clean up Fusion_Graph and fix get_path

master
magical 2024-02-03 02:23:12 -08:00
parent 20e24a40e3
commit 2f2c281265
1 changed files with 54 additions and 58 deletions

View File

@ -14,8 +14,8 @@ import struct
import sys
class Game:
def __init__(self, vanillaGame, randoSettings = (None,)):
def __init__(self, vanillaGame, randoSettings=None):
self.graph = dict()
self.areaConnections = dict()
self.areaConnectionOffsets = dict()
@ -40,9 +40,9 @@ class Game:
self.minorItemLocations.clear()
self.itemLocations.clear()
self.patcher.clear()
# print('DEBUG: Opening ROM to pick stuff')
try:
with open(vanillaGame, 'rb') as sourceRom:
sourceRom.seek(3967888, 0)
@ -50,7 +50,7 @@ class Game:
sourceDoor = int.from_bytes(sourceRom.read(1), 'little')
targetOffset = sourceRom.tell()
targetArea = int.from_bytes(sourceRom.read(1), 'little')
if sourceArea != 255:
while sourceArea != 255:
self.areaConnections.update({
'S{}-{:02X}'.format(sourceArea, sourceDoor): targetArea })
self.areaConnectionOffsets.update({
@ -67,7 +67,7 @@ class Game:
doorData = unpacked[0] - 134217728
sourceRom.seek(doorData, 0)
doorNumber = 0
while True:
while True:
connectionType = int.from_bytes(sourceRom.read(1), 'little')
roomNumber = int.from_bytes(sourceRom.read(1), 'little')
sourceRom.seek(4, 1)
@ -91,20 +91,20 @@ class Game:
doorString]
doorNumber += 1
# print('DEBUG: Parsing seemingly done?')
except:
except FileNotFoundError:
print('Error:', vanillaGame, 'could not be opened.')
sys.exit(1)
def set_setting(self, setting, value):
self.settings[setting] = value
def get_setting(self, setting):
return self.settings[setting]
def AddNodeToRoom(self, room, node):
nodeList = self.rooms.get(room)
nodeList.append(node)
@ -112,7 +112,7 @@ class Game:
self.rooms.update({
room: nodeList })
def RemoveNodeFromRoom(self, room, node):
nodeList = self.rooms.get(room)
if node in nodeList:
@ -121,17 +121,17 @@ class Game:
self.rooms.update({
room: nodeList })
def ClearGraph(self):
self.graph.clear()
def ConnectAllNodes(self):
self.ClearGraph()
self.ConnectNodesInRooms()
self.ConnectNodesBetweenRooms()
def ConnectNodesInRooms(self):
for room in self.rooms:
for start in self.rooms[room]:
@ -139,12 +139,12 @@ class Game:
if start != end:
self.add_edges(start, end)
def ConnectNodesBetweenRooms(self):
for connection in self.doorConnections.items():
if len(connection) == 2:
self.add_directed_edge(connection[0], connection[1])
def UpdateDoorConnection(self, source, destination):
self.doorConnections.update({
source: destination })
@ -154,7 +154,7 @@ class Game:
source: int(destination[1:2]) })
return self.areaConnectionOffsets.get(source)
def AddConnectedNodesToRoom(self, targetRoom, *nodes):
for currentNode in nodes:
if targetRoom in self.rooms:
@ -174,86 +174,82 @@ class Game:
else:
self.graph[start] = [
end]
def add_edges(self, start, *nodes):
for end in nodes:
self.add_directed_edge(start, end)
self.add_directed_edge(end, start)
def add_to_majors(self, item):
if item not in self.itemLocations:
self.itemLocations.append(item)
if item not in self.majorItemLocations:
self.majorItemLocations.append(item)
def add_list_to_majors(self, locations):
for item in locations:
if item not in self.itemLocations:
self.itemLocations.append(item)
if item not in self.majorItemLocations:
self.majorItemLocations.append(item)
def add_to_minors(self, item):
if item not in self.itemLocations:
self.itemLocations.append(item)
if item not in self.minorItemLocations:
self.minorItemLocations.append(item)
def add_list_to_minors(self, locations):
for item in locations:
if item not in self.itemLocations:
self.itemLocations.append(item)
if item not in self.minorItemLocations:
self.minorItemLocations.append(item)
def get_requirements(self, start, end):
checkRequirement = (start, end)
return self.requirements.get(checkRequirement)
def get_path(self, start, end, LimitArea, path, depth = (False, None, 100)):
def get_path(self, start, end, LimitArea=False, path=None, depth=100):
if path == None:
self.visited.clear()
self.queue.clear()
path = list()
path = path + [
start]
path = path + [start]
if start not in self.graph:
return None
if None == end:
if start == end:
return path
# if None(path) >= depth:
if path >= depth:
if len(path) >= depth:
return None
for point in None.graph[start]:
if point in self.itemLocations and point not in end:
continue
for point in self.graph[start]:
if point in self.itemLocations:
if point not in end:
continue
if point in path:
continue
if LimitArea:
for area in range(0, 7):
if 'S{}'.format(area) in start and 'S{}'.format(area) not in point:
return None
edge = (start, point)
self.queue.append(edge)
if self.queue:
edge = self.queue.pop()
if edge not in self.visited:
self.visited.append(edge)
node = edge[1]
pathReqs = self.get_requirements(start, node)
if pathReqs == None:
newpath = self.get_path(node, end, LimitArea, path, depth)
if newpath:
path = path + [
node]
return newpath
if pathReqs == True:
newpath = self.get_path(node, end, LimitArea, path, depth)
if newpath:
path = path + [
node]
return newpath
if 'S{}'.format(area) in start:
if 'S{}'.format(area) not in point:
return None
edge = (start, point)
self.queue.append(edge)
while self.queue:
edge = self.queue.pop()
if edge not in self.visited:
self.visited.append(edge)
node = edge[1]
pathReqs = self.get_requirements(start, node)
if pathReqs == None:
newpath = self.get_path(node, end, LimitArea, path, depth)
if newpath:
path = path + [node]
return newpath
elif pathReqs == True:
newpath = self.get_path(node, end, LimitArea, path, depth)
if newpath:
path = path + [node]
return newpath