + str(forb))
            if self.checkPool(forb) == False:
                forb = None
            tries += 1
        if forb is None:
            # we couldn't find a combination, just pick an item
            firstItem = next(
                (itemType for itemType in removable if itemType is not None),
                None)
            if firstItem is not None:
                forb = [firstItem]
            else:
                forb = []
        self.forbiddenItems += forb
        self.checkPool()
        self.addRestricted()
        return len(forb)

    def getForbiddenSuits(self):
        self.log.debug("getForbiddenSuits BEGIN. forbidden=" +
                       str(self.forbiddenItems) + ",ap=" + self.startAP)
        removableSuits = [
            suit for suit in self.suits if self.checkPool([suit])
        ]
        if 'Varia' in removableSuits and self.startAP in [
                'Bubble Mountain', 'Firefleas Top'
        ]:
            # Varia has to be first item there, and checkPool can't detect it
            removableSuits.remove('Varia')
        self.log.debug("getForbiddenSuits removable=" + str(removableSuits))
        if len(removableSuits) > 0:
            # remove at least one
            if self.addForbidden(removableSuits) == 0:
                self.forbiddenItems.append(removableSuits.pop())
                self.checkPool()
                self.addRestricted()
        else:
            self.superFun.remove('Suits')
            self.errorMsgs.append("Super Fun : Could not remove any suit")
        self.log.debug("getForbiddenSuits END. forbidden=" +
                       str(self.forbiddenItems))

    def getForbiddenMovement(self):
        self.log.debug("getForbiddenMovement BEGIN. forbidden=" +
                       str(self.forbiddenItems))
        removableMovement = [
            mvt for mvt in self.movementItems if self.checkPool([mvt])
        ]
        self.log.debug("getForbiddenMovement removable=" +
                       str(removableMovement))
        if len(removableMovement) > 0:
            # remove at least the most important
            self.forbiddenItems.append(removableMovement.pop(0))
            self.addForbidden(removableMovement + [None])
        else:
            self.superFun.remove('Movement')
            self.errorMsgs.append(
                'Super Fun : Could not remove any movement item')
        self.log.debug("getForbiddenMovement END. forbidden=" +
                       str(self.forbiddenItems))

    def getForbiddenCombat(self):
        self.log.debug("getForbiddenCombat BEGIN. forbidden=" +
                       str(self.forbiddenItems))
        removableCombat = [
            cbt for cbt in self.combatItems if self.checkPool([cbt])
        ]
        self.log.debug("getForbiddenCombat removable=" + str(removableCombat))
        if len(removableCombat) > 0:
            fake = [
            ]  # placeholders to avoid tricking the gaussian into removing too much stuff
            if len(removableCombat) > 0:
                # remove at least one if possible (will be screw or plasma)
                self.forbiddenItems.append(removableCombat.pop(0))
                fake.append(None)
            # if plasma is still available, remove it as well if we can
            if len(removableCombat
                   ) > 0 and removableCombat[0] == 'Plasma' and self.checkPool(
                       [removableCombat[0]]):
                self.forbiddenItems.append(removableCombat.pop(0))
                fake.append(None)
            self.addForbidden(removableCombat + fake)
        else:
            self.superFun.remove('Combat')
            self.errorMsgs.append(
                'Super Fun : Could not remove any combat item')
        self.log.debug("getForbiddenCombat END. forbidden=" +
                       str(self.forbiddenItems))

    def getForbidden(self):
        self.forbiddenItems = []
        self.restrictedLocs = []
        self.errorMsgs = []
        if 'Suits' in self.superFun:  # impact on movement item
            self.getForbiddenSuits()
        if 'Movement' in self.superFun:
            self.getForbiddenMovement()
        if 'Combat' in self.superFun:
            self.getForbiddenCombat()
        # if no super fun, check that there's no restricted locations (for ultra sparse)
        if len(self.superFun) == 0:
            self.addRestricted()
        self.log.debug("forbiddenItems: {}".format(self.forbiddenItems))
        self.log.debug("restrictedLocs: {}".format(
            [loc.Name for loc in self.restrictedLocs]))
Exemplo n.º 2
0
    def checkPool(self, forbidden=None):
        self.log.debug("checkPool. forbidden=" + str(forbidden) +
                       ", self.forbiddenItems=" + str(self.forbiddenItems))
        if not self.graphSettings.isMinimizer(
        ) and not self.settings.isPlandoRando() and len(
                self.allLocations) > len(self.locations):
            # invalid graph with looped areas
            self.log.debug(
                "checkPool: not all areas are connected, but minimizer param is off / not a plando rando"
            )
            return False
        ret = True
        if forbidden is not None:
            pool = self.getItemPool(forbidden)
        else:
            pool = self.getItemPool()
        # get restricted locs
        totalAvailLocs = []
        comeBack = {}
        try:
            container = ItemLocContainer(self.sm, pool, self.locations)
        except AssertionError as e:
            # invalid graph altogether
            self.log.debug(
                "checkPool: AssertionError when creating ItemLocContainer: {}".
                format(e))
            return False
        # restrict item pool in chozo: game should be finishable with chozo items only
        contPool = []
        if self.restrictions.isChozo():
            container.restrictItemPool(isChozoItem)
            missile = container.getNextItemInPool('Missile')
            if missile is not None:
                # add missile (if zeb skip not known)
                contPool.append(missile)
        contPool += [item for item in pool if item in container.itemPool]
        # give us everything and beat every boss to see what we can access
        self.disableBossChecks()
        self.sm.resetItems()
        self.sm.addItems([item.Type
                          for item in contPool])  # will add bosses as well
        poolDict = container.getPoolDict()
        self.log.debug('pool={}'.format(
            sorted([(t, len(poolDict[t])) for t in poolDict])))
        locs = self.services.currentLocations(self.startAP,
                                              container,
                                              post=True)
        self.areaGraph.useCache(True)
        for loc in locs:
            ap = loc.accessPoint
            if ap not in comeBack:
                # we chose Golden Four because it is always there.
                # Start APs might not have comeback transitions
                # possible start AP issues are handled in checkStart
                comeBack[ap] = self.areaGraph.canAccess(
                    self.sm, ap, 'Golden Four', self.settings.maxDiff)
            if comeBack[ap]:
                totalAvailLocs.append(loc)
        self.areaGraph.useCache(False)
        self.lastRestricted = [
            loc for loc in self.locations if loc not in totalAvailLocs
        ]
        self.log.debug("restricted=" +
                       str([loc.Name for loc in self.lastRestricted]))

        # check if all inter-area APs can reach each other
        interAPs = [
            ap for ap in self.areaGraph.getAccessibleAccessPoints(self.startAP)
            if not ap.isInternal() and not ap.isLoop()
        ]
        for startAp in interAPs:
            availAccessPoints = self.areaGraph.getAvailableAccessPoints(
                startAp, self.sm, self.settings.maxDiff)
            for ap in interAPs:
                if not ap in availAccessPoints:
                    self.log.debug(
                        "checkPool: ap {} non accessible from {}".format(
                            ap.Name, startAp.Name))
                    ret = False
        if not ret:
            self.log.debug("checkPool. inter-area APs check failed")
        # cleanup
        self.sm.resetItems()
        self.restoreBossChecks()
        # check if we can reach/beat all bosses
        if ret:
            for loc in self.lastRestricted:
                if loc.Name in self.bossesLocs:
                    ret = False
                    self.log.debug("unavail Boss: " + loc.Name)
            if ret:
                # revive bosses
                self.sm.addItems([
                    item.Type for item in contPool if item.Category != 'Boss'
                ])
                maxDiff = self.settings.maxDiff
                # see if phantoon doesn't block himself, and if we can reach draygon if she's alive
                ret = self.areaGraph.canAccess(self.sm, self.startAP, 'PhantoonRoomIn', maxDiff)\
                      and self.areaGraph.canAccess(self.sm, self.startAP, 'DraygonRoomIn', maxDiff)
                if ret:
                    # see if we can beat bosses with this equipment (infinity as max diff for a "onlyBossesLeft" type check
                    beatableBosses = sorted([
                        loc.Name for loc in self.services.currentLocations(
                            self.startAP, container, diff=infinity)
                        if loc.isBoss()
                    ])
                    self.log.debug("checkPool. beatableBosses=" +
                                   str(beatableBosses))
                    ret = beatableBosses == Bosses.Golden4()
                    if ret:
                        # check that we can then kill mother brain
                        self.sm.addItems(Bosses.Golden4())
                        beatableMotherBrain = [
                            loc.Name for loc in self.services.currentLocations(
                                self.startAP, container, diff=infinity)
                            if loc.Name == 'Mother Brain'
                        ]
                        ret = len(beatableMotherBrain) > 0
                        self.log.debug(
                            "checkPool. beatable Mother Brain={}".format(ret))
                else:
                    self.log.debug('checkPool. locked by Phantoon or Draygon')
                self.log.debug('checkPool. boss access sanity check: ' +
                               str(ret))

        if self.restrictions.isChozo():
            # last check for chozo locations: don't put more restricted chozo locations than removed chozo items
            # (we cannot rely on removing ammo/energy in fillRestrictedLocations since it is already the bare minimum in chozo pool)
            # FIXME something to do there for ultra sparse, it gives us up to 3 more spots for nothing items
            restrictedLocs = self.restrictedLocs + [
                loc for loc in self.lastRestricted
                if loc not in self.restrictedLocs
            ]
            nRestrictedChozo = sum(1 for loc in restrictedLocs
                                   if loc.isChozo())
            nNothingChozo = sum(
                1 for item in pool
                if 'Chozo' in item.Class and item.Category == 'Nothing')
            ret &= nRestrictedChozo <= nNothingChozo
            self.log.debug('checkPool. nRestrictedChozo=' +
                           str(nRestrictedChozo) + ', nNothingChozo=' +
                           str(nNothingChozo))
        self.log.debug('checkPool. result: ' + str(ret))
        return ret
Exemplo n.º 3
0
    def checkPool(self, forbidden=None):
        self.log.debug("checkPool. forbidden=" + str(forbidden) + ", self.forbiddenItems=" + str(self.forbiddenItems))
        if not self.graphSettings.isMinimizer() and not self.settings.isPlandoRando() and len(self.allLocations) > len(self.locations):
            # invalid graph with looped areas
            self.log.debug("checkPool: not all areas are connected, but minimizer param is off / not a plando rando")
            return False
        ret = True
        if forbidden is not None:
            pool = self.getItemPool(forbidden)
        else:
            pool = self.getItemPool()
        # get restricted locs
        totalAvailLocs = []
        comeBack = {}
        try:
            container = ItemLocContainer(self.sm, pool, self.locations)
        except AssertionError as e:
            # invalid graph altogether
            self.log.debug("checkPool: AssertionError when creating ItemLocContainer: {}".format(e))
            return False
        # restrict item pool in chozo: game should be finishable with chozo items only
        contPool = []
        if self.restrictions.isChozo():
            container.restrictItemPool(isChozoItem)
            missile = container.getNextItemInPool('Missile')
            if missile is not None:
                # add missile (if zeb skip not known)
                contPool.append(missile)
        contPool += [item for item in pool if item in container.itemPool]
        # give us everything and beat every boss to see what we can access
        self.disableBossChecks()
        self.sm.resetItems()
        self.sm.addItems([item.Type for item in contPool]) # will add bosses as well
        self.log.debug('pool={}'.format(getItemListStr(container.itemPool)))
        locs = self.services.currentLocations(self.startAP, container, post=True)
        self.areaGraph.useCache(True)
        for loc in locs:
            ap = loc.accessPoint
            if ap not in comeBack:
                # we chose Golden Four because it is always there.
                # Start APs might not have comeback transitions
                # possible start AP issues are handled in checkStart
                comeBack[ap] = self.areaGraph.canAccess(self.sm, ap, 'Golden Four', self.settings.maxDiff)
            if comeBack[ap]:
                totalAvailLocs.append(loc)
        self.areaGraph.useCache(False)
        self.lastRestricted = [loc for loc in self.locations if loc not in totalAvailLocs]
        self.log.debug("restricted=" + str([loc.Name for loc in self.lastRestricted]))
        # check if objectives are compatible with accessible APs
        startAP = self.areaGraph.accessPoints[self.startAP]
        availAPs = [ap.Name for ap in self.areaGraph.getAvailableAccessPoints(startAP, self.sm, self.settings.maxDiff)]
        self.log.debug("availAPs="+str(availAPs))
        for goal in Objectives.activeGoals:
            n, aps = goal.escapeAccessPoints
            if len(aps) == 0:
                continue
            escAPs = [ap for ap in aps if ap in availAPs]
            self.log.debug("escAPs="+str(escAPs))
            if len(escAPs) < n:
                self.log.debug("checkPool. goal '"+goal.name+"' impossible to complete due to area layout")
                ret = False
                continue
            for ap in escAPs:
                if not self.areaGraph.canAccess(self.sm, ap, "Golden Four", self.settings.maxDiff):
                    self.log.debug("checkPool. goal '"+goal.name+"' impossible to complete due to area layout")
                    ret = False
                    break
        # check if all inter-area APs can reach each other
        if ret:
            interAPs = [ap for ap in self.areaGraph.getAccessibleAccessPoints(self.startAP) if not ap.isInternal() and not ap.isLoop()]
            for startAp in interAPs:
                availAccessPoints = self.areaGraph.getAvailableAccessPoints(startAp, self.sm, self.settings.maxDiff)
                for ap in interAPs:
                    if not ap in availAccessPoints:
                        self.log.debug("checkPool: ap {} non accessible from {}".format(ap.Name, startAp.Name))
                        ret = False
            if not ret:
                self.log.debug("checkPool. inter-area APs check failed")
        # cleanup
        self.sm.resetItems()
        self.restoreBossChecks()
        # check if we can reach/beat all bosses
        if ret:
            # always add G4 to mandatory bosses, even if not required by objectives
            mandatoryBosses = set(Objectives.getMandatoryBosses() + Bosses.Golden4())

            for loc in self.lastRestricted:
                if loc.Name in self.bossesLocs:
                    ret = False
                    self.log.debug("unavail Boss: " + loc.Name)
            if ret:
                # revive bosses
                self.sm.addItems([item.Type for item in contPool if item.Category != 'Boss'])
                maxDiff = self.settings.maxDiff
                # see if phantoon doesn't block himself, and if we can reach draygon if she's alive
                ret = self.areaGraph.canAccess(self.sm, self.startAP, 'PhantoonRoomIn', maxDiff)\
                      and self.areaGraph.canAccess(self.sm, self.startAP, 'DraygonRoomIn', maxDiff)
                if ret:
                    # see if we can beat bosses with this equipment (infinity as max diff for a "onlyBossesLeft" type check
                    beatableBosses = sorted([loc.BossItemType for loc in self.services.currentLocations(self.startAP, container, diff=infinity) if loc.isBoss()])
                    self.log.debug("checkPool. beatableBosses="+str(beatableBosses))
                    self.log.debug("checkPool. mandatoryBosses: {}".format(mandatoryBosses))
                    ret = mandatoryBosses.issubset(set(beatableBosses)) and Objectives.checkLimitObjectives(beatableBosses)
                    if ret:
                        # check that we can then kill mother brain
                        self.sm.addItems(Bosses.Golden4() + Bosses.miniBosses())
                        beatableMotherBrain = [loc.Name for loc in self.services.currentLocations(self.startAP, container, diff=infinity) if loc.Name == 'Mother Brain']
                        ret = len(beatableMotherBrain) > 0
                        self.log.debug("checkPool. beatable Mother Brain={}".format(ret))
                else:
                    self.log.debug('checkPool. locked by Phantoon or Draygon')
                self.log.debug('checkPool. boss access sanity check: '+str(ret))

        if self.restrictions.isChozo() or self.restrictions.isScavenger():
            # in chozo or scavenger, we cannot put other items than NoEnergy in the restricted locations,
            # we would be forced to put majors in there, which can make seed generation fail:
            # don't put more restricted major locations than removed major items
            # FIXME something to do there for chozo/ultra sparse, it gives us up to 3 more spots for nothing items
            restrictedLocs = self.restrictedLocs + [loc for loc in self.lastRestricted if loc not in self.restrictedLocs]
            nRestrictedMajor = sum(1 for loc in restrictedLocs if self.restrictions.isLocMajor(loc))
            nNothingMajor = sum(1 for item in pool if self.restrictions.isItemMajor(item) and item.Category == 'Nothing')
            ret &= nRestrictedMajor <= nNothingMajor
            self.log.debug('checkPool. nRestrictedMajor='+str(nRestrictedMajor)+', nNothingMajor='+str(nNothingMajor))
        self.log.debug('checkPool. result: '+str(ret))
        return ret