mirror of
https://github.com/ArchipelagoMW/Archipelago.git
synced 2026-03-24 21:53:20 -07:00
Merge branch 'main' into NewSoupVi-patch-26
This commit is contained in:
541
Fill.py
541
Fill.py
@@ -4,7 +4,7 @@ import logging
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import typing
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from collections import Counter, deque
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from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld
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from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld, PlandoItemBlock
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from Options import Accessibility
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from worlds.AutoWorld import call_all
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@@ -36,7 +36,8 @@ def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item]
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def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locations: typing.List[Location],
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item_pool: typing.List[Item], single_player_placement: bool = False, lock: bool = False,
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swap: bool = True, on_place: typing.Optional[typing.Callable[[Location], None]] = None,
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allow_partial: bool = False, allow_excluded: bool = False, name: str = "Unknown") -> None:
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allow_partial: bool = False, allow_excluded: bool = False, one_item_per_player: bool = True,
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name: str = "Unknown") -> None:
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"""
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:param multiworld: Multiworld to be filled.
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:param base_state: State assumed before fill.
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@@ -63,14 +64,24 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
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placed = 0
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while any(reachable_items.values()) and locations:
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# grab one item per player
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items_to_place = [items.pop()
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for items in reachable_items.values() if items]
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if one_item_per_player:
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# grab one item per player
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items_to_place = [items.pop()
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for items in reachable_items.values() if items]
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else:
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next_player = multiworld.random.choice([player for player, items in reachable_items.items() if items])
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items_to_place = []
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if item_pool:
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items_to_place.append(reachable_items[next_player].pop())
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for item in items_to_place:
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for p, pool_item in enumerate(item_pool):
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# The items added into `reachable_items` are placed starting from the end of each deque in
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# `reachable_items`, so the items being placed are more likely to be found towards the end of `item_pool`.
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for p, pool_item in enumerate(reversed(item_pool), start=1):
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if pool_item is item:
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item_pool.pop(p)
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del item_pool[-p]
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break
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maximum_exploration_state = sweep_from_pool(
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base_state, item_pool + unplaced_items, multiworld.get_filled_locations(item.player)
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if single_player_placement else None)
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@@ -89,7 +100,7 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
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# if minimal accessibility, only check whether location is reachable if game not beatable
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if multiworld.worlds[item_to_place.player].options.accessibility == Accessibility.option_minimal:
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perform_access_check = not multiworld.has_beaten_game(maximum_exploration_state,
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item_to_place.player) \
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item_to_place.player) \
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if single_player_placement else not has_beaten_game
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else:
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perform_access_check = True
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@@ -105,12 +116,23 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
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else:
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# we filled all reachable spots.
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if swap:
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# Keep a cache of previous safe swap states that might be usable to sweep from to produce the next
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# swap state, instead of sweeping from `base_state` each time.
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previous_safe_swap_state_cache: typing.Deque[CollectionState] = deque()
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# Almost never are more than 2 states needed. The rare cases that do are usually highly restrictive
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# single_player_placement=True pre-fills which can go through more than 10 states in some seeds.
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max_swap_base_state_cache_length = 3
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# try swapping this item with previously placed items in a safe way then in an unsafe way
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swap_attempts = ((i, location, unsafe)
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for unsafe in (False, True)
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for i, location in enumerate(placements))
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for (i, location, unsafe) in swap_attempts:
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placed_item = location.item
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if item_to_place == placed_item:
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# The number of allowed swaps is limited, so do not allow a swap of an item with a copy of
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# itself.
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continue
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# Unplaceable items can sometimes be swapped infinitely. Limit the
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# number of times we will swap an individual item to prevent this
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swap_count = swapped_items[placed_item.player, placed_item.name, unsafe]
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@@ -119,40 +141,50 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
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location.item = None
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placed_item.location = None
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swap_state = sweep_from_pool(base_state, [placed_item, *item_pool] if unsafe else item_pool,
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multiworld.get_filled_locations(item.player)
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if single_player_placement else None)
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for previous_safe_swap_state in previous_safe_swap_state_cache:
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# If a state has already checked the location of the swap, then it cannot be used.
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if location not in previous_safe_swap_state.advancements:
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# Previous swap states will have collected all items in `item_pool`, so the new
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# `swap_state` can skip having to collect them again.
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# Previous swap states will also have already checked many locations, making the sweep
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# faster.
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swap_state = sweep_from_pool(previous_safe_swap_state, (placed_item,) if unsafe else (),
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multiworld.get_filled_locations(item.player)
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if single_player_placement else None)
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break
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else:
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# No previous swap_state was usable as a base state to sweep from, so create a new one.
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swap_state = sweep_from_pool(base_state, [placed_item, *item_pool] if unsafe else item_pool,
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multiworld.get_filled_locations(item.player)
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if single_player_placement else None)
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# Unsafe states should not be added to the cache because they have collected `placed_item`.
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if not unsafe:
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if len(previous_safe_swap_state_cache) >= max_swap_base_state_cache_length:
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# Remove the oldest cached state.
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previous_safe_swap_state_cache.pop()
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# Add the new state to the start of the cache.
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previous_safe_swap_state_cache.appendleft(swap_state)
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# unsafe means swap_state assumes we can somehow collect placed_item before item_to_place
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# by continuing to swap, which is not guaranteed. This is unsafe because there is no mechanic
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# to clean that up later, so there is a chance generation fails.
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if (not single_player_placement or location.player == item_to_place.player) \
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and location.can_fill(swap_state, item_to_place, perform_access_check):
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# Add this item to the existing placement, and
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# add the old item to the back of the queue
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spot_to_fill = placements.pop(i)
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# Verify placing this item won't reduce available locations, which would be a useless swap.
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prev_state = swap_state.copy()
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prev_loc_count = len(
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multiworld.get_reachable_locations(prev_state))
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swap_count += 1
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swapped_items[placed_item.player, placed_item.name, unsafe] = swap_count
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swap_state.collect(item_to_place, True)
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new_loc_count = len(
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multiworld.get_reachable_locations(swap_state))
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reachable_items[placed_item.player].appendleft(
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placed_item)
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item_pool.append(placed_item)
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if new_loc_count >= prev_loc_count:
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# Add this item to the existing placement, and
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# add the old item to the back of the queue
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spot_to_fill = placements.pop(i)
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# cleanup at the end to hopefully get better errors
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cleanup_required = True
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swap_count += 1
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swapped_items[placed_item.player, placed_item.name, unsafe] = swap_count
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reachable_items[placed_item.player].appendleft(
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placed_item)
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item_pool.append(placed_item)
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# cleanup at the end to hopefully get better errors
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cleanup_required = True
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break
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break
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# Item can't be placed here, restore original item
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location.item = placed_item
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@@ -231,18 +263,30 @@ def remaining_fill(multiworld: MultiWorld,
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locations: typing.List[Location],
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itempool: typing.List[Item],
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name: str = "Remaining",
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move_unplaceable_to_start_inventory: bool = False) -> None:
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move_unplaceable_to_start_inventory: bool = False,
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check_location_can_fill: bool = False) -> None:
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unplaced_items: typing.List[Item] = []
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placements: typing.List[Location] = []
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swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
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total = min(len(itempool), len(locations))
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total = min(len(itempool), len(locations))
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placed = 0
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# Optimisation: Decide whether to do full location.can_fill check (respect excluded), or only check the item rule
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if check_location_can_fill:
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state = CollectionState(multiworld)
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def location_can_fill_item(location_to_fill: Location, item_to_fill: Item):
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return location_to_fill.can_fill(state, item_to_fill, check_access=False)
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else:
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def location_can_fill_item(location_to_fill: Location, item_to_fill: Item):
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return location_to_fill.item_rule(item_to_fill)
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while locations and itempool:
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item_to_place = itempool.pop()
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spot_to_fill: typing.Optional[Location] = None
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for i, location in enumerate(locations):
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if location.item_rule(item_to_place):
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if location_can_fill_item(location, item_to_place):
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# popping by index is faster than removing by content,
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spot_to_fill = locations.pop(i)
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# skipping a scan for the element
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@@ -263,7 +307,7 @@ def remaining_fill(multiworld: MultiWorld,
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location.item = None
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placed_item.location = None
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if location.item_rule(item_to_place):
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if location_can_fill_item(location, item_to_place):
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# Add this item to the existing placement, and
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# add the old item to the back of the queue
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spot_to_fill = placements.pop(i)
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@@ -323,19 +367,26 @@ def fast_fill(multiworld: MultiWorld,
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return item_pool[placing:], fill_locations[placing:]
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def accessibility_corrections(multiworld: MultiWorld, state: CollectionState, locations, pool=[]):
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def accessibility_corrections(multiworld: MultiWorld,
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state: CollectionState,
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locations: list[Location],
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pool: list[Item] | None = None) -> None:
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if pool is None:
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pool = []
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maximum_exploration_state = sweep_from_pool(state, pool)
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minimal_players = {player for player in multiworld.player_ids if multiworld.worlds[player].options.accessibility == "minimal"}
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unreachable_locations = [location for location in multiworld.get_locations() if location.player in minimal_players and
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minimal_players = {player for player in multiworld.player_ids if
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multiworld.worlds[player].options.accessibility == "minimal"}
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unreachable_locations = [location for location in multiworld.get_locations() if
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location.player in minimal_players and
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not location.can_reach(maximum_exploration_state)]
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for location in unreachable_locations:
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if (location.item is not None and location.item.advancement and location.address is not None and not
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location.locked and location.item.player not in minimal_players):
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pool.append(location.item)
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state.remove(location.item)
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location.item = None
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if location in state.advancements:
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state.advancements.remove(location)
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state.remove(location.item)
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locations.append(location)
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if pool and locations:
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locations.sort(key=lambda loc: loc.progress_type != LocationProgressType.PRIORITY)
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@@ -347,7 +398,7 @@ def inaccessible_location_rules(multiworld: MultiWorld, state: CollectionState,
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unreachable_locations = [location for location in locations if not location.can_reach(maximum_exploration_state)]
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if unreachable_locations:
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def forbid_important_item_rule(item: Item):
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return not ((item.classification & 0b0011) and multiworld.worlds[item.player].options.accessibility != 'minimal')
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return not ((item.classification & 0b0011) and multiworld.worlds[item.player].options.accessibility != "minimal")
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for location in unreachable_locations:
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add_item_rule(location, forbid_important_item_rule)
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@@ -441,6 +492,12 @@ def distribute_early_items(multiworld: MultiWorld,
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def distribute_items_restrictive(multiworld: MultiWorld,
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panic_method: typing.Literal["swap", "raise", "start_inventory"] = "swap") -> None:
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assert all(item.location is None for item in multiworld.itempool), (
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"At the start of distribute_items_restrictive, "
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"there are items in the multiworld itempool that are already placed on locations:\n"
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f"{[(item.location, item) for item in multiworld.itempool if item.location is not None]}"
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)
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fill_locations = sorted(multiworld.get_unfilled_locations())
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multiworld.random.shuffle(fill_locations)
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# get items to distribute
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@@ -483,22 +540,64 @@ def distribute_items_restrictive(multiworld: MultiWorld,
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single_player = multiworld.players == 1 and not multiworld.groups
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if prioritylocations:
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regular_progression = []
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deprioritized_progression = []
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for item in progitempool:
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if item.deprioritized:
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deprioritized_progression.append(item)
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else:
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regular_progression.append(item)
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# "priority fill"
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fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
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single_player_placement=single_player, swap=False, on_place=mark_for_locking, name="Priority")
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# try without deprioritized items in the mix at all. This means they need to be collected into state first.
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priority_fill_state = sweep_from_pool(multiworld.state, deprioritized_progression)
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fill_restrictive(multiworld, priority_fill_state, prioritylocations, regular_progression,
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single_player_placement=single_player, swap=False, on_place=mark_for_locking,
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name="Priority", one_item_per_player=True, allow_partial=True)
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if prioritylocations and regular_progression:
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# retry with one_item_per_player off because some priority fills can fail to fill with that optimization
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# deprioritized items are still not in the mix, so they need to be collected into state first.
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# allow_partial should only be set if there is deprioritized progression to fall back on.
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priority_retry_state = sweep_from_pool(multiworld.state, deprioritized_progression)
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fill_restrictive(multiworld, priority_retry_state, prioritylocations, regular_progression,
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single_player_placement=single_player, swap=False, on_place=mark_for_locking,
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name="Priority Retry", one_item_per_player=False,
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allow_partial=bool(deprioritized_progression))
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|
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if prioritylocations and deprioritized_progression:
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# There are no more regular progression items that can be placed on any priority locations.
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# We'd still prefer to place deprioritized progression items on priority locations over filler items.
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# Since we're leaving out the remaining regular progression now, we need to collect it into state first.
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priority_retry_2_state = sweep_from_pool(multiworld.state, regular_progression)
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fill_restrictive(multiworld, priority_retry_2_state, prioritylocations, deprioritized_progression,
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single_player_placement=single_player, swap=False, on_place=mark_for_locking,
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name="Priority Retry 2", one_item_per_player=True, allow_partial=True)
|
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|
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if prioritylocations and deprioritized_progression:
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# retry with deprioritized items AND without one_item_per_player optimisation
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# Since we're leaving out the remaining regular progression now, we need to collect it into state first.
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priority_retry_3_state = sweep_from_pool(multiworld.state, regular_progression)
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fill_restrictive(multiworld, priority_retry_3_state, prioritylocations, deprioritized_progression,
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single_player_placement=single_player, swap=False, on_place=mark_for_locking,
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name="Priority Retry 3", one_item_per_player=False)
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# restore original order of progitempool
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progitempool[:] = [item for item in progitempool if not item.location]
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accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool)
|
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defaultlocations = prioritylocations + defaultlocations
|
||||
|
||||
if progitempool:
|
||||
# "advancement/progression fill"
|
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maximum_exploration_state = sweep_from_pool(multiworld.state)
|
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if panic_method == "swap":
|
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fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=True,
|
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fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=True,
|
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name="Progression", single_player_placement=single_player)
|
||||
elif panic_method == "raise":
|
||||
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=False,
|
||||
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=False,
|
||||
name="Progression", single_player_placement=single_player)
|
||||
elif panic_method == "start_inventory":
|
||||
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=False,
|
||||
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=False,
|
||||
allow_partial=True, name="Progression", single_player_placement=single_player)
|
||||
if progitempool:
|
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for item in progitempool:
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@@ -514,7 +613,8 @@ def distribute_items_restrictive(multiworld: MultiWorld,
|
||||
if progitempool:
|
||||
raise FillError(
|
||||
f"Not enough locations for progression items. "
|
||||
f"There are {len(progitempool)} more progression items than there are available locations.",
|
||||
f"There are {len(progitempool)} more progression items than there are available locations.\n"
|
||||
f"Unfilled locations:\n{multiworld.get_unfilled_locations()}.",
|
||||
multiworld=multiworld,
|
||||
)
|
||||
accessibility_corrections(multiworld, multiworld.state, defaultlocations)
|
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@@ -532,7 +632,7 @@ def distribute_items_restrictive(multiworld: MultiWorld,
|
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if excludedlocations:
|
||||
raise FillError(
|
||||
f"Not enough filler items for excluded locations. "
|
||||
f"There are {len(excludedlocations)} more excluded locations than filler or trap items.",
|
||||
f"There are {len(excludedlocations)} more excluded locations than excludable items.",
|
||||
multiworld=multiworld,
|
||||
)
|
||||
|
||||
@@ -553,6 +653,26 @@ def distribute_items_restrictive(multiworld: MultiWorld,
|
||||
print_data = {"items": items_counter, "locations": locations_counter}
|
||||
logging.info(f"Per-Player counts: {print_data})")
|
||||
|
||||
more_locations = locations_counter - items_counter
|
||||
more_items = items_counter - locations_counter
|
||||
for player in multiworld.player_ids:
|
||||
if more_locations[player]:
|
||||
logging.error(
|
||||
f"Player {multiworld.get_player_name(player)} had {more_locations[player]} more locations than items.")
|
||||
elif more_items[player]:
|
||||
logging.warning(
|
||||
f"Player {multiworld.get_player_name(player)} had {more_items[player]} more items than locations.")
|
||||
if unfilled:
|
||||
raise FillError(
|
||||
f"Unable to fill all locations.\n" +
|
||||
f"Unfilled locations({len(unfilled)}): {unfilled}"
|
||||
)
|
||||
else:
|
||||
logging.warning(
|
||||
f"Unable to place all items.\n" +
|
||||
f"Unplaced items({len(unplaced)}): {unplaced}"
|
||||
)
|
||||
|
||||
|
||||
def flood_items(multiworld: MultiWorld) -> None:
|
||||
# get items to distribute
|
||||
@@ -628,9 +748,9 @@ def balance_multiworld_progression(multiworld: MultiWorld) -> None:
|
||||
if multiworld.worlds[player].options.progression_balancing > 0
|
||||
}
|
||||
if not balanceable_players:
|
||||
logging.info('Skipping multiworld progression balancing.')
|
||||
logging.info("Skipping multiworld progression balancing.")
|
||||
else:
|
||||
logging.info(f'Balancing multiworld progression for {len(balanceable_players)} Players.')
|
||||
logging.info(f"Balancing multiworld progression for {len(balanceable_players)} Players.")
|
||||
logging.debug(balanceable_players)
|
||||
state: CollectionState = CollectionState(multiworld)
|
||||
checked_locations: typing.Set[Location] = set()
|
||||
@@ -728,7 +848,7 @@ def balance_multiworld_progression(multiworld: MultiWorld) -> None:
|
||||
if player in threshold_percentages):
|
||||
break
|
||||
elif not balancing_sphere:
|
||||
raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
|
||||
raise RuntimeError("Not all required items reachable. Something went terribly wrong here.")
|
||||
# Gather a set of locations which we can swap items into
|
||||
unlocked_locations: typing.Dict[int, typing.Set[Location]] = collections.defaultdict(set)
|
||||
for l in unchecked_locations:
|
||||
@@ -744,8 +864,8 @@ def balance_multiworld_progression(multiworld: MultiWorld) -> None:
|
||||
testing = items_to_test.pop()
|
||||
reducing_state = state.copy()
|
||||
for location in itertools.chain((
|
||||
l for l in items_to_replace
|
||||
if l.item.player == player
|
||||
l for l in items_to_replace
|
||||
if l.item.player == player
|
||||
), items_to_test):
|
||||
reducing_state.collect(location.item, True, location)
|
||||
|
||||
@@ -818,52 +938,30 @@ def swap_location_item(location_1: Location, location_2: Location, check_locked:
|
||||
location_2.item.location = location_2
|
||||
|
||||
|
||||
def distribute_planned(multiworld: MultiWorld) -> None:
|
||||
def warn(warning: str, force: typing.Union[bool, str]) -> None:
|
||||
if force in [True, 'fail', 'failure', 'none', False, 'warn', 'warning']:
|
||||
logging.warning(f'{warning}')
|
||||
def parse_planned_blocks(multiworld: MultiWorld) -> dict[int, list[PlandoItemBlock]]:
|
||||
def warn(warning: str, force: bool | str) -> None:
|
||||
if isinstance(force, bool):
|
||||
logging.warning(f"{warning}")
|
||||
else:
|
||||
logging.debug(f'{warning}')
|
||||
logging.debug(f"{warning}")
|
||||
|
||||
def failed(warning: str, force: typing.Union[bool, str]) -> None:
|
||||
if force in [True, 'fail', 'failure']:
|
||||
def failed(warning: str, force: bool | str) -> None:
|
||||
if force is True:
|
||||
raise Exception(warning)
|
||||
else:
|
||||
warn(warning, force)
|
||||
|
||||
swept_state = multiworld.state.copy()
|
||||
swept_state.sweep_for_advancements()
|
||||
reachable = frozenset(multiworld.get_reachable_locations(swept_state))
|
||||
early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
|
||||
non_early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
|
||||
for loc in multiworld.get_unfilled_locations():
|
||||
if loc in reachable:
|
||||
early_locations[loc.player].append(loc.name)
|
||||
else: # not reachable with swept state
|
||||
non_early_locations[loc.player].append(loc.name)
|
||||
|
||||
world_name_lookup = multiworld.world_name_lookup
|
||||
|
||||
block_value = typing.Union[typing.List[str], typing.Dict[str, typing.Any], str]
|
||||
plando_blocks: typing.List[typing.Dict[str, typing.Any]] = []
|
||||
player_ids = set(multiworld.player_ids)
|
||||
plando_blocks: dict[int, list[PlandoItemBlock]] = dict()
|
||||
player_ids: set[int] = set(multiworld.player_ids)
|
||||
for player in player_ids:
|
||||
for block in multiworld.plando_items[player]:
|
||||
block['player'] = player
|
||||
if 'force' not in block:
|
||||
block['force'] = 'silent'
|
||||
if 'from_pool' not in block:
|
||||
block['from_pool'] = True
|
||||
elif not isinstance(block['from_pool'], bool):
|
||||
from_pool_type = type(block['from_pool'])
|
||||
raise Exception(f'Plando "from_pool" has to be boolean, not {from_pool_type} for player {player}.')
|
||||
if 'world' not in block:
|
||||
target_world = False
|
||||
else:
|
||||
target_world = block['world']
|
||||
|
||||
plando_blocks[player] = []
|
||||
for block in multiworld.worlds[player].options.plando_items:
|
||||
new_block: PlandoItemBlock = PlandoItemBlock(player, block.from_pool, block.force)
|
||||
target_world = block.world
|
||||
if target_world is False or multiworld.players == 1: # target own world
|
||||
worlds: typing.Set[int] = {player}
|
||||
worlds: set[int] = {player}
|
||||
elif target_world is True: # target any worlds besides own
|
||||
worlds = set(multiworld.player_ids) - {player}
|
||||
elif target_world is None: # target all worlds
|
||||
@@ -872,156 +970,201 @@ def distribute_planned(multiworld: MultiWorld) -> None:
|
||||
worlds = set()
|
||||
for listed_world in target_world:
|
||||
if listed_world not in world_name_lookup:
|
||||
failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
|
||||
block['force'])
|
||||
failed(f"Cannot place item to {listed_world}'s world as that world does not exist.",
|
||||
block.force)
|
||||
continue
|
||||
worlds.add(world_name_lookup[listed_world])
|
||||
elif type(target_world) == int: # target world by slot number
|
||||
if target_world not in range(1, multiworld.players + 1):
|
||||
failed(
|
||||
f"Cannot place item in world {target_world} as it is not in range of (1, {multiworld.players})",
|
||||
block['force'])
|
||||
block.force)
|
||||
continue
|
||||
worlds = {target_world}
|
||||
else: # target world by slot name
|
||||
if target_world not in world_name_lookup:
|
||||
failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
|
||||
block['force'])
|
||||
block.force)
|
||||
continue
|
||||
worlds = {world_name_lookup[target_world]}
|
||||
block['world'] = worlds
|
||||
new_block.worlds = worlds
|
||||
|
||||
items: block_value = []
|
||||
if "items" in block:
|
||||
items = block["items"]
|
||||
if 'count' not in block:
|
||||
block['count'] = False
|
||||
elif "item" in block:
|
||||
items = block["item"]
|
||||
if 'count' not in block:
|
||||
block['count'] = 1
|
||||
else:
|
||||
failed("You must specify at least one item to place items with plando.", block['force'])
|
||||
continue
|
||||
items: list[str] | dict[str, typing.Any] = block.items
|
||||
if isinstance(items, dict):
|
||||
item_list: typing.List[str] = []
|
||||
item_list: list[str] = []
|
||||
for key, value in items.items():
|
||||
if value is True:
|
||||
value = multiworld.itempool.count(multiworld.worlds[player].create_item(key))
|
||||
item_list += [key] * value
|
||||
items = item_list
|
||||
if isinstance(items, str):
|
||||
items = [items]
|
||||
block['items'] = items
|
||||
new_block.items = items
|
||||
|
||||
locations: block_value = []
|
||||
if 'location' in block:
|
||||
locations = block['location'] # just allow 'location' to keep old yamls compatible
|
||||
elif 'locations' in block:
|
||||
locations = block['locations']
|
||||
locations: list[str] = block.locations
|
||||
if isinstance(locations, str):
|
||||
locations = [locations]
|
||||
|
||||
if isinstance(locations, dict):
|
||||
location_list = []
|
||||
for key, value in locations.items():
|
||||
location_list += [key] * value
|
||||
locations = location_list
|
||||
resolved_locations: list[Location] = []
|
||||
for target_player in worlds:
|
||||
locations_from_groups: list[str] = []
|
||||
world_locations = multiworld.get_unfilled_locations(target_player)
|
||||
for group in multiworld.worlds[target_player].location_name_groups:
|
||||
if group in locations:
|
||||
locations_from_groups.extend(multiworld.worlds[target_player].location_name_groups[group])
|
||||
resolved_locations.extend(location for location in world_locations
|
||||
if location.name in [*locations, *locations_from_groups])
|
||||
new_block.locations = sorted(dict.fromkeys(locations))
|
||||
new_block.resolved_locations = sorted(set(resolved_locations))
|
||||
|
||||
count = block.count
|
||||
if not count:
|
||||
count = (min(len(new_block.items), len(new_block.resolved_locations))
|
||||
if new_block.resolved_locations else len(new_block.items))
|
||||
if isinstance(count, int):
|
||||
count = {"min": count, "max": count}
|
||||
if "min" not in count:
|
||||
count["min"] = 0
|
||||
if "max" not in count:
|
||||
count["max"] = (min(len(new_block.items), len(new_block.resolved_locations))
|
||||
if new_block.resolved_locations else len(new_block.items))
|
||||
|
||||
|
||||
new_block.count = count
|
||||
plando_blocks[player].append(new_block)
|
||||
|
||||
return plando_blocks
|
||||
|
||||
|
||||
def resolve_early_locations_for_planned(multiworld: MultiWorld):
|
||||
def warn(warning: str, force: bool | str) -> None:
|
||||
if isinstance(force, bool):
|
||||
logging.warning(f"{warning}")
|
||||
else:
|
||||
logging.debug(f"{warning}")
|
||||
|
||||
def failed(warning: str, force: bool | str) -> None:
|
||||
if force is True:
|
||||
raise Exception(warning)
|
||||
else:
|
||||
warn(warning, force)
|
||||
|
||||
swept_state = multiworld.state.copy()
|
||||
swept_state.sweep_for_advancements()
|
||||
reachable = frozenset(multiworld.get_reachable_locations(swept_state))
|
||||
early_locations: dict[int, list[Location]] = collections.defaultdict(list)
|
||||
non_early_locations: dict[int, list[Location]] = collections.defaultdict(list)
|
||||
for loc in multiworld.get_unfilled_locations():
|
||||
if loc in reachable:
|
||||
early_locations[loc.player].append(loc)
|
||||
else: # not reachable with swept state
|
||||
non_early_locations[loc.player].append(loc)
|
||||
|
||||
for player in multiworld.plando_item_blocks:
|
||||
removed = []
|
||||
for block in multiworld.plando_item_blocks[player]:
|
||||
locations = block.locations
|
||||
resolved_locations = block.resolved_locations
|
||||
worlds = block.worlds
|
||||
if "early_locations" in locations:
|
||||
locations.remove("early_locations")
|
||||
for target_player in worlds:
|
||||
locations += early_locations[target_player]
|
||||
resolved_locations += early_locations[target_player]
|
||||
if "non_early_locations" in locations:
|
||||
locations.remove("non_early_locations")
|
||||
for target_player in worlds:
|
||||
locations += non_early_locations[target_player]
|
||||
resolved_locations += non_early_locations[target_player]
|
||||
|
||||
block['locations'] = list(dict.fromkeys(locations))
|
||||
if block.count["max"] > len(block.items):
|
||||
count = block.count["max"]
|
||||
failed(f"Plando count {count} greater than items specified", block.force)
|
||||
block.count["max"] = len(block.items)
|
||||
if block.count["min"] > len(block.items):
|
||||
block.count["min"] = len(block.items)
|
||||
if block.count["max"] > len(block.resolved_locations) > 0:
|
||||
count = block.count["max"]
|
||||
failed(f"Plando count {count} greater than locations specified", block.force)
|
||||
block.count["max"] = len(block.resolved_locations)
|
||||
if block.count["min"] > len(block.resolved_locations):
|
||||
block.count["min"] = len(block.resolved_locations)
|
||||
block.count["target"] = multiworld.random.randint(block.count["min"],
|
||||
block.count["max"])
|
||||
|
||||
if not block['count']:
|
||||
block['count'] = (min(len(block['items']), len(block['locations'])) if
|
||||
len(block['locations']) > 0 else len(block['items']))
|
||||
if isinstance(block['count'], int):
|
||||
block['count'] = {'min': block['count'], 'max': block['count']}
|
||||
if 'min' not in block['count']:
|
||||
block['count']['min'] = 0
|
||||
if 'max' not in block['count']:
|
||||
block['count']['max'] = (min(len(block['items']), len(block['locations'])) if
|
||||
len(block['locations']) > 0 else len(block['items']))
|
||||
if block['count']['max'] > len(block['items']):
|
||||
count = block['count']
|
||||
failed(f"Plando count {count} greater than items specified", block['force'])
|
||||
block['count'] = len(block['items'])
|
||||
if block['count']['max'] > len(block['locations']) > 0:
|
||||
count = block['count']
|
||||
failed(f"Plando count {count} greater than locations specified", block['force'])
|
||||
block['count'] = len(block['locations'])
|
||||
block['count']['target'] = multiworld.random.randint(block['count']['min'], block['count']['max'])
|
||||
if not block.count["target"]:
|
||||
removed.append(block)
|
||||
|
||||
if block['count']['target'] > 0:
|
||||
plando_blocks.append(block)
|
||||
for block in removed:
|
||||
multiworld.plando_item_blocks[player].remove(block)
|
||||
|
||||
|
||||
def distribute_planned_blocks(multiworld: MultiWorld, plando_blocks: list[PlandoItemBlock]):
|
||||
def warn(warning: str, force: bool | str) -> None:
|
||||
if isinstance(force, bool):
|
||||
logging.warning(f"{warning}")
|
||||
else:
|
||||
logging.debug(f"{warning}")
|
||||
|
||||
def failed(warning: str, force: bool | str) -> None:
|
||||
if force is True:
|
||||
raise Exception(warning)
|
||||
else:
|
||||
warn(warning, force)
|
||||
|
||||
# shuffle, but then sort blocks by number of locations minus number of items,
|
||||
# so less-flexible blocks get priority
|
||||
multiworld.random.shuffle(plando_blocks)
|
||||
plando_blocks.sort(key=lambda block: (len(block['locations']) - block['count']['target']
|
||||
if len(block['locations']) > 0
|
||||
else len(multiworld.get_unfilled_locations(player)) - block['count']['target']))
|
||||
|
||||
plando_blocks.sort(key=lambda block: (len(block.resolved_locations) - block.count["target"]
|
||||
if len(block.resolved_locations) > 0
|
||||
else len(multiworld.get_unfilled_locations(block.player)) -
|
||||
block.count["target"]))
|
||||
for placement in plando_blocks:
|
||||
player = placement['player']
|
||||
player = placement.player
|
||||
try:
|
||||
worlds = placement['world']
|
||||
locations = placement['locations']
|
||||
items = placement['items']
|
||||
maxcount = placement['count']['target']
|
||||
from_pool = placement['from_pool']
|
||||
worlds = placement.worlds
|
||||
locations = placement.resolved_locations
|
||||
items = placement.items
|
||||
maxcount = placement.count["target"]
|
||||
from_pool = placement.from_pool
|
||||
|
||||
candidates = list(multiworld.get_unfilled_locations_for_players(locations, sorted(worlds)))
|
||||
multiworld.random.shuffle(candidates)
|
||||
multiworld.random.shuffle(items)
|
||||
count = 0
|
||||
err: typing.List[str] = []
|
||||
successful_pairs: typing.List[typing.Tuple[Item, Location]] = []
|
||||
for item_name in items:
|
||||
item = multiworld.worlds[player].create_item(item_name)
|
||||
for location in reversed(candidates):
|
||||
if (location.address is None) == (item.code is None): # either both None or both not None
|
||||
if not location.item:
|
||||
if location.item_rule(item):
|
||||
if location.can_fill(multiworld.state, item, False):
|
||||
successful_pairs.append((item, location))
|
||||
candidates.remove(location)
|
||||
count = count + 1
|
||||
break
|
||||
else:
|
||||
err.append(f"Can't place item at {location} due to fill condition not met.")
|
||||
else:
|
||||
err.append(f"{item_name} not allowed at {location}.")
|
||||
else:
|
||||
err.append(f"Cannot place {item_name} into already filled location {location}.")
|
||||
item_candidates = []
|
||||
if from_pool:
|
||||
instances = [item for item in multiworld.itempool if item.player == player and item.name in items]
|
||||
for item in multiworld.random.sample(items, maxcount):
|
||||
candidate = next((i for i in instances if i.name == item), None)
|
||||
if candidate is None:
|
||||
warn(f"Could not remove {item} from pool for {multiworld.player_name[player]} as "
|
||||
f"it's already missing from it", placement.force)
|
||||
candidate = multiworld.worlds[player].create_item(item)
|
||||
else:
|
||||
err.append(f"Mismatch between {item_name} and {location}, only one is an event.")
|
||||
if count == maxcount:
|
||||
break
|
||||
if count < placement['count']['min']:
|
||||
m = placement['count']['min']
|
||||
failed(
|
||||
f"Plando block failed to place {m - count} of {m} item(s) for {multiworld.player_name[player]}, error(s): {' '.join(err)}",
|
||||
placement['force'])
|
||||
for (item, location) in successful_pairs:
|
||||
multiworld.push_item(location, item, collect=False)
|
||||
location.locked = True
|
||||
logging.debug(f"Plando placed {item} at {location}")
|
||||
if from_pool:
|
||||
try:
|
||||
multiworld.itempool.remove(item)
|
||||
except ValueError:
|
||||
warn(
|
||||
f"Could not remove {item} from pool for {multiworld.player_name[player]} as it's already missing from it.",
|
||||
placement['force'])
|
||||
multiworld.itempool.remove(candidate)
|
||||
instances.remove(candidate)
|
||||
item_candidates.append(candidate)
|
||||
else:
|
||||
item_candidates = [multiworld.worlds[player].create_item(item)
|
||||
for item in multiworld.random.sample(items, maxcount)]
|
||||
if any(item.code is None for item in item_candidates) \
|
||||
and not all(item.code is None for item in item_candidates):
|
||||
failed(f"Plando block for player {player} ({multiworld.player_name[player]}) contains both "
|
||||
f"event items and non-event items. "
|
||||
f"Event items: {[item for item in item_candidates if item.code is None]}, "
|
||||
f"Non-event items: {[item for item in item_candidates if item.code is not None]}",
|
||||
placement.force)
|
||||
continue
|
||||
else:
|
||||
is_real = item_candidates[0].code is not None
|
||||
candidates = [candidate for candidate in locations if candidate.item is None
|
||||
and bool(candidate.address) == is_real]
|
||||
multiworld.random.shuffle(candidates)
|
||||
allstate = multiworld.get_all_state(False)
|
||||
mincount = placement.count["min"]
|
||||
allowed_margin = len(item_candidates) - mincount
|
||||
fill_restrictive(multiworld, allstate, candidates, item_candidates, lock=True,
|
||||
allow_partial=True, name="Plando Main Fill")
|
||||
|
||||
if len(item_candidates) > allowed_margin:
|
||||
failed(f"Could not place {len(item_candidates)} "
|
||||
f"of {mincount + allowed_margin} item(s) "
|
||||
f"for {multiworld.player_name[player]}, "
|
||||
f"remaining items: {item_candidates}",
|
||||
placement.force)
|
||||
if from_pool:
|
||||
multiworld.itempool.extend([item for item in item_candidates if item.code is not None])
|
||||
except Exception as e:
|
||||
raise Exception(
|
||||
f"Error running plando for player {player} ({multiworld.player_name[player]})") from e
|
||||
|
||||
Reference in New Issue
Block a user