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https://github.com/ArchipelagoMW/Archipelago.git
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rewrite more
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40
Fill.py
40
Fill.py
@@ -211,16 +211,42 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
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if cleanup_required:
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# validate all placements and remove invalid ones
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state = sweep_from_pool(
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cleanup_state = sweep_from_pool(
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base_state, [], multiworld.get_filled_locations(item.player)
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if single_player_placement else None)
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# accessibilty_corrections can clean up any case where locations are unreachable as a result of
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# a full player's item being on a minimal player's unreachable location.
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# So, we make a state where we collect all such minimal->full items to check against.
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changed = False
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for location in multiworld.get_filled_locations():
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if location.item is None:
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continue
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if location in cleanup_state.locations_checked:
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continue
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if multiworld.worlds[location.player].options.accessibility == "minimal":
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if multiworld.worlds[location.item.player].options.accessibility != "minimal":
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changed |= cleanup_state.collect(location.item, prevent_sweep=True)
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if changed:
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cleanup_state.sweep_for_advancements()
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for placement in placements:
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if (
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multiworld.worlds[placement.item.player].options.accessibility != "minimal"
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# accessibility_corrections can clean up the case where the location's player is minimal
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and multiworld.worlds[placement.player].options.accessibility != "minimal"
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and not placement.can_reach(state)
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):
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# If the item's player is minimal, we don't care that it's unreachable.
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if multiworld.worlds[placement.item.player].options.accessibility == "minimal":
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continue
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# This item belongs to a full player.
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# If the location's player is minimal, we don't need to be concerned.
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# Even if the location is inaccessible, accessibility_corrections will clean this up.
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if multiworld.worlds[placement.player].options.accessibility == "minimal":
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continue
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# This is a full player's item on a full player's location.
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# If this item is unreachable, we have a problem - UNLESS the location is just stuck behind a full player's
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# item on a minimal player's location. That case will transitively get solved by accessibility_corrections.
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# This is why we use our special "cleanup_state", not just the maximum exploration state.
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if not placement.can_reach(cleanup_state):
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placement.item.location = None
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unplaced_items.append(placement.item)
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placement.item = None
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