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update resource state handling to use classes instantiated into the s…
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qwint authored and Ryan Moehrke committed Sep 25, 2024
1 parent 0b6d7eb commit 95a1be0
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Showing 4 changed files with 654 additions and 227 deletions.
1 change: 1 addition & 0 deletions worlds/hk_rework/Charms.py
Original file line number Diff line number Diff line change
Expand Up @@ -48,3 +48,4 @@

charm_name_to_id = {"_".join(name.split(" ")): index for index, name in enumerate(names)}
# TODO >:(
charm_name_to_id["Void_Heart"] = charm_name_to_id["Kingsoul"]
2 changes: 1 addition & 1 deletion worlds/hk_rework/ExtractedData.py

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160 changes: 14 additions & 146 deletions worlds/hk_rework/__init__.py
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@

from .template_world import RandomizerCoreWorld

from .state_mixin import HKLogicMixin # all that's needed to add the mixin
from .state_mixin import resource_state_handler, RCStateVariable, HKLogicMixin # all that's needed to add the mixin
from .region_data import regions, transitions, locations
from .Options import hollow_knight_options, hollow_knight_randomize_options, Goal, WhitePalace, CostSanity, \
shop_to_option, HKOptions
Expand Down Expand Up @@ -59,44 +59,22 @@ class HKWeb(WebWorld):
gamename = "Hollow Knight"
base_id = 0x1000000


class HK_state_diff(NamedTuple):
shadeskip: int
# shade health needed, 0 if unneeded

twister_required: bool
# shortcut logic if any step in a spell skip needs 4 casts

add_charms: Dict[str, int]
# dict of charms that need to be in state and their costs


class HKClause(NamedTuple):
# Dict of item: count for state.has_all_counts()
hk_item_requirements: Dict[str, int]

# list of regions that need to reachable
hk_region_requirements: List[str]

# other requirements for ad hoc short circuit logic
hk_state_requirements: HK_state_diff

# state keys to be reset when the spot is checked before/after applying state_modifiers
hk_before_resets: List[str]
hk_after_resets: List[str]

# state keys and the values to add when the spot is checked
hk_state_modifiers: Dict[str, int]
# list of resource state terms for the clause
hk_state_requirements: List[RCStateVariable]


# default logicless rule for short circuting
default_hk_rule = [HKClause(
hk_item_requirements={"True": 1},
hk_region_requirements=[],
hk_state_requirements=HK_state_diff(shadeskip=0, twister_required=False, add_charms={}),
hk_before_resets=[],
hk_after_resets=[],
hk_state_modifiers={},
hk_state_requirements=[],
)]


Expand Down Expand Up @@ -480,139 +458,32 @@ def parse_item_logic(reqs: list) -> Tuple[bool, Counter[str]]: # Mapping[str, i

return False, ret

def parse_refill_logic(reqs: List[str], valid_keys) -> bool:
# i'm only expecting one req but it may be an empty list
if reqs:
key = reqs[0].split(":")[1] # grab the second half
if key in valid_keys:
return True
return False

def parse_cast_logic(req: str, valid_keys) -> Tuple[List[int], bool, bool]:
search = re.search(r".*\[(.*)\]", req)
if not search:
# assume it means 1 cast
return [1], False, False
params = search.groups(1)[0].split(",")
casts = [int(cast) for cast in params if not cast.startswith("before") and not cast.startswith("after")]
before = parse_refill_logic([i for i in params if i.startswith("before")], valid_keys)
after = parse_refill_logic([i for i in params if i.startswith("after")], valid_keys)
return casts, before, after

import re
assert rule != []
hk_rule = []
for clause in rule:
item_requirements = clause["item_requirements"]
state_requirements = []
skip_clause = False
shadeskips = [0]
casts = [0]
before = False
after_resets = []
add_dict = Counter()
add_charms = {}
valid_keys = {key for key in ("ROOMSOUL", "AREASOUL", "MAPAREASOUL")}
# TODO with ER change this logic
if self.options.RandomizeCharms: # TODO confirm
valid_keys.update("ITEMSOUL")

for req in clause["state_modifiers"]:
# "$CASTSPELL", "$EQUIPPEDCHARM", "$SHRIEKPOGO", "$SHADESKIP", "$BENCHRESET", "$TAKEDAMAGE", "$HOTSPRINGRESET", "$STAGSTATEMODIFIER", "$SLOPEBALL", "$WARPTOSTART", "$FLOWERGET", "NOFLOWER=FALSE"
if req == "$BENCHRESET":
after_resets.append("DAMAGE")
after_resets.append("SPENTSHADE")
after_resets.append("SPENTNOTCHES")
# reset charms
elif req == "$FLOWERGET":
after_resets.append("NOFLOWER")
elif req == "$HOTSPRINGRESET":
after_resets.append("DAMAGE")
after_resets.append("CASTSUSED")
elif req == "$STAGSTATEMODIFIER":
add_dict["NOFLOWER"] += 1
elif req == "$WARPTOSTART":
after_resets.append("DAMAGE")
after_resets.append("SPENTSHADE")
add_dict["NOFLOWER"] += 1

elif req.startswith("$EQUIPPEDCHARM"):
charm = re.search(r"\$EQUIPPEDCHARM\[(.*)\]", req).group(1)
if charm == "Kingsoul":
item_requirements.append("WHITEFRAGMENT>1")
add_charms[charm] = self.charm_costs[charm_name_to_id[charm]]
elif charm == "Void_Heart":
item_requirements.append("WHITEFRAGMENT>2")
add_charms[charm] = 0
else:
item_requirements.append(charm)
add_charms[charm] = self.charm_costs[charm_name_to_id[charm]]
# print(req)
if req == "NOFLOWER=FALSE":
# TODO flesh out and actually add requirement
continue

elif req.startswith("$SHADESKIP"):
if not self.options.ShadeSkips:
skip_clause = True
else:
search = re.search(r".*\[(.*)HITS\]", req)
add_dict["SPENTSHADE"] += 1
if not search:
shadeskips.append(1)
else:
shadeskips.append(int(search.groups(1)[0]))

elif req.startswith("$CASTSPELL"):
# any skips will be marked, this covers dive uses too
c, b, a = parse_cast_logic(req, valid_keys)
casts += c
add_dict["CASTSUSED"] += sum(c)
before = b if b else before
if a:
after_resets.append("CASTSUSED")
elif req.startswith("$SHRIEKPOGO"):
if True or not self.options.ShriekPogo: # currently unsupported
skip_clause = True
else:
c, b, a = parse_cast_logic(req, valid_keys)
casts += c
add_dict["CASTSUSED"] += sum(c)
before = b if b else before
if a:
after_resets.append("CASTSUSED")
item_requirements.append("SCREAM>1")
elif req.startswith("$SLOPEBALL"):
if True or not self.options.SlopeBall: # currently unsupported
skip_clause = True
else:
c, b, a = parse_cast_logic(req, valid_keys)
casts += c
add_dict["CASTSUSED"] += sum(c)
before = b if b else before
if a:
after_resets.append("CASTSUSED")
item_requirements.append("FIREBALL")
# can roll back to vs in mod

elif req.startswith("$TAKEDAMAGE"):
# no skip_clause because damageboosts are tracked differently
search = re.search(r".*\[(.*)HITS\]", req)
if not search:
add_dict["DAMAGE"] += 1
else:
add_dict["DAMAGE"] += int(search.groups(1)[0])
handler = next(handler(req) for handler in resource_state_handler.handlers if handler.TryMatch(req))
if handler.can_exclude(self.options):
skip_clause = True
else:
state_requirements.append(handler)

# checking for a False condidtion before and after item parsing for short circuiting
if skip_clause:
continue
if any(cast > 3 for cast in casts):
# twister required
charm = "Spell_Twister"
item_requirements.append(charm)
add_charms[charm] = self.charm_costs[charm_name_to_id[charm]]

state_requirements = HK_state_diff(
shadeskip=max(*shadeskips, 0), # highest health shadeskip needed for this clause
twister_required=None, # any(cast > 3 for cast in casts),
add_charms=add_charms,
)

skip_clause, items = parse_item_logic(item_requirements)
if skip_clause:
continue
Expand All @@ -622,9 +493,6 @@ def parse_cast_logic(req: str, valid_keys) -> Tuple[List[int], bool, bool]:
hk_rule.append(HKClause(
hk_item_requirements=dict(items),
hk_region_requirements=clause["region_requirements"],
hk_before_resets=["SPENTSOUL", "CASTSUSED"] if before else [],
hk_after_resets=after_resets,
hk_state_modifiers=dict(add_dict),
hk_state_requirements=state_requirements,
))

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