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Goals.py
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Goals.py
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from __future__ import annotations
import sys
from collections import defaultdict
from collections.abc import Iterable, Collection
from typing import TYPE_CHECKING, Optional, Any
from HintList import goalTable, get_hint_group, hint_exclusions
from ItemList import item_table
from RulesCommon import AccessRule
from Search import Search, ValidGoals
if sys.version_info >= (3, 10):
from typing import TypeAlias
else:
TypeAlias = str
if TYPE_CHECKING:
from Location import Location
from Spoiler import Spoiler
from State import State
from World import World
RequiredLocations: TypeAlias = "dict[str, dict[str, dict[int, list[tuple[Location, int, int]]]] | list[Location]]"
GoalItem: TypeAlias = "dict[str, str | int | bool]"
validColors: list[str] = [
'White',
'Red',
'Green',
'Blue',
'Light Blue',
'Pink',
'Yellow',
'Black'
]
class Goal:
def __init__(self, world: World, name: str, hint_text: str | dict[str, str], color: str, items: Optional[list[dict[str, Any]]] = None,
locations=None, lock_locations=None, lock_entrances: Optional[list[str]] = None, required_locations=None, create_empty: bool = False) -> None:
# early exit if goal initialized incorrectly
if not items and not locations and not create_empty:
raise Exception('Invalid goal: no items or destinations set')
if color not in validColors:
raise Exception(f'Invalid goal: Color {color} not supported')
self.world: World = world
self.name: str = name
self.hint_text: str | dict[str, str] = hint_text
self.color: str = color
self.items: list[GoalItem] = items or []
self.locations = locations # Unused?
self.lock_locations = lock_locations # Unused?
self.lock_entrances: list[str] = lock_entrances or []
self.required_locations: list[tuple[Location, int, int, list[int]]] = required_locations or []
self.weight: int = 0
self.category: Optional[GoalCategory] = None
self._item_cache: dict[str, GoalItem] = {}
def copy(self) -> Goal:
new_goal = Goal(self.world, self.name, self.hint_text, self.color, self.items, self.locations, self.lock_locations,
self.lock_entrances, self.required_locations, True)
return new_goal
def get_item(self, item: str) -> GoalItem:
try:
return self._item_cache[item]
except KeyError:
for i in self.items:
if i['name'] == item:
self._item_cache[item] = i
return i
raise KeyError('No such item %r for goal %r' % (item, self.name))
def requires(self, item: str) -> bool:
# Prevent direct hints for certain items that can have many duplicates, such as tokens and Triforce Pieces
names = [item]
if item_table[item][3] is not None and 'alias' in item_table[item][3]:
names.append(item_table[item][3]['alias'][0])
return any(i['name'] in names and not i['hintable'] for i in self.items)
class GoalCategory:
def __init__(self, name: str, priority: int, goal_count: int = 0, minimum_goals: int = 0,
lock_locations=None, lock_entrances: list[str] = None) -> None:
self.name: str = name
self.priority: int = priority
self.lock_locations = lock_locations # Unused?
self.lock_entrances: list[str] = lock_entrances
self.goals: list[Goal] = []
self.goal_count: int = goal_count
self.minimum_goals: int = minimum_goals
self.weight: int = 0
self._goal_cache: dict[str, Goal] = {}
def copy(self) -> GoalCategory:
new_category = GoalCategory(self.name, self.priority, self.goal_count, self.minimum_goals, self.lock_locations, self.lock_entrances)
new_category.goals = list(goal.copy() for goal in self.goals)
return new_category
def add_goal(self, goal) -> None:
goal.category = self
self.goals.append(goal)
def get_goal(self, goal) -> Goal:
if isinstance(goal, Goal):
return goal
try:
return self._goal_cache[goal]
except KeyError:
for g in self.goals:
if g.name == goal:
self._goal_cache[goal] = g
return g
raise KeyError('No such goal %r' % goal)
def is_beaten(self, search: Search) -> bool:
# if the category requirements are already satisfied by starting items (such as Links Pocket),
# do not generate hints for other goals in the category
starting_goals = search.beatable_goals_fast({ self.name: self })
return all(map(lambda s: len(starting_goals[self.name]['stateReverse'][s.world.id]) >= self.minimum_goals, search.state_list))
def update_reachable_goals(self, starting_search: Search, full_search: Search) -> None:
# Only reduce goal item quantity if minimum goal requirements are reachable,
# but not the full goal quantity. Primary use is to identify reachable
# skull tokens, triforce pieces, and plentiful item duplicates with
# All Locations Reachable off. Beatable check is required to prevent
# inadvertently setting goal requirements to 0 or some quantity less
# than the minimum
# Relies on consistent list order to reference between current state
# and the copied search
# IMPORTANT: This is not meant to be called per-world. It is supposed to
# be called once for all world states for each category type.
for index, state in enumerate(starting_search.state_list):
world_category = state.world.goal_categories.get(self.name, None)
if world_category is None:
continue
for goal in world_category.goals:
if goal.items:
if all(map(full_search.state_list[index].has_item_goal, goal.items)):
for i in goal.items:
i['quantity'] = min(full_search.state_list[index].item_name_count(i['name']), i['quantity'])
def replace_goal_names(worlds: list[World]) -> None:
for world in worlds:
bosses = [location for location in world.get_filled_locations() if location.item.type == 'DungeonReward']
for cat_name, category in world.goal_categories.items():
for goal in category.goals:
if isinstance(goal.hint_text, dict):
for boss in bosses:
if boss.item.name == goal.hint_text['replace']:
flavorText, clearText, color = goalTable[boss.name]
if world.settings.clearer_hints:
goal.hint_text = clearText
else:
goal.hint_text = flavorText
goal.color = color
break
def update_goal_items(spoiler: Spoiler) -> None:
worlds = spoiler.worlds
# get list of all the progressive items that can appear in hints
# all_locations: all progressive items. have to collect from these
# item_locations: only the ones that should appear as "required"/WotH
all_locations = [location for world in worlds for location in world.get_filled_locations()]
# Set to test inclusion against
item_locations = {location for location in all_locations if location.item.majoritem and not location.locked}
# required_locations[category.name][goal.name][world_id] = [...]
required_locations: RequiredLocations = defaultdict(lambda: defaultdict(lambda: defaultdict(list)))
priority_locations = {world.id: {} for world in worlds}
# rebuild hint exclusion list
for world in worlds:
hint_exclusions(world, clear_cache=True)
# getHintGroup relies on hint exclusion list
always_locations = [location.name for world in worlds for location in get_hint_group('always', world)]
if worlds[0].enable_goal_hints:
# References first world for goal categories only
for cat_name, category in worlds[0].locked_goal_categories.items():
for cat_world in worlds:
search = Search([world.state for world in worlds])
search.collect_pseudo_starting_items()
cat_state = list(filter(lambda s: s.world.id == cat_world.id, search.state_list))
category_locks = lock_category_entrances(category, cat_state)
if category.is_beaten(search):
unlock_category_entrances(category_locks, cat_state)
continue
full_search = search.copy()
full_search.collect_locations()
reachable_goals = {}
# Goals are changed for beatable-only accessibility per-world
category.update_reachable_goals(search, full_search)
reachable_goals = full_search.beatable_goals_fast({ cat_name: category }, cat_world.id)
identified_locations = search_goals({ cat_name: category }, reachable_goals, search, priority_locations, all_locations, item_locations, always_locations)
# Multiworld can have all goals for one player's bridge entirely
# locked by another player's bridge. Therefore, we can't assume
# accurate required location lists by locking every world's
# entrance locks simultaneously. We must run a new search on the
# same category for each world's entrance locks.
for goal_name, world_location_lists in identified_locations[cat_name].items():
required_locations[cat_name][goal_name][cat_world.id] = list(identified_locations[cat_name][goal_name][cat_world.id])
unlock_category_entrances(category_locks, cat_state)
search = Search([world.state for world in worlds])
search.collect_pseudo_starting_items()
reachable_goals = {}
# Force all goals to be unreachable if goal hints are not part of the distro
# Saves a minor amount of search time. Most of the benefit is skipping the
# locked goal categories. This section still needs to run to generate WOTH.
# WOTH isn't a goal, so it still is searched successfully.
if worlds[0].enable_goal_hints:
full_search = search.copy()
full_search.collect_locations()
for cat_name, category in worlds[0].unlocked_goal_categories.items():
category.update_reachable_goals(search, full_search)
reachable_goals = full_search.beatable_goals_fast(worlds[0].unlocked_goal_categories)
identified_locations = search_goals(worlds[0].unlocked_goal_categories, reachable_goals, search, priority_locations, all_locations, item_locations, always_locations, search_woth=True)
required_locations.update(identified_locations)
woth_locations = list(required_locations['way of the hero'])
del required_locations['way of the hero']
# Update WOTH items
woth_locations_dict = {}
for world in worlds:
woth_locations_dict[world.id] = list(filter(lambda location: location.world.id == world.id, woth_locations))
spoiler.required_locations = woth_locations_dict
# Fallback to way of the hero required items list if all goals/goal categories already satisfied.
# Do not use if the default woth-like goal was already added for open bridge/open ganon.
# If the woth list is also empty, fails gracefully to the next hint type for the distro in either case.
# required_locations_dict[goal_world][category.name][goal.name][world.id] = [...]
required_locations_dict = defaultdict(lambda: defaultdict(lambda: defaultdict(lambda: defaultdict(list))))
if not required_locations and 'ganon' not in worlds[0].goal_categories and worlds[0].hint_dist_user['use_default_goals'] and worlds[0].enable_goal_hints:
for world in worlds:
locations = [(location, 1, 1, [world.id]) for location in spoiler.required_locations[world.id]]
c = GoalCategory('ganon', 30, goal_count=1, minimum_goals=1)
g = Goal(world, 'the hero', 'way of the hero', 'White', items=[{'name': 'Triforce', 'quantity': 1, 'minimum': 1, 'hintable': True}])
g.required_locations = locations
c.add_goal(g)
world.goal_categories[c.name] = c
# The real protagonist of the story
required_locations_dict[world.id]['ganon']['the hero'][world.id] = [l[0] for l in locations]
spoiler.goal_categories[world.id] = {c.name: c.copy()}
else:
for world in worlds:
for cat_name, category in world.goal_categories.items():
if cat_name not in required_locations:
continue
for goal in category.goals:
if goal.name not in required_locations[category.name]:
continue
# Filter the required locations to only include locations in the goal's world.
# The fulfilled goal can be for another world, whose ID is saved previously as
# the fourth entry in each location tuple
goal_locations = defaultdict(list)
for goal_world, locations in required_locations[category.name][goal.name].items():
for location in locations:
# filter isn't strictly necessary for the spoiler dictionary, but this way
# we only loop once to do that and grab the required locations for the
# current goal
if location[0].world.id != world.id:
continue
# The spoiler shows locations across worlds contributing to this world's goal
required_locations_dict[goal_world][category.name][goal.name][world.id].append(location[0])
goal_locations[location[0]].append(goal_world)
goal.required_locations = [(location, 1, 1, world_ids) for location, world_ids in goal_locations.items()]
# Copy of goal categories for the spoiler log to reference
# since the hint algorithm mutates the world copy
for world in worlds:
spoiler.goal_categories[world.id] = {cat_name: category.copy() for cat_name, category in world.goal_categories.items()}
spoiler.goal_locations = required_locations_dict
def lock_category_entrances(category: GoalCategory, state_list: Iterable[State]) -> dict[int, dict[str, AccessRule]]:
# Disable access rules for specified entrances
category_locks = {}
if category.lock_entrances is not None:
for index, state in enumerate(state_list):
category_locks[index] = {}
for lock in category.lock_entrances:
exit = state.world.get_entrance(lock)
category_locks[index][exit.name] = exit.access_rule
exit.access_rule = lambda state, **kwargs: False
return category_locks
def unlock_category_entrances(category_locks: dict[int, dict[str, AccessRule]],
state_list: list[State]) -> None:
# Restore access rules
for state_id, exits in category_locks.items():
for exit_name, access_rule in exits.items():
exit = state_list[state_id].world.get_entrance(exit_name)
exit.access_rule = access_rule
def search_goals(categories: dict[str, GoalCategory], reachable_goals: ValidGoals, search: Search, priority_locations: dict[int, dict[str, str]],
all_locations: list[Location], item_locations: Collection[Location], always_locations: Collection[str],
search_woth: bool = False) -> RequiredLocations:
# required_locations[category.name][goal.name][world_id] = [...]
required_locations: RequiredLocations = defaultdict(lambda: defaultdict(lambda: defaultdict(list)))
world_ids = [state.world.id for state in search.state_list]
if search_woth:
required_locations['way of the hero'] = []
remaining_locations = all_locations[:]
for location in search.iter_reachable_locations(all_locations):
# Try to remove items one at a time and see if the goal is still reachable
if location in item_locations:
old_item = location.item
location.item = None
# copies state! This is very important as we're in the middle of a search
# already, but beneficially, has search it can start from
valid_goals = search.beatable_goals(categories)
for cat_name, category in categories.items():
# Exit early if no goals are beatable with category locks
if category.name in reachable_goals and reachable_goals[category.name]:
for goal in category.goals:
if (category.name in valid_goals
and goal.name in valid_goals[category.name]
and goal.name in reachable_goals[category.name]
and (location.name not in priority_locations[location.world.id]
or priority_locations[location.world.id][location.name] == category.name)
and not goal.requires(old_item.name)):
invalid_states = set(world_ids) - set(valid_goals[category.name][goal.name])
hintable_states = list(invalid_states & set(reachable_goals[category.name][goal.name]))
if hintable_states:
for world_id in hintable_states:
# Placeholder weights to be set for future bottleneck targeting.
# 0 weights for always-hinted locations isn't relevant currently
# but is intended to screen out contributions to the overall
# goal/category weights
if location.name in always_locations or location.name in location.world.hint_exclusions:
location_weights = (location, 0, 0)
else:
location_weights = (location, 1, 1)
required_locations[category.name][goal.name][world_id].append(location_weights)
goal.weight = 1
category.weight = 1
# Locations added to goal exclusion for future categories
# Main use is to split goals between before/after rainbow bridge
# Requires goal categories to be sorted by priority!
priority_locations[location.world.id][location.name] = category.name
if search_woth and not valid_goals['way of the hero']:
required_locations['way of the hero'].append(location)
location.item = old_item
location.maybe_set_misc_hints()
remaining_locations.remove(location)
if location.item.solver_id is not None:
search.state_list[location.item.world.id].collect(location.item)
for location in remaining_locations:
# finally, collect unreachable locations for misc. item hints
location.maybe_set_misc_hints()
return required_locations