Exemplo n.º 1
0
def test_basic_search_with_translator_gate(has_translator: bool,
                                           echoes_resource_database):
    # Setup
    scan_visor = echoes_resource_database.get_item(10)

    node_a = GenericNode("Node A", True, None, 0)
    node_b = GenericNode("Node B", True, None, 1)
    node_c = GenericNode("Node C", True, None, 2)
    translator_node = TranslatorGateNode("Translator Gate", True, None, 3,
                                         TranslatorGate(1), scan_visor)

    world_list = WorldList([
        World("Test World", "Test Dark World", 1, [
            Area(
                "Test Area A", False, 10, 0, True,
                [node_a, node_b, node_c, translator_node], {
                    node_a: {
                        node_b: Requirement.trivial(),
                        translator_node: Requirement.trivial(),
                    },
                    node_b: {
                        node_a: Requirement.trivial(),
                    },
                    node_c: {
                        translator_node: Requirement.trivial(),
                    },
                    translator_node: {
                        node_a: Requirement.trivial(),
                        node_c: Requirement.trivial(),
                    },
                })
        ])
    ])
    game_specific = EchoesGameSpecific(energy_per_tank=100,
                                       safe_zone_heal_per_second=1,
                                       beam_configurations=(),
                                       dangerous_energy_tank=False)
    game = GameDescription(RandovaniaGame.PRIME2,
                           DockWeaknessDatabase([], [], [], []),
                           echoes_resource_database, game_specific,
                           Requirement.impossible(), None, {}, world_list)

    patches = game.create_game_patches()
    patches = patches.assign_gate_assignment({TranslatorGate(1): scan_visor})
    initial_state = State({scan_visor: 1 if has_translator else 0}, (), 99,
                          node_a, patches, None, echoes_resource_database,
                          game.world_list)

    # Run
    reach = reach_with_all_safe_resources(game, initial_state)

    # Assert
    if has_translator:
        assert set(
            reach.safe_nodes) == {node_a, node_b, translator_node, node_c}
    else:
        assert set(reach.safe_nodes) == {node_a, node_b}
def test_basic_search_with_translator_gate(has_translator: bool,
                                           echoes_resource_database):
    # Setup
    scan_visor = echoes_resource_database.get_by_type_and_index(
        ResourceType.ITEM, 10)

    node_a = GenericNode("Node A", True, 0)
    node_b = GenericNode("Node B", True, 1)
    node_c = GenericNode("Node C", True, 2)
    translator_node = TranslatorGateNode("Translator Gate", True, 3,
                                         TranslatorGate(1), scan_visor)

    world_list = WorldList([
        World("Test World", 1, [
            Area(
                "Test Area A", False, 10, 0,
                [node_a, node_b, node_c, translator_node], {
                    node_a: {
                        node_b: RequirementSet.trivial(),
                        translator_node: RequirementSet.trivial(),
                    },
                    node_b: {
                        node_a: RequirementSet.trivial(),
                    },
                    node_c: {
                        translator_node: RequirementSet.trivial(),
                    },
                    translator_node: {
                        node_a: RequirementSet.trivial(),
                        node_c: RequirementSet.trivial(),
                    },
                })
        ])
    ])
    game = GameDescription(0, "",
                           DockWeaknessDatabase([], [], [],
                                                []), echoes_resource_database,
                           RequirementSet.impossible(), None, {}, world_list)

    patches = GamePatches.with_game(game)
    patches = patches.assign_gate_assignment({TranslatorGate(1): scan_visor})
    initial_state = State({scan_visor: 1 if has_translator else 0}, (), 99,
                          node_a, patches, None, echoes_resource_database)

    # Run
    reach = reach_with_all_safe_resources(game, initial_state)

    # Assert
    if has_translator:
        assert set(
            reach.safe_nodes) == {node_a, node_b, translator_node, node_c}
    else:
        assert set(reach.safe_nodes) == {node_a, node_b}
Exemplo n.º 3
0
    def __init__(self, game: GameDescription, initial_state: State,
                 pickups_left: List[PickupEntry],
                 configuration: FillerConfiguration):
        self.game = game
        self.reach = advance_reach_with_possible_unsafe_resources(reach_with_all_safe_resources(game, initial_state))
        self.pickups_left = pickups_left
        self.configuration = configuration

        self.pickup_index_seen_count = collections.defaultdict(int)
        self.scan_asset_seen_count = collections.defaultdict(int)
        self.scan_asset_initial_pickups = {}
        self.num_random_starting_items_placed = 0
        self.indices_groups, self.all_indices = build_available_indices(game.world_list, configuration)
def _create_reach_with_unsafe(game: GameDescription,
                              state: State) -> GeneratorReach:
    return advance_reach_with_possible_unsafe_resources(
        reach_with_all_safe_resources(game, state))
Exemplo n.º 5
0
def retcon_playthrough_filler(
    game: GameDescription,
    initial_state: State,
    pickups_left: List[PickupEntry],
    rng: Random,
    randomization_mode: RandomizationMode,
    minimum_random_starting_items: int,
    maximum_random_starting_items: int,
    status_update: Callable[[str], None],
) -> GamePatches:
    debug.debug_print("Major items: {}".format(
        [item.name for item in pickups_left]))
    last_message = "Starting."

    reach = advance_reach_with_possible_unsafe_resources(
        reach_with_all_safe_resources(game, initial_state))

    pickup_index_seen_count: Dict[PickupIndex,
                                  int] = collections.defaultdict(int)
    scan_asset_seen_count: Dict[LogbookAsset,
                                int] = collections.defaultdict(int)
    num_random_starting_items_placed = 0

    while pickups_left:
        current_uncollected = UncollectedState.from_reach(reach)

        progression_pickups = _calculate_progression_pickups(
            pickups_left, reach)
        print_retcon_loop_start(current_uncollected, game, pickups_left, reach)

        for pickup_index in reach.state.collected_pickup_indices:
            pickup_index_seen_count[pickup_index] += 1
        print_new_resources(game, reach, pickup_index_seen_count,
                            "Pickup Index")

        for scan_asset in reach.state.collected_scan_assets:
            scan_asset_seen_count[scan_asset] += 1
        print_new_resources(game, reach, scan_asset_seen_count, "Scan Asset")

        def action_report(message: str):
            status_update("{} {}".format(last_message, message))

        actions_weights = _calculate_potential_actions(
            reach, progression_pickups, current_uncollected,
            maximum_random_starting_items - num_random_starting_items_placed,
            action_report)

        try:
            action = next(
                iterate_with_weights(items=list(actions_weights.keys()),
                                     item_weights=actions_weights,
                                     rng=rng))
        except StopIteration:
            if actions_weights:
                action = rng.choice(list(actions_weights.keys()))
            else:
                raise UnableToGenerate(
                    "Unable to generate; no actions found after placing {} items."
                    .format(len(reach.state.patches.pickup_assignment)))

        if isinstance(action, PickupEntry):
            assert action in pickups_left

            if randomization_mode is RandomizationMode.FULL:
                uncollected_indices = current_uncollected.indices
            elif randomization_mode is RandomizationMode.MAJOR_MINOR_SPLIT:
                major_indices = {
                    pickup_node.pickup_index
                    for pickup_node in filter_pickup_nodes(
                        reach.state.collected_resource_nodes)
                    if pickup_node.major_location
                }
                uncollected_indices = current_uncollected.indices & major_indices

            if num_random_starting_items_placed >= minimum_random_starting_items and uncollected_indices:
                pickup_index_weight = {
                    pickup_index:
                    1 / (min(pickup_index_seen_count[pickup_index], 10)**2)
                    for pickup_index in uncollected_indices
                }
                assert pickup_index_weight, "Pickups should only be added to the actions dict " \
                                            "when there are unassigned pickups"

                pickup_index = next(
                    iterate_with_weights(items=uncollected_indices,
                                         item_weights=pickup_index_weight,
                                         rng=rng))

                next_state = reach.state.assign_pickup_to_index(
                    action, pickup_index)
                if current_uncollected.logbooks and _should_have_hint(
                        action.item_category):
                    hint_location: Optional[LogbookAsset] = rng.choice(
                        list(current_uncollected.logbooks))
                    next_state.patches = next_state.patches.assign_hint(
                        hint_location,
                        Hint(HintType.LOCATION, None, pickup_index))
                else:
                    hint_location = None

                print_retcon_place_pickup(action, game, pickup_index,
                                          hint_location)

            else:
                num_random_starting_items_placed += 1
                if num_random_starting_items_placed > maximum_random_starting_items:
                    raise UnableToGenerate(
                        "Attempting to place more extra starting items than the number allowed."
                    )

                if debug.debug_level() > 1:
                    print(f"\n--> Adding {action.name} as a starting item")

                next_state = reach.state.assign_pickup_to_starting_items(
                    action)

            # TODO: this item is potentially dangerous and we should remove the invalidated paths
            pickups_left.remove(action)

            last_message = "Placed {} items so far, {} left.".format(
                len(next_state.patches.pickup_assignment),
                len(pickups_left) - 1)
            status_update(last_message)

            reach.advance_to(next_state)

        else:
            last_message = "Triggered an event out of {} options.".format(
                len(actions_weights))
            status_update(last_message)
            debug_print_collect_event(action, game)
            # This action is potentially dangerous. Use `act_on` to remove invalid paths
            reach.act_on(action)

        reach = advance_reach_with_possible_unsafe_resources(reach)

        if game.victory_condition.satisfied(reach.state.resources,
                                            reach.state.energy):
            debug.debug_print("Finished because we can win")
            break

    if not pickups_left:
        debug.debug_print(
            "Finished because we have nothing else to distribute")

    return reach.state.patches
Exemplo n.º 6
0
def retcon_playthrough_filler(
    game: GameDescription,
    initial_state: State,
    pickups_left: List[PickupEntry],
    rng: Random,
    configuration: FillerConfiguration,
    status_update: Callable[[str], None],
) -> GamePatches:
    debug.debug_print("{}\nRetcon filler started with major items:\n{}".format(
        "*" * 100,
        pprint.pformat({
            item.name: pickups_left.count(item)
            for item in sorted(set(pickups_left), key=lambda item: item.name)
        })))
    last_message = "Starting."

    minimum_random_starting_items = configuration.minimum_random_starting_items
    maximum_random_starting_items = configuration.maximum_random_starting_items

    reach = advance_reach_with_possible_unsafe_resources(
        reach_with_all_safe_resources(game, initial_state))

    pickup_index_seen_count: DefaultDict[PickupIndex,
                                         int] = collections.defaultdict(int)
    scan_asset_seen_count: DefaultDict[LogbookAsset,
                                       int] = collections.defaultdict(int)
    scan_asset_initial_pickups: Dict[LogbookAsset, FrozenSet[PickupIndex]] = {}
    num_random_starting_items_placed = 0

    indices_groups, all_indices = build_available_indices(
        game.world_list, configuration)

    while pickups_left:
        current_uncollected = UncollectedState.from_reach(reach)

        progression_pickups = _calculate_progression_pickups(
            pickups_left, reach)
        print_retcon_loop_start(current_uncollected, game, pickups_left, reach)

        for pickup_index in reach.state.collected_pickup_indices:
            pickup_index_seen_count[pickup_index] += 1
        print_new_resources(game, reach, pickup_index_seen_count,
                            "Pickup Index")

        for scan_asset in reach.state.collected_scan_assets:
            scan_asset_seen_count[scan_asset] += 1
            if scan_asset_seen_count[scan_asset] == 1:
                scan_asset_initial_pickups[scan_asset] = frozenset(
                    reach.state.collected_pickup_indices)

        print_new_resources(game, reach, scan_asset_seen_count, "Scan Asset")

        def action_report(message: str):
            status_update("{} {}".format(last_message, message))

        actions_weights = _calculate_potential_actions(
            reach, progression_pickups, current_uncollected,
            maximum_random_starting_items - num_random_starting_items_placed,
            action_report)

        try:
            action = next(
                iterate_with_weights(items=list(actions_weights.keys()),
                                     item_weights=actions_weights,
                                     rng=rng))
        except StopIteration:
            if actions_weights:
                action = rng.choice(list(actions_weights.keys()))
            else:
                raise UnableToGenerate(
                    "Unable to generate; no actions found after placing {} items."
                    .format(len(reach.state.patches.pickup_assignment)))

        if isinstance(action, PickupEntry):
            assert action in pickups_left

            uncollected_indices = current_uncollected.indices & all_indices

            if num_random_starting_items_placed >= minimum_random_starting_items and uncollected_indices:
                pickup_index_weights = _calculate_uncollected_index_weights(
                    uncollected_indices,
                    set(reach.state.patches.pickup_assignment),
                    pickup_index_seen_count,
                    indices_groups,
                )
                assert pickup_index_weights, "Pickups should only be added to the actions dict " \
                                             "when there are unassigned pickups"

                pickup_index = next(
                    iterate_with_weights(items=iter(uncollected_indices),
                                         item_weights=pickup_index_weights,
                                         rng=rng))

                next_state = reach.state.assign_pickup_to_index(
                    action, pickup_index)

                # Place a hint for the new item
                hint_location = _calculate_hint_location_for_action(
                    action, current_uncollected, pickup_index, rng,
                    scan_asset_initial_pickups)
                if hint_location is not None:
                    next_state.patches = next_state.patches.assign_hint(
                        hint_location,
                        Hint(HintType.LOCATION, None, pickup_index))

                print_retcon_place_pickup(action, game, pickup_index,
                                          hint_location)

            else:
                num_random_starting_items_placed += 1
                if num_random_starting_items_placed > maximum_random_starting_items:
                    raise UnableToGenerate(
                        "Attempting to place more extra starting items than the number allowed."
                    )

                if debug.debug_level() > 1:
                    print(f"\n--> Adding {action.name} as a starting item")

                next_state = reach.state.assign_pickup_to_starting_items(
                    action)

            # TODO: this item is potentially dangerous and we should remove the invalidated paths
            pickups_left.remove(action)

            last_message = "Placed {} items so far, {} left.".format(
                len(next_state.patches.pickup_assignment),
                len(pickups_left) - 1)
            status_update(last_message)

            reach.advance_to(next_state)

        else:
            last_message = "Triggered an event out of {} options.".format(
                len(actions_weights))
            status_update(last_message)
            debug_print_collect_event(action, game)
            # This action is potentially dangerous. Use `act_on` to remove invalid paths
            reach.act_on(action)

        reach = advance_reach_with_possible_unsafe_resources(reach)

        if game.victory_condition.satisfied(reach.state.resources,
                                            reach.state.energy):
            debug.debug_print("Finished because we can win")
            break

    if not pickups_left:
        debug.debug_print(
            "Finished because we have nothing else to distribute")

    return reach.state.patches
Exemplo n.º 7
0
def random_assumed_filler(
    logic: Logic,
    initial_state: State,
    patches: GamePatches,
    available_pickups: Tuple[PickupEntry],
    rng: Random,
    status_update: Callable[[str], None],
) -> PickupAssignment:
    pickup_assignment = copy.copy(patches.pickup_assignment)
    print("Major items: {}".format([item.name for item in available_pickups]))
    game = logic.game

    base_reach = advance_reach_with_possible_unsafe_resources(
        reach_with_all_safe_resources(game, initial_state))

    reaches_for_pickup = {}

    previous_reach = base_reach
    for pickup in reversed(available_pickups):
        print("** Preparing reach for {}".format(pickup.name))
        new_reach = copy.deepcopy(previous_reach)
        add_pickup_to_state(new_reach.state, pickup)
        new_reach.state.previous_state = new_reach.state
        new_reach.advance_to(new_reach.state)
        collect_all_safe_resources_in_reach(new_reach)
        previous_reach = advance_reach_with_possible_unsafe_resources(
            new_reach)
        reaches_for_pickup[pickup] = previous_reach

    for i, pickup in enumerate(available_pickups):
        print("\n\n\nWill place {}, have {} pickups left".format(
            pickup,
            len(available_pickups) - i - 1))
        reach = reaches_for_pickup[pickup]
        debug.print_actions_of_reach(reach)
        escape_state = state_with_pickup(reach.state, pickup)

        total_pickup_nodes = list(
            _filter_pickups(filter_reachable(reach.nodes, reach)))
        pickup_nodes = list(
            filter_unassigned_pickup_nodes(total_pickup_nodes,
                                           pickup_assignment))
        num_nodes = len(pickup_nodes)
        actions_weights = {
            node: len(path)
            for node, path in reach.shortest_path_from(
                initial_state.node).items()
        }

        try:
            pickup_node = next(
                pickup_nodes_that_can_reach(
                    iterate_with_weights(pickup_nodes, actions_weights, rng),
                    reach_with_all_safe_resources(game, escape_state),
                    set(reach.safe_nodes)))
            print("Placed {} at {}. Had {} available of {} nodes.".format(
                pickup.name, game.world_list.node_name(pickup_node, True),
                num_nodes, len(total_pickup_nodes)))

        except StopIteration:
            print("\n".join(
                game.world_list.node_name(node, True)
                for node in reach.safe_nodes))
            raise Exception(
                "Couldn't place {}. Had {} available of {} nodes.".format(
                    pickup.name, num_nodes, len(total_pickup_nodes)))

        pickup_assignment[pickup_node.pickup_index] = pickup

    return pickup_assignment