218 lines
6.8 KiB
Python
218 lines
6.8 KiB
Python
# Source Generated with Decompyle++
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# File: Fusion_Graph.pyc (Python 3.8)
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import struct
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import sys
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class Game:
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def __init__(self, vanillaGame, randoSettings = (None,)):
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self.graph = dict()
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self.areaConnections = dict()
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self.areaConnectionOffsets = dict()
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self.doorConnections = dict()
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self.rooms = dict()
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self.requirements = dict()
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self.visited = list()
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self.queue = list()
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self.majorItemLocations = list()
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self.minorItemLocations = list()
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self.itemLocations = list()
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self.patcher = dict()
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self.graph.clear()
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self.areaConnections.clear()
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self.areaConnectionOffsets.clear()
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self.doorConnections.clear()
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self.rooms.clear()
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self.requirements.clear()
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self.visited.clear()
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self.queue.clear()
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self.majorItemLocations.clear()
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self.minorItemLocations.clear()
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self.itemLocations.clear()
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self.patcher.clear()
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# WARNING: Decompyle incomplete
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def set_setting(self, setting, value):
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self.settings[setting] = value
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def get_setting(self, setting):
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return self.settings[setting]
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def AddNodeToRoom(self, room, node):
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nodeList = self.rooms.get(room)
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nodeList.append(node)
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nodeList.sort()
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self.rooms.update({
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room: nodeList })
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def RemoveNodeFromRoom(self, room, node):
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nodeList = self.rooms.get(room)
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if node in nodeList:
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nodeList.remove(node)
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nodeList.sort()
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self.rooms.update({
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room: nodeList })
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def ClearGraph(self):
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self.graph.clear()
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def ConnectAllNodes(self):
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self.ClearGraph()
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self.ConnectNodesInRooms()
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self.ConnectNodesBetweenRooms()
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def ConnectNodesInRooms(self):
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for room in self.rooms:
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for start in self.rooms[room]:
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for end in self.rooms[room]:
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if start != end:
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self.add_edges(start, end)
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continue
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continue
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continue
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return None
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def ConnectNodesBetweenRooms(self):
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for connection in self.doorConnections.items():
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if len(connection) == 2:
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self.add_directed_edge(connection[0], connection[1])
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continue
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return None
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def UpdateDoorConnection(self, source, destination):
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self.doorConnections.update({
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source: destination })
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connectedArea = self.areaConnections.get(source)
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if connectedArea != None:
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self.areaConnections.update({
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source: int(destination[1:2]) })
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return self.areaConnectionOffsets.get(source)
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def AddConnectedNodesToRoom(self, targetRoom, *nodes):
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for currentNode in nodes:
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if targetRoom in self.rooms:
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self.rooms[targetRoom].append(currentNode)
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for targetNode in self.rooms[targetRoom]:
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if currentNode != targetNode:
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self.add_edges(currentNode, targetNode)
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continue
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continue
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self.rooms[targetRoom] = [
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currentNode]
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continue
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return None
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def add_directed_edge(self, start, end):
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if start != end:
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if start in self.graph or end not in self.graph[start]:
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self.graph[start].append(end)
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else:
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self.graph[start] = [
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end]
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def add_edges(self, start, *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(end, start)
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def add_to_majors(self, item):
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if item not in self.itemLocations:
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self.itemLocations.append(item)
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if item not in self.majorItemLocations:
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self.majorItemLocations.append(item)
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def add_list_to_majors(self, locations):
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for item in locations:
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if item not in self.itemLocations:
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self.itemLocations.append(item)
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if item not in self.majorItemLocations:
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self.majorItemLocations.append(item)
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continue
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return None
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def add_to_minors(self, item):
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if item not in self.itemLocations:
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self.itemLocations.append(item)
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if item not in self.minorItemLocations:
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self.minorItemLocations.append(item)
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def add_list_to_minors(self, locations):
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for item in locations:
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if item not in self.itemLocations:
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self.itemLocations.append(item)
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if item not in self.minorItemLocations:
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self.minorItemLocations.append(item)
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continue
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return None
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def get_requirements(self, start, end):
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checkRequirement = (start, end)
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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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if path == None:
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self.visited.clear()
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self.queue.clear()
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path = list()
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path = path + [
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start]
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if start not in self.graph:
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return None
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if None == end:
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return path
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# if None(path) >= depth:
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if path >= depth:
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return None
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for point in None.graph[start]:
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if point in self.itemLocations and point not in end:
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continue
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if point in path:
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continue
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if LimitArea:
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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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return None
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edge = (start, point)
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self.queue.append(edge)
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if self.queue:
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edge = self.queue.pop()
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if edge not in self.visited:
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self.visited.append(edge)
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node = edge[1]
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pathReqs = self.get_requirements(start, node)
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if pathReqs == None:
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newpath = self.get_path(node, end, LimitArea, path, depth)
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if newpath:
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path = path + [
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node]
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return newpath
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if pathReqs == True:
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newpath = self.get_path(node, end, LimitArea, path, depth)
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if newpath:
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path = path + [
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node]
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return newpath
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continue
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return None
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