clean up Fusion_Graph and fix get_path
parent
20e24a40e3
commit
2f2c281265
112
Fusion_Graph.py
112
Fusion_Graph.py
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@ -14,8 +14,8 @@ import struct
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import sys
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import sys
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class Game:
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class Game:
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def __init__(self, vanillaGame, randoSettings = (None,)):
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def __init__(self, vanillaGame, randoSettings=None):
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self.graph = dict()
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self.graph = dict()
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self.areaConnections = dict()
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self.areaConnections = dict()
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self.areaConnectionOffsets = dict()
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self.areaConnectionOffsets = dict()
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@ -40,9 +40,9 @@ class Game:
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self.minorItemLocations.clear()
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self.minorItemLocations.clear()
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self.itemLocations.clear()
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self.itemLocations.clear()
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self.patcher.clear()
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self.patcher.clear()
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# print('DEBUG: Opening ROM to pick stuff')
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# print('DEBUG: Opening ROM to pick stuff')
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try:
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try:
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with open(vanillaGame, 'rb') as sourceRom:
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with open(vanillaGame, 'rb') as sourceRom:
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sourceRom.seek(3967888, 0)
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sourceRom.seek(3967888, 0)
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@ -50,7 +50,7 @@ class Game:
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sourceDoor = int.from_bytes(sourceRom.read(1), 'little')
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sourceDoor = int.from_bytes(sourceRom.read(1), 'little')
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targetOffset = sourceRom.tell()
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targetOffset = sourceRom.tell()
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targetArea = int.from_bytes(sourceRom.read(1), 'little')
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targetArea = int.from_bytes(sourceRom.read(1), 'little')
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if sourceArea != 255:
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while sourceArea != 255:
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self.areaConnections.update({
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self.areaConnections.update({
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'S{}-{:02X}'.format(sourceArea, sourceDoor): targetArea })
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'S{}-{:02X}'.format(sourceArea, sourceDoor): targetArea })
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self.areaConnectionOffsets.update({
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self.areaConnectionOffsets.update({
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@ -67,7 +67,7 @@ class Game:
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doorData = unpacked[0] - 134217728
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doorData = unpacked[0] - 134217728
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sourceRom.seek(doorData, 0)
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sourceRom.seek(doorData, 0)
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doorNumber = 0
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doorNumber = 0
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while True:
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while True:
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connectionType = int.from_bytes(sourceRom.read(1), 'little')
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connectionType = int.from_bytes(sourceRom.read(1), 'little')
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roomNumber = int.from_bytes(sourceRom.read(1), 'little')
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roomNumber = int.from_bytes(sourceRom.read(1), 'little')
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sourceRom.seek(4, 1)
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sourceRom.seek(4, 1)
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@ -91,20 +91,20 @@ class Game:
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doorString]
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doorString]
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doorNumber += 1
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doorNumber += 1
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# print('DEBUG: Parsing seemingly done?')
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# print('DEBUG: Parsing seemingly done?')
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except:
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except FileNotFoundError:
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print('Error:', vanillaGame, 'could not be opened.')
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print('Error:', vanillaGame, 'could not be opened.')
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sys.exit(1)
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sys.exit(1)
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def set_setting(self, setting, value):
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def set_setting(self, setting, value):
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self.settings[setting] = value
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self.settings[setting] = value
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def get_setting(self, setting):
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def get_setting(self, setting):
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return self.settings[setting]
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return self.settings[setting]
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def AddNodeToRoom(self, room, node):
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def AddNodeToRoom(self, room, node):
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nodeList = self.rooms.get(room)
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nodeList = self.rooms.get(room)
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nodeList.append(node)
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nodeList.append(node)
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@ -112,7 +112,7 @@ class Game:
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self.rooms.update({
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self.rooms.update({
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room: nodeList })
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room: nodeList })
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def RemoveNodeFromRoom(self, room, node):
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def RemoveNodeFromRoom(self, room, node):
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nodeList = self.rooms.get(room)
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nodeList = self.rooms.get(room)
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if node in nodeList:
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if node in nodeList:
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@ -121,17 +121,17 @@ class Game:
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self.rooms.update({
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self.rooms.update({
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room: nodeList })
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room: nodeList })
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def ClearGraph(self):
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def ClearGraph(self):
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self.graph.clear()
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self.graph.clear()
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def ConnectAllNodes(self):
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def ConnectAllNodes(self):
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self.ClearGraph()
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self.ClearGraph()
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self.ConnectNodesInRooms()
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self.ConnectNodesInRooms()
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self.ConnectNodesBetweenRooms()
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self.ConnectNodesBetweenRooms()
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def ConnectNodesInRooms(self):
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def ConnectNodesInRooms(self):
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for room in self.rooms:
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for room in self.rooms:
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for start in self.rooms[room]:
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for start in self.rooms[room]:
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@ -139,12 +139,12 @@ class Game:
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if start != end:
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if start != end:
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self.add_edges(start, end)
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self.add_edges(start, end)
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def ConnectNodesBetweenRooms(self):
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def ConnectNodesBetweenRooms(self):
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for connection in self.doorConnections.items():
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for connection in self.doorConnections.items():
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if len(connection) == 2:
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if len(connection) == 2:
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self.add_directed_edge(connection[0], connection[1])
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self.add_directed_edge(connection[0], connection[1])
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def UpdateDoorConnection(self, source, destination):
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def UpdateDoorConnection(self, source, destination):
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self.doorConnections.update({
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self.doorConnections.update({
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source: destination })
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source: destination })
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@ -154,7 +154,7 @@ class Game:
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source: int(destination[1:2]) })
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source: int(destination[1:2]) })
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return self.areaConnectionOffsets.get(source)
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return self.areaConnectionOffsets.get(source)
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def AddConnectedNodesToRoom(self, targetRoom, *nodes):
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def AddConnectedNodesToRoom(self, targetRoom, *nodes):
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for currentNode in nodes:
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for currentNode in nodes:
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if targetRoom in self.rooms:
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if targetRoom in self.rooms:
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@ -174,86 +174,82 @@ class Game:
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else:
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else:
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self.graph[start] = [
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self.graph[start] = [
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end]
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end]
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def add_edges(self, start, *nodes):
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def add_edges(self, start, *nodes):
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for end in nodes:
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for end in nodes:
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self.add_directed_edge(start, end)
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self.add_directed_edge(start, end)
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self.add_directed_edge(end, start)
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self.add_directed_edge(end, start)
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def add_to_majors(self, item):
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def add_to_majors(self, item):
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if item not in self.itemLocations:
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if item not in self.itemLocations:
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self.itemLocations.append(item)
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self.itemLocations.append(item)
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if item not in self.majorItemLocations:
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if item not in self.majorItemLocations:
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self.majorItemLocations.append(item)
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self.majorItemLocations.append(item)
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def add_list_to_majors(self, locations):
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def add_list_to_majors(self, locations):
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for item in locations:
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for item in locations:
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if item not in self.itemLocations:
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if item not in self.itemLocations:
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self.itemLocations.append(item)
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self.itemLocations.append(item)
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if item not in self.majorItemLocations:
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if item not in self.majorItemLocations:
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self.majorItemLocations.append(item)
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self.majorItemLocations.append(item)
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def add_to_minors(self, item):
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def add_to_minors(self, item):
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if item not in self.itemLocations:
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if item not in self.itemLocations:
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self.itemLocations.append(item)
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self.itemLocations.append(item)
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if item not in self.minorItemLocations:
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if item not in self.minorItemLocations:
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self.minorItemLocations.append(item)
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self.minorItemLocations.append(item)
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def add_list_to_minors(self, locations):
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def add_list_to_minors(self, locations):
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for item in locations:
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for item in locations:
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if item not in self.itemLocations:
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if item not in self.itemLocations:
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self.itemLocations.append(item)
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self.itemLocations.append(item)
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if item not in self.minorItemLocations:
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if item not in self.minorItemLocations:
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self.minorItemLocations.append(item)
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self.minorItemLocations.append(item)
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def get_requirements(self, start, end):
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def get_requirements(self, start, end):
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checkRequirement = (start, end)
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checkRequirement = (start, end)
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return self.requirements.get(checkRequirement)
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return self.requirements.get(checkRequirement)
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def get_path(self, start, end, LimitArea, path, depth = (False, None, 100)):
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def get_path(self, start, end, LimitArea=False, path=None, depth=100):
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if path == None:
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if path == None:
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self.visited.clear()
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self.visited.clear()
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self.queue.clear()
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self.queue.clear()
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path = list()
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path = list()
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path = path + [
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path = path + [start]
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start]
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if start not in self.graph:
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if start not in self.graph:
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return None
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return None
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if None == end:
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if start == end:
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return path
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return path
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# if None(path) >= depth:
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if len(path) >= depth:
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if path >= depth:
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return None
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return None
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for point in None.graph[start]:
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for point in self.graph[start]:
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if point in self.itemLocations and point not in end:
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if point in self.itemLocations:
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continue
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if point not in end:
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continue
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if point in path:
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if point in path:
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continue
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continue
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if LimitArea:
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if LimitArea:
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for area in range(0, 7):
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for area in range(0, 7):
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if 'S{}'.format(area) in start and 'S{}'.format(area) not in point:
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if 'S{}'.format(area) in start:
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return None
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if 'S{}'.format(area) not in point:
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edge = (start, point)
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return None
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self.queue.append(edge)
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edge = (start, point)
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if self.queue:
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self.queue.append(edge)
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edge = self.queue.pop()
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while self.queue:
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if edge not in self.visited:
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edge = self.queue.pop()
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self.visited.append(edge)
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if edge not in self.visited:
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node = edge[1]
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self.visited.append(edge)
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pathReqs = self.get_requirements(start, node)
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node = edge[1]
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if pathReqs == None:
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pathReqs = self.get_requirements(start, node)
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newpath = self.get_path(node, end, LimitArea, path, depth)
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if pathReqs == None:
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if newpath:
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newpath = self.get_path(node, end, LimitArea, path, depth)
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path = path + [
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if newpath:
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node]
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path = path + [node]
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return newpath
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return newpath
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if pathReqs == True:
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elif pathReqs == True:
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newpath = self.get_path(node, end, LimitArea, path, depth)
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newpath = self.get_path(node, end, LimitArea, path, depth)
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if newpath:
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if newpath:
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path = path + [
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path = path + [node]
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node]
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return newpath
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return newpath
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