Skip to content

Commit

Permalink
Core: Region connection helpers (ArchipelagoMW#1923)
Browse files Browse the repository at this point in the history
* Region.create_exit and Region.connect helpers

* reduce code duplication and better naming in Region.connect

* thank you tests

* reorder class definition

* define entrance_type on Region

* document helpers

* drop __class_getitem__ for now

* review changes
  • Loading branch information
alwaysintreble authored Jul 9, 2023
1 parent 36474c3 commit 07d74ac
Show file tree
Hide file tree
Showing 2 changed files with 95 additions and 69 deletions.
124 changes: 76 additions & 48 deletions BaseClasses.py
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,8 @@
from argparse import Namespace
from collections import ChainMap, Counter, deque
from enum import IntEnum, IntFlag
from typing import Any, Callable, Dict, Iterable, Iterator, List, NamedTuple, Optional, Set, Tuple, TypedDict, Union
from typing import Any, Callable, Dict, Iterable, Iterator, List, NamedTuple, Optional, Set, Tuple, TypedDict, Union, \
Type, ClassVar

import NetUtils
import Options
Expand Down Expand Up @@ -788,6 +789,44 @@ def remove(self, item: Item):
self.stale[item.player] = True


class Entrance:
access_rule: Callable[[CollectionState], bool] = staticmethod(lambda state: True)
hide_path: bool = False
player: int
name: str
parent_region: Optional[Region]
connected_region: Optional[Region] = None
# LttP specific, TODO: should make a LttPEntrance
addresses = None
target = None

def __init__(self, player: int, name: str = '', parent: Region = None):
self.name = name
self.parent_region = parent
self.player = player

def can_reach(self, state: CollectionState) -> bool:
if self.parent_region.can_reach(state) and self.access_rule(state):
if not self.hide_path and not self in state.path:
state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
return True

return False

def connect(self, region: Region, addresses: Any = None, target: Any = None) -> None:
self.connected_region = region
self.target = target
self.addresses = addresses
region.entrances.append(self)

def __repr__(self):
return self.__str__()

def __str__(self):
world = self.parent_region.multiworld if self.parent_region else None
return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'


class Region:
name: str
_hint_text: str
Expand All @@ -796,6 +835,7 @@ class Region:
entrances: List[Entrance]
exits: List[Entrance]
locations: List[Location]
entrance_type: ClassVar[Type[Entrance]] = Entrance

def __init__(self, name: str, player: int, multiworld: MultiWorld, hint: Optional[str] = None):
self.name = name
Expand Down Expand Up @@ -823,20 +863,48 @@ def can_reach_private(self, state: CollectionState) -> bool:
def hint_text(self) -> str:
return self._hint_text if self._hint_text else self.name

def get_connecting_entrance(self, is_main_entrance: typing.Callable[[Entrance], bool]) -> Entrance:
def get_connecting_entrance(self, is_main_entrance: Callable[[Entrance], bool]) -> Entrance:
for entrance in self.entrances:
if is_main_entrance(entrance):
return entrance
for entrance in self.entrances: # BFS might be better here, trying DFS for now.
return entrance.parent_region.get_connecting_entrance(is_main_entrance)

def add_locations(self, locations: Dict[str, Optional[int]], location_type: Optional[typing.Type[Location]] = None) -> None:
"""Adds locations to the Region object, where location_type is your Location class and locations is a dict of
location names to address."""
def add_locations(self, locations: Dict[str, Optional[int]],
location_type: Optional[Type[Location]] = None) -> None:
"""
Adds locations to the Region object, where location_type is your Location class and locations is a dict of
location names to address.
:param locations: dictionary of locations to be created and added to this Region `{name: ID}`
:param location_type: Location class to be used to create the locations with"""
if location_type is None:
location_type = Location
for location, address in locations.items():
self.locations.append(location_type(self.player, location, address, self))

def connect(self, connecting_region: Region, name: Optional[str] = None,
rule: Optional[Callable[[CollectionState], bool]] = None) -> None:
"""
Connects this Region to another Region, placing the provided rule on the connection.
:param connecting_region: Region object to connect to path is `self -> exiting_region`
:param name: name of the connection being created
:param rule: callable to determine access of this connection to go from self to the exiting_region"""
exit_ = self.create_exit(name if name else f"{self.name} -> {connecting_region.name}")
if rule:
exit_.access_rule = rule
exit_.connect(connecting_region)

def create_exit(self, name: str) -> Entrance:
"""
Creates and returns an Entrance object as an exit of this region.
:param name: name of the Entrance being created
"""
exit_ = self.entrance_type(self.player, name, self)
self.exits.append(exit_)
return exit_

def add_exits(self, exits: Union[Iterable[str], Dict[str, Optional[str]]],
rules: Dict[str, Callable[[CollectionState], bool]] = None) -> None:
Expand All @@ -850,11 +918,9 @@ def add_exits(self, exits: Union[Iterable[str], Dict[str, Optional[str]]],
if not isinstance(exits, Dict):
exits = dict.fromkeys(exits)
for connecting_region, name in exits.items():
entrance = Entrance(self.player, name if name else f"{self.name} -> {connecting_region}", self)
if rules and connecting_region in rules:
entrance.access_rule = rules[connecting_region]
self.exits.append(entrance)
entrance.connect(self.multiworld.get_region(connecting_region, self.player))
self.connect(self.multiworld.get_region(connecting_region, self.player),
name,
rules[connecting_region] if rules and connecting_region in rules else None)

def __repr__(self):
return self.__str__()
Expand All @@ -863,44 +929,6 @@ def __str__(self):
return self.multiworld.get_name_string_for_object(self) if self.multiworld else f'{self.name} (Player {self.player})'


class Entrance:
access_rule: Callable[[CollectionState], bool] = staticmethod(lambda state: True)
hide_path: bool = False
player: int
name: str
parent_region: Optional[Region]
connected_region: Optional[Region] = None
# LttP specific, TODO: should make a LttPEntrance
addresses = None
target = None

def __init__(self, player: int, name: str = '', parent: Region = None):
self.name = name
self.parent_region = parent
self.player = player

def can_reach(self, state: CollectionState) -> bool:
if self.parent_region.can_reach(state) and self.access_rule(state):
if not self.hide_path and not self in state.path:
state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
return True

return False

def connect(self, region: Region, addresses: Any = None, target: Any = None) -> None:
self.connected_region = region
self.target = target
self.addresses = addresses
region.entrances.append(self)

def __repr__(self):
return self.__str__()

def __str__(self):
world = self.parent_region.multiworld if self.parent_region else None
return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'


class LocationProgressType(IntEnum):
DEFAULT = 1
PRIORITY = 2
Expand Down
40 changes: 19 additions & 21 deletions docs/world api.md
Original file line number Diff line number Diff line change
Expand Up @@ -512,30 +512,28 @@ def create_items(self) -> None:
def create_regions(self) -> None:
# Add regions to the multiworld. "Menu" is the required starting point.
# Arguments to Region() are name, player, world, and optionally hint_text
r = Region("Menu", self.player, self.multiworld)
# Set Region.exits to a list of entrances that are reachable from region
r.exits = [Entrance(self.player, "New game", r)] # or use r.exits.append
# Append region to MultiWorld's regions
self.multiworld.regions.append(r) # or use += [r...]
menu_region = Region("Menu", self.player, self.multiworld)
self.multiworld.regions.append(menu_region) # or use += [menu_region...]

r = Region("Main Area", self.player, self.multiworld)
main_region = Region("Main Area", self.player, self.multiworld)
# Add main area's locations to main area (all but final boss)
r.locations = [MyGameLocation(self.player, location.name,
self.location_name_to_id[location.name], r)]
r.exits = [Entrance(self.player, "Boss Door", r)]
self.multiworld.regions.append(r)
main_region.add_locations(main_region_locations, MyGameLocation)
# or
# main_region.locations = \
# [MyGameLocation(self.player, location_name, self.location_name_to_id[location_name], main_region]
self.multiworld.regions.append(main_region)

r = Region("Boss Room", self.player, self.multiworld)
# add event to Boss Room
r.locations = [MyGameLocation(self.player, "Final Boss", None, r)]
self.multiworld.regions.append(r)

# If entrances are not randomized, they should be connected here, otherwise
# they can also be connected at a later stage.
self.multiworld.get_entrance("New Game", self.player)
.connect(self.multiworld.get_region("Main Area", self.player))
self.multiworld.get_entrance("Boss Door", self.player)
.connect(self.multiworld.get_region("Boss Room", self.player))
boss_region = Region("Boss Room", self.player, self.multiworld)
# Add event to Boss Room
boss_region.locations.append(MyGameLocation(self.player, "Final Boss", None, boss_region))

# If entrances are not randomized, they should be connected here,
# otherwise they can also be connected at a later stage.
# Create Entrances and connect the Regions
menu_region.connect(main_region) # connects the "Menu" and "Main Area", can also pass a rule
# or
main_region.add_exits({"Boss Room": "Boss Door"}, {"Boss Room": lambda state: state.has("Sword", self.player)})
# Connects the "Main Area" and "Boss Room" regions, and places a rule requiring the "Sword" item to traverse

# If setting location access rules from data is easier here, set_rules can
# possibly omitted.
Expand Down

0 comments on commit 07d74ac

Please sign in to comment.