Merge branch 'main' into core_filler_creation_reason

This commit is contained in:
Fabian Dill
2026-04-21 00:34:52 +02:00
committed by GitHub
1749 changed files with 353644 additions and 67215 deletions

View File

@@ -5,12 +5,14 @@ import functools
import logging
import random
import secrets
import warnings
from argparse import Namespace
from collections import Counter, deque
from collections.abc import Collection, MutableSequence
from collections import Counter, deque, defaultdict
from collections.abc import Callable, Collection, Iterable, Iterator, Mapping, MutableSequence, Set
from enum import IntEnum, IntFlag
from typing import (AbstractSet, Any, Callable, ClassVar, Dict, Iterable, Iterator, List, Mapping, NamedTuple,
Optional, Protocol, Set, Tuple, Union, TYPE_CHECKING)
from typing import (AbstractSet, Any, ClassVar, Dict, List, Literal, NamedTuple,
Optional, Protocol, Tuple, Union, TYPE_CHECKING, overload)
import dataclasses
from typing_extensions import NotRequired, TypedDict
@@ -20,6 +22,7 @@ import Utils
if TYPE_CHECKING:
from entrance_rando import ERPlacementState
from rule_builder.rules import Rule
from worlds import AutoWorld
@@ -54,12 +57,21 @@ class HasNameAndPlayer(Protocol):
player: int
@dataclasses.dataclass
class PlandoItemBlock:
player: int
from_pool: bool
force: bool | Literal["silent"]
worlds: set[int] = dataclasses.field(default_factory=set)
items: list[str] = dataclasses.field(default_factory=list)
locations: list[str] = dataclasses.field(default_factory=list)
resolved_locations: list[Location] = dataclasses.field(default_factory=list)
count: dict[str, int] = dataclasses.field(default_factory=dict)
class MultiWorld():
debug_types = False
player_name: Dict[int, str]
plando_texts: List[Dict[str, str]]
plando_items: List[List[Dict[str, Any]]]
plando_connections: List
worlds: Dict[int, "AutoWorld.World"]
groups: Dict[int, Group]
regions: RegionManager
@@ -74,7 +86,7 @@ class MultiWorld():
local_items: Dict[int, Options.LocalItems]
non_local_items: Dict[int, Options.NonLocalItems]
progression_balancing: Dict[int, Options.ProgressionBalancing]
completion_condition: Dict[int, Callable[[CollectionState], bool]]
completion_condition: Dict[int, CollectionRule]
indirect_connections: Dict[Region, Set[Entrance]]
exclude_locations: Dict[int, Options.ExcludeLocations]
priority_locations: Dict[int, Options.PriorityLocations]
@@ -83,6 +95,8 @@ class MultiWorld():
start_location_hints: Dict[int, Options.StartLocationHints]
item_links: Dict[int, Options.ItemLinks]
plando_item_blocks: Dict[int, List[PlandoItemBlock]]
game: Dict[int, str]
random: random.Random
@@ -141,17 +155,11 @@ class MultiWorld():
self.algorithm = 'balanced'
self.groups = {}
self.regions = self.RegionManager(players)
self.shops = []
self.itempool = []
self.seed = None
self.seed_name: str = "Unavailable"
self.precollected_items = {player: [] for player in self.player_ids}
self.required_locations = []
self.light_world_light_cone = False
self.dark_world_light_cone = False
self.rupoor_cost = 10
self.aga_randomness = True
self.save_and_quit_from_boss = True
self.custom = False
self.customitemarray = []
self.shuffle_ganon = True
@@ -160,18 +168,17 @@ class MultiWorld():
self.local_early_items = {player: {} for player in self.player_ids}
self.indirect_connections = {}
self.start_inventory_from_pool: Dict[int, Options.StartInventoryPool] = {}
self.plando_item_blocks = {}
for player in range(1, players + 1):
def set_player_attr(attr: str, val) -> None:
self.__dict__.setdefault(attr, {})[player] = val
set_player_attr('plando_items', [])
set_player_attr('plando_texts', {})
set_player_attr('plando_connections', [])
set_player_attr('plando_item_blocks', [])
set_player_attr('game', "Archipelago")
set_player_attr('completion_condition', lambda state: True)
self.worlds = {}
self.per_slot_randoms = Utils.DeprecateDict("Using per_slot_randoms is now deprecated. Please use the "
"world's random object instead (usually self.random)")
"world's random object instead (usually self.random)", True)
self.plando_options = PlandoOptions.none
def get_all_ids(self) -> Tuple[int, ...]:
@@ -216,17 +223,8 @@ class MultiWorld():
self.seed_name = name if name else str(self.seed)
def set_options(self, args: Namespace) -> None:
# TODO - remove this section once all worlds use options dataclasses
from worlds import AutoWorld
all_keys: Set[str] = {key for player in self.player_ids for key in
AutoWorld.AutoWorldRegister.world_types[self.game[player]].options_dataclass.type_hints}
for option_key in all_keys:
option = Utils.DeprecateDict(f"Getting options from multiworld is now deprecated. "
f"Please use `self.options.{option_key}` instead.")
option.update(getattr(args, option_key, {}))
setattr(self, option_key, option)
for player in self.player_ids:
world_type = AutoWorld.AutoWorldRegister.world_types[self.game[player]]
self.worlds[player] = world_type(self, player)
@@ -264,6 +262,7 @@ class MultiWorld():
"local_items": set(item_link.get("local_items", [])),
"non_local_items": set(item_link.get("non_local_items", [])),
"link_replacement": replacement_prio.index(item_link["link_replacement"]),
"skip_if_solo": item_link.get("skip_if_solo", False),
}
for _name, item_link in item_links.items():
@@ -287,6 +286,8 @@ class MultiWorld():
for group_name, item_link in item_links.items():
game = item_link["game"]
if item_link["skip_if_solo"] and len(item_link["players"]) == 1:
continue
group_id, group = self.add_group(group_name, game, set(item_link["players"]))
group["item_pool"] = item_link["item_pool"]
@@ -428,23 +429,39 @@ class MultiWorld():
def get_location(self, location_name: str, player: int) -> Location:
return self.regions.location_cache[player][location_name]
def get_all_state(self, use_cache: bool, allow_partial_entrances: bool = False) -> CollectionState:
cached = getattr(self, "_all_state", None)
if use_cache and cached:
return cached.copy()
def get_all_state(self, use_cache: bool | None = None, allow_partial_entrances: bool = False,
collect_pre_fill_items: bool = True, perform_sweep: bool = True) -> CollectionState:
"""
Creates a new CollectionState, and collects all precollected items, all items in the multiworld itempool, those
specified in each worlds' `get_pre_fill_items()`, and then sweeps the multiworld collecting any other items
it is able to reach, building as complete of a completed game state as possible.
:param use_cache: Deprecated and unused.
:param allow_partial_entrances: Whether the CollectionState should allow for disconnected entrances while
sweeping, such as before entrance randomization is complete.
:param collect_pre_fill_items: Whether the items in each worlds' `get_pre_fill_items()` should be added to this
state.
:param perform_sweep: Whether this state should perform a sweep for reachable locations, collecting any placed
items it can.
:return: The completed CollectionState.
"""
if __debug__ and use_cache is not None:
# TODO swap to Utils.deprecate when we want this to crash on source and warn on frozen
warnings.warn("multiworld.get_all_state no longer caches all_state and this argument will be removed.",
DeprecationWarning)
ret = CollectionState(self, allow_partial_entrances)
for item in self.itempool:
self.worlds[item.player].collect(ret, item)
for player in self.player_ids:
subworld = self.worlds[player]
for item in subworld.get_pre_fill_items():
subworld.collect(ret, item)
ret.sweep_for_advancements()
if collect_pre_fill_items:
for player in self.player_ids:
subworld = self.worlds[player]
for item in subworld.get_pre_fill_items():
subworld.collect(ret, item)
if perform_sweep:
ret.sweep_for_advancements()
if use_cache:
self._all_state = ret
return ret
def get_items(self) -> List[Item]:
@@ -546,7 +563,9 @@ class MultiWorld():
else:
return all((self.has_beaten_game(state, p) for p in range(1, self.players + 1)))
def can_beat_game(self, starting_state: Optional[CollectionState] = None) -> bool:
def can_beat_game(self,
starting_state: Optional[CollectionState] = None,
locations: Optional[Iterable[Location]] = None) -> bool:
if starting_state:
if self.has_beaten_game(starting_state):
return True
@@ -555,25 +574,10 @@ class MultiWorld():
state = CollectionState(self)
if self.has_beaten_game(state):
return True
prog_locations = {location for location in self.get_locations() if location.item
and location.item.advancement and location not in state.locations_checked}
while prog_locations:
sphere: Set[Location] = set()
# build up spheres of collection radius.
# Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
for location in prog_locations:
if location.can_reach(state):
sphere.add(location)
if not sphere:
# ran out of places and did not finish yet, quit
return False
for location in sphere:
state.collect(location.item, True, location)
prog_locations -= sphere
for _ in state.sweep_for_advancements(locations,
yield_each_sweep=True,
checked_locations=state.locations_checked):
if self.has_beaten_game(state):
return True
@@ -617,7 +621,7 @@ class MultiWorld():
locations: Set[Location] = set()
events: Set[Location] = set()
for location in self.get_filled_locations():
if type(location.item.code) is int:
if type(location.item.code) is int and type(location.address) is int:
locations.add(location)
else:
events.add(location)
@@ -689,6 +693,12 @@ class MultiWorld():
sphere.append(locations.pop(n))
if not sphere:
if __debug__:
from Fill import FillError
raise FillError(
f"Could not access required locations for accessibility check. Missing: {locations}",
multiworld=self,
)
# ran out of places and did not finish yet, quit
logging.warning(f"Could not access required locations for accessibility check."
f" Missing: {locations}")
@@ -718,12 +728,14 @@ class CollectionState():
advancements: Set[Location]
path: Dict[Union[Region, Entrance], PathValue]
locations_checked: Set[Location]
"""Internal cache for Advancement Locations already checked by this CollectionState. Not for use in logic."""
stale: Dict[int, bool]
allow_partial_entrances: bool
additional_init_functions: List[Callable[[CollectionState, MultiWorld], None]] = []
additional_copy_functions: List[Callable[[CollectionState, CollectionState], CollectionState]] = []
def __init__(self, parent: MultiWorld, allow_partial_entrances: bool = False):
assert parent.worlds, "CollectionState created without worlds initialized in parent"
self.prog_items = {player: Counter() for player in parent.get_all_ids()}
self.multiworld = parent
self.reachable_regions = {player: set() for player in parent.get_all_ids()}
@@ -757,7 +769,7 @@ class CollectionState():
else:
self._update_reachable_regions_auto_indirect_conditions(player, queue)
def _update_reachable_regions_explicit_indirect_conditions(self, player: int, queue: deque):
def _update_reachable_regions_explicit_indirect_conditions(self, player: int, queue: deque[Entrance]):
reachable_regions = self.reachable_regions[player]
blocked_connections = self.blocked_connections[player]
# run BFS on all connections, and keep track of those blocked by missing items
@@ -775,13 +787,16 @@ class CollectionState():
blocked_connections.update(new_region.exits)
queue.extend(new_region.exits)
self.path[new_region] = (new_region.name, self.path.get(connection, None))
self.multiworld.worlds[player].reached_region(self, new_region)
# Retry connections if the new region can unblock them
for new_entrance in self.multiworld.indirect_connections.get(new_region, set()):
if new_entrance in blocked_connections and new_entrance not in queue:
queue.append(new_entrance)
entrances = self.multiworld.indirect_connections.get(new_region)
if entrances is not None:
relevant_entrances = entrances.intersection(blocked_connections)
relevant_entrances.difference_update(queue)
queue.extend(relevant_entrances)
def _update_reachable_regions_auto_indirect_conditions(self, player: int, queue: deque):
def _update_reachable_regions_auto_indirect_conditions(self, player: int, queue: deque[Entrance]):
reachable_regions = self.reachable_regions[player]
blocked_connections = self.blocked_connections[player]
new_connection: bool = True
@@ -803,6 +818,7 @@ class CollectionState():
queue.extend(new_region.exits)
self.path[new_region] = (new_region.name, self.path.get(connection, None))
new_connection = True
self.multiworld.worlds[player].reached_region(self, new_region)
# sweep for indirect connections, mostly Entrance.can_reach(unrelated_Region)
queue.extend(blocked_connections)
@@ -851,40 +867,172 @@ class CollectionState():
"Please switch over to sweep_for_advancements.")
return self.sweep_for_advancements(locations)
def sweep_for_advancements(self, locations: Optional[Iterable[Location]] = None) -> None:
if locations is None:
locations = self.multiworld.get_filled_locations()
reachable_advancements = True
# since the loop has a good chance to run more than once, only filter the advancements once
locations = {location for location in locations if location.advancement and location not in self.advancements}
def _sweep_for_advancements_impl(self, advancements_per_player: List[Tuple[int, List[Location]]],
yield_each_sweep: bool) -> Iterator[None]:
"""
The implementation for sweep_for_advancements is separated here because it returns a generator due to the use
of a yield statement.
"""
all_players = {player for player, _ in advancements_per_player}
players_to_check = all_players
# As an optimization, it is assumed that each player's world only logically depends on itself. However, worlds
# are allowed to logically depend on other worlds, so once there are no more players that should be checked
# under this assumption, an extra sweep iteration is performed that checks every player, to confirm that the
# sweep is finished.
checking_if_finished = False
while players_to_check:
next_advancements_per_player: List[Tuple[int, List[Location]]] = []
next_players_to_check = set()
while reachable_advancements:
reachable_advancements = {location for location in locations if location.can_reach(self)}
locations -= reachable_advancements
for advancement in reachable_advancements:
self.advancements.add(advancement)
assert isinstance(advancement.item, Item), "tried to collect Event with no Item"
self.collect(advancement.item, True, advancement)
for player, locations in advancements_per_player:
if player not in players_to_check:
next_advancements_per_player.append((player, locations))
continue
# Accessibility of each location is checked first because a player's region accessibility cache becomes
# stale whenever one of their own items is collected into the state.
reachable_locations: List[Location] = []
unreachable_locations: List[Location] = []
for location in locations:
if location.can_reach(self):
# Locations containing items that do not belong to `player` could be collected immediately
# because they won't stale `player`'s region accessibility cache, but, for simplicity, all the
# items at reachable locations are collected in a single loop.
reachable_locations.append(location)
else:
unreachable_locations.append(location)
if unreachable_locations:
next_advancements_per_player.append((player, unreachable_locations))
# A previous player's locations processed in the current `while players_to_check` iteration could have
# collected items belonging to `player`, but now that all of `player`'s reachable locations have been
# found, it can be assumed that `player` will not gain any more reachable locations until another one of
# their items is collected.
# It would be clearer to not add players to `next_players_to_check` in the first place if they have yet
# to be processed in the current `while players_to_check` iteration, but checking if a player should be
# added to `next_players_to_check` would need to be run once for every item that is collected, so it is
# more performant to instead discard `player` from `next_players_to_check` once their locations have
# been processed.
next_players_to_check.discard(player)
# Collect the items from the reachable locations.
for advancement in reachable_locations:
self.advancements.add(advancement)
item = advancement.item
assert isinstance(item, Item), "tried to collect advancement Location with no Item"
if self.collect(item, True, advancement):
# The player the item belongs to may be able to reach additional locations in the next sweep
# iteration.
next_players_to_check.add(item.player)
if not next_players_to_check:
if not checking_if_finished:
# It is assumed that each player's world only logically depends on itself, which may not be the
# case, so confirm that the sweep is finished by doing an extra iteration that checks every player.
checking_if_finished = True
next_players_to_check = all_players
else:
checking_if_finished = False
players_to_check = next_players_to_check
advancements_per_player = next_advancements_per_player
if yield_each_sweep:
yield
@overload
def sweep_for_advancements(self, locations: Optional[Iterable[Location]] = None, *,
yield_each_sweep: Literal[True],
checked_locations: Optional[Set[Location]] = None) -> Iterator[None]: ...
@overload
def sweep_for_advancements(self, locations: Optional[Iterable[Location]] = None,
yield_each_sweep: Literal[False] = False,
checked_locations: Optional[Set[Location]] = None) -> None: ...
def sweep_for_advancements(self, locations: Optional[Iterable[Location]] = None, yield_each_sweep: bool = False,
checked_locations: Optional[Set[Location]] = None) -> Optional[Iterator[None]]:
"""
Sweep through the locations that contain uncollected advancement items, collecting the items into the state
until there are no more reachable locations that contain uncollected advancement items.
:param locations: The locations to sweep through, defaulting to all locations in the multiworld.
:param yield_each_sweep: When True, return a generator that yields at the end of each sweep iteration.
:param checked_locations: Optional override of locations to filter out from the locations argument, defaults to
self.advancements when None.
"""
if checked_locations is None:
checked_locations = self.advancements
# Since the sweep loop usually performs many iterations, the locations are filtered in advance.
# A list of tuples is used, instead of a dictionary, because it is faster to iterate.
advancements_per_player: List[Tuple[int, List[Location]]]
if locations is None:
# `location.advancement` can only be True for filled locations, so unfilled locations are filtered out.
advancements_per_player = []
for player, locations_dict in self.multiworld.regions.location_cache.items():
filtered_locations = [location for location in locations_dict.values()
if location.advancement and location not in checked_locations]
if filtered_locations:
advancements_per_player.append((player, filtered_locations))
else:
# Filter and separate the locations into a list for each player.
advancements_per_player_dict: Dict[int, List[Location]] = defaultdict(list)
for location in locations:
if location.advancement and location not in checked_locations:
advancements_per_player_dict[location.player].append(location)
# Convert to a list of tuples.
advancements_per_player = list(advancements_per_player_dict.items())
del advancements_per_player_dict
if yield_each_sweep:
# Return a generator that will yield at the end of each sweep iteration.
return self._sweep_for_advancements_impl(advancements_per_player, True)
else:
# Create the generator, but tell it not to yield anything, so it will run to completion in zero iterations
# once started, then start and exhaust the generator by attempting to iterate it.
for _ in self._sweep_for_advancements_impl(advancements_per_player, False):
assert False, "Generator yielded when it should have run to completion without yielding"
return None
# item name related
def has(self, item: str, player: int, count: int = 1) -> bool:
return self.prog_items[player][item] >= count
# for loops are specifically used in all/any/count methods, instead of all()/any()/sum(), to avoid the overhead of
# creating and iterating generator instances. In `return all(player_prog_items[item] for item in items)`, the
# argument to all() would be a new generator instance, for example.
def has_all(self, items: Iterable[str], player: int) -> bool:
"""Returns True if each item name of items is in state at least once."""
return all(self.prog_items[player][item] for item in items)
player_prog_items = self.prog_items[player]
for item in items:
if not player_prog_items[item]:
return False
return True
def has_any(self, items: Iterable[str], player: int) -> bool:
"""Returns True if at least one item name of items is in state at least once."""
return any(self.prog_items[player][item] for item in items)
player_prog_items = self.prog_items[player]
for item in items:
if player_prog_items[item]:
return True
return False
def has_all_counts(self, item_counts: Mapping[str, int], player: int) -> bool:
"""Returns True if each item name is in the state at least as many times as specified."""
return all(self.prog_items[player][item] >= count for item, count in item_counts.items())
player_prog_items = self.prog_items[player]
for item, count in item_counts.items():
if player_prog_items[item] < count:
return False
return True
def has_any_count(self, item_counts: Mapping[str, int], player: int) -> bool:
"""Returns True if at least one item name is in the state at least as many times as specified."""
return any(self.prog_items[player][item] >= count for item, count in item_counts.items())
player_prog_items = self.prog_items[player]
for item, count in item_counts.items():
if player_prog_items[item] >= count:
return True
return False
def count(self, item: str, player: int) -> int:
return self.prog_items[player][item]
@@ -912,11 +1060,20 @@ class CollectionState():
def count_from_list(self, items: Iterable[str], player: int) -> int:
"""Returns the cumulative count of items from a list present in state."""
return sum(self.prog_items[player][item_name] for item_name in items)
player_prog_items = self.prog_items[player]
total = 0
for item_name in items:
total += player_prog_items[item_name]
return total
def count_from_list_unique(self, items: Iterable[str], player: int) -> int:
"""Returns the cumulative count of items from a list present in state. Ignores duplicates of the same item."""
return sum(self.prog_items[player][item_name] > 0 for item_name in items)
player_prog_items = self.prog_items[player]
total = 0
for item_name in items:
if player_prog_items[item_name] > 0:
total += 1
return total
# item name group related
def has_group(self, item_name_group: str, player: int, count: int = 1) -> bool:
@@ -972,6 +1129,17 @@ class CollectionState():
return changed
def add_item(self, item: str, player: int, count: int = 1) -> None:
"""
Adds the item to state.
:param item: The item to be added.
:param player: The player the item is for.
:param count: How many of the item to add.
"""
assert count > 0
self.prog_items[player][item] += count
def remove(self, item: Item):
changed = self.multiworld.worlds[item.player].remove(self, item)
if changed:
@@ -980,6 +1148,37 @@ class CollectionState():
self.blocked_connections[item.player] = set()
self.stale[item.player] = True
def remove_item(self, item: str, player: int, count: int = 1) -> None:
"""
Removes the item from state.
:param item: The item to be removed.
:param player: The player the item is for.
:param count: How many of the item to remove.
"""
assert count > 0
self.prog_items[player][item] -= count
if self.prog_items[player][item] < 1:
del (self.prog_items[player][item])
def set_item(self, item: str, player: int, count: int) -> None:
"""
Sets the item in state equal to the provided count.
:param item: The item to modify.
:param player: The player the item is for.
:param count: How many of the item to now have.
"""
assert count >= 0
if count == 0:
del (self.prog_items[player][item])
else:
self.prog_items[player][item] = count
CollectionRule = Callable[[CollectionState], bool]
DEFAULT_COLLECTION_RULE: CollectionRule = staticmethod(lambda state: True)
class EntranceType(IntEnum):
ONE_WAY = 1
@@ -987,7 +1186,7 @@ class EntranceType(IntEnum):
class Entrance:
access_rule: Callable[[CollectionState], bool] = staticmethod(lambda state: True)
access_rule: CollectionRule = DEFAULT_COLLECTION_RULE
hide_path: bool = False
player: int
name: str
@@ -995,9 +1194,6 @@ class Entrance:
connected_region: Optional[Region] = None
randomization_group: int
randomization_type: EntranceType
# LttP specific, TODO: should make a LttPEntrance
addresses = None
target = None
def __init__(self, player: int, name: str = "", parent: Optional[Region] = None,
randomization_group: int = 0, randomization_type: EntranceType = EntranceType.ONE_WAY) -> None:
@@ -1016,10 +1212,8 @@ class Entrance:
return False
def connect(self, region: Region, addresses: Any = None, target: Any = None) -> None:
def connect(self, region: Region) -> None:
self.connected_region = region
self.target = target
self.addresses = addresses
region.entrances.append(self)
def is_valid_source_transition(self, er_state: "ERPlacementState") -> bool:
@@ -1071,13 +1265,16 @@ class Region:
self.region_manager = region_manager
def __getitem__(self, index: int) -> Location:
return self._list.__getitem__(index)
return self._list[index]
def __setitem__(self, index: int, value: Location) -> None:
raise NotImplementedError()
def __len__(self) -> int:
return self._list.__len__()
return len(self._list)
def __iter__(self):
return iter(self._list)
# This seems to not be needed, but that's a bit suspicious.
# def __del__(self):
@@ -1088,8 +1285,8 @@ class Region:
class LocationRegister(Register):
def __delitem__(self, index: int) -> None:
location: Location = self._list.__getitem__(index)
self._list.__delitem__(index)
location: Location = self._list[index]
del self._list[index]
del(self.region_manager.location_cache[location.player][location.name])
def insert(self, index: int, value: Location) -> None:
@@ -1100,8 +1297,8 @@ class Region:
class EntranceRegister(Register):
def __delitem__(self, index: int) -> None:
entrance: Entrance = self._list.__getitem__(index)
self._list.__delitem__(index)
entrance: Entrance = self._list[index]
del self._list[index]
del(self.region_manager.entrance_cache[entrance.player][entrance.name])
def insert(self, index: int, value: Entrance) -> None:
@@ -1160,8 +1357,7 @@ class Region:
for entrance in self.entrances: # BFS might be better here, trying DFS for now.
return entrance.parent_region.get_connecting_entrance(is_main_entrance)
def add_locations(self, locations: Dict[str, Optional[int]],
location_type: Optional[type[Location]] = None) -> None:
def add_locations(self, locations: Mapping[str, int | None], location_type: type[Location] | None = None) -> None:
"""
Adds locations to the Region object, where location_type is your Location class and locations is a dict of
location names to address.
@@ -1173,8 +1369,50 @@ class Region:
for location, address in locations.items():
self.locations.append(location_type(self.player, location, address, self))
def add_event(
self,
location_name: str,
item_name: str | None = None,
rule: CollectionRule | Rule[Any] | None = None,
location_type: type[Location] | None = None,
item_type: type[Item] | None = None,
show_in_spoiler: bool = True,
) -> Item:
"""
Adds an event location/item pair to the region.
:param location_name: Name for the event location.
:param item_name: Name for the event item. If not provided, defaults to location_name.
:param rule: Callable to determine access for this event location within its region.
:param location_type: Location class to create the event location with. Defaults to BaseClasses.Location.
:param item_type: Item class to create the event item with. Defaults to BaseClasses.Item.
:param show_in_spoiler: Will be passed along to the created event Location's show_in_spoiler attribute.
:return: The created Event Item
"""
if location_type is None:
location_type = Location
if item_name is None:
item_name = location_name
if item_type is None:
item_type = Item
event_location = location_type(self.player, location_name, None, self)
event_location.show_in_spoiler = show_in_spoiler
if rule is not None:
self.multiworld.worlds[self.player].set_rule(event_location, rule)
event_item = item_type(item_name, ItemClassification.progression, None, self.player)
event_location.place_locked_item(event_item)
self.locations.append(event_location)
return event_item
def connect(self, connecting_region: Region, name: Optional[str] = None,
rule: Optional[Callable[[CollectionState], bool]] = None) -> Entrance:
rule: Optional[CollectionRule | Rule[Any]] = None) -> Entrance:
"""
Connects this Region to another Region, placing the provided rule on the connection.
@@ -1182,8 +1420,8 @@ class Region:
:param name: name of the connection being created
:param rule: callable to determine access of this connection to go from self to the exiting_region"""
exit_ = self.create_exit(name if name else f"{self.name} -> {connecting_region.name}")
if rule:
exit_.access_rule = rule
if rule is not None:
self.multiworld.worlds[self.player].set_rule(exit_, rule)
exit_.connect(connecting_region)
return exit_
@@ -1207,16 +1445,16 @@ class Region:
entrance.connect(self)
return entrance
def add_exits(self, exits: Union[Iterable[str], Dict[str, Optional[str]]],
rules: Dict[str, Callable[[CollectionState], bool]] = None) -> List[Entrance]:
def add_exits(self, exits: Iterable[str] | Mapping[str, str | None],
rules: Mapping[str, CollectionRule | Rule[Any]] | None = None) -> List[Entrance]:
"""
Connects current region to regions in exit dictionary. Passed region names must exist first.
:param exits: exits from the region. format is {"connecting_region": "exit_name"}. if a non dict is provided,
created entrances will be named "self.name -> connecting_region"
:param rules: rules for the exits from this region. format is {"connecting_region", rule}
created entrances will be named "self.name -> connecting_region"
:param rules: rules for the exits from this region. format is {"connecting_region": rule}
"""
if not isinstance(exits, Dict):
if not isinstance(exits, Mapping):
exits = dict.fromkeys(exits)
return [
self.connect(
@@ -1247,7 +1485,7 @@ class Location:
show_in_spoiler: bool = True
progress_type: LocationProgressType = LocationProgressType.DEFAULT
always_allow: Callable[[CollectionState, Item], bool] = staticmethod(lambda state, item: False)
access_rule: Callable[[CollectionState], bool] = staticmethod(lambda state: True)
access_rule: CollectionRule = DEFAULT_COLLECTION_RULE
item_rule: Callable[[Item], bool] = staticmethod(lambda item: True)
item: Optional[Item] = None
@@ -1283,9 +1521,6 @@ class Location:
multiworld = self.parent_region.multiworld if self.parent_region and self.parent_region.multiworld else None
return multiworld.get_name_string_for_object(self) if multiworld else f'{self.name} (Player {self.player})'
def __hash__(self):
return hash((self.name, self.player))
def __lt__(self, other: Location):
return (self.player, self.name) < (other.player, other.name)
@@ -1309,31 +1544,47 @@ class Location:
class ItemClassification(IntFlag):
filler = 0b0000
filler = 0b00000
""" aka trash, as in filler items like ammo, currency etc """
progression = 0b0001
progression = 0b00001
""" Item that is logically relevant.
Protects this item from being placed on excluded or unreachable locations. """
useful = 0b0010
useful = 0b00010
""" Item that is especially useful.
Protects this item from being placed on excluded or unreachable locations.
When combined with another flag like "progression", it means "an especially useful progression item". """
trap = 0b0100
trap = 0b00100
""" Item that is detrimental in some way. """
skip_balancing = 0b1000
skip_balancing = 0b01000
""" should technically never occur on its own
Item that is logically relevant, but progression balancing should not touch.
Typically currency or other counted items. """
progression_skip_balancing = 0b1001 # only progression gets balanced
Possible reasons for why an item should not be pulled ahead by progression balancing:
1. This item is quite insignificant, so pulling it earlier doesn't help (currency/etc.)
2. It is important for the player experience that this item is evenly distributed in the seed (e.g. goal items) """
deprioritized = 0b10000
""" Should technically never occur on its own.
Will not be considered for priority locations,
unless Priority Locations Fill runs out of regular progression items before filling all priority locations.
Should be used for items that would feel bad for the player to find on a priority location.
Usually, these are items that are plentiful or insignificant. """
progression_deprioritized_skip_balancing = 0b11001
""" Since a common case of both skip_balancing and deprioritized is "insignificant progression",
these items often want both flags. """
progression_skip_balancing = 0b01001 # only progression gets balanced
progression_deprioritized = 0b10001 # only progression can be placed during priority fill
def as_flag(self) -> int:
"""As Network API flag int."""
return int(self & 0b0111)
return int(self & 0b00111)
class Item:
@@ -1377,6 +1628,10 @@ class Item:
def trap(self) -> bool:
return ItemClassification.trap in self.classification
@property
def deprioritized(self) -> bool:
return ItemClassification.deprioritized in self.classification
@property
def filler(self) -> bool:
return not (self.advancement or self.useful or self.trap)
@@ -1389,6 +1644,10 @@ class Item:
def flags(self) -> int:
return self.classification.as_flag()
@property
def is_event(self) -> bool:
return self.code is None
def __eq__(self, other: object) -> bool:
if not isinstance(other, Item):
return NotImplemented
@@ -1473,30 +1732,29 @@ class Spoiler:
logging.debug('The following items could not be reached: %s', ['%s (Player %d) at %s (Player %d)' % (
location.item.name, location.item.player, location.name, location.player) for location in
sphere_candidates])
if any([multiworld.worlds[location.item.player].options.accessibility != 'minimal' for location in sphere_candidates]):
raise RuntimeError(f'Not all progression items reachable ({sphere_candidates}). '
f'Something went terribly wrong here.')
if not multiworld.has_beaten_game(state):
raise RuntimeError("During playthrough generation, the game was determined to be unbeatable. "
"Something went terribly wrong here. "
f"Unreachable progression items: {sphere_candidates}")
else:
self.unreachables = sphere_candidates
break
# in the second phase, we cull each sphere such that the game is still beatable,
# reducing each range of influence to the bare minimum required inside it
restore_later: Dict[Location, Item] = {}
required_locations = {location for sphere in collection_spheres for location in sphere}
for num, sphere in reversed(tuple(enumerate(collection_spheres))):
to_delete: Set[Location] = set()
for location in sphere:
# we remove the item at location and check if game is still beatable
# we remove the location from required_locations to sweep from, and check if the game is still beatable
logging.debug('Checking if %s (Player %d) is required to beat the game.', location.item.name,
location.item.player)
old_item = location.item
location.item = None
if multiworld.can_beat_game(state_cache[num]):
required_locations.remove(location)
if multiworld.can_beat_game(state_cache[num], required_locations):
to_delete.add(location)
restore_later[location] = old_item
else:
# still required, got to keep it around
location.item = old_item
required_locations.add(location)
# cull entries in spheres for spoiler walkthrough at end
sphere -= to_delete
@@ -1513,7 +1771,7 @@ class Spoiler:
logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
precollected_items.remove(item)
multiworld.state.remove(item)
if not multiworld.can_beat_game():
if not multiworld.can_beat_game(multiworld.state, required_locations):
# Add the item back into `precollected_items` and collect it into `multiworld.state`.
multiworld.push_precollected(item)
else:
@@ -1555,9 +1813,6 @@ class Spoiler:
self.create_paths(state, collection_spheres)
# repair the multiworld again
for location, item in restore_later.items():
location.item = item
for item in removed_precollected:
multiworld.push_precollected(item)
@@ -1614,6 +1869,9 @@ class Spoiler:
Utils.__version__, self.multiworld.seed))
outfile.write('Filling Algorithm: %s\n' % self.multiworld.algorithm)
outfile.write('Players: %d\n' % self.multiworld.players)
if self.multiworld.players > 1:
loc_count = len([loc for loc in self.multiworld.get_locations() if not loc.is_event])
outfile.write('Total Location Count: %d\n' % loc_count)
outfile.write(f'Plando Options: {self.multiworld.plando_options}\n')
AutoWorld.call_stage(self.multiworld, "write_spoiler_header", outfile)
@@ -1622,6 +1880,9 @@ class Spoiler:
outfile.write('\nPlayer %d: %s\n' % (player, self.multiworld.get_player_name(player)))
outfile.write('Game: %s\n' % self.multiworld.game[player])
loc_count = len([loc for loc in self.multiworld.get_locations(player) if not loc.is_event])
outfile.write('Location Count: %d\n' % loc_count)
for f_option, option in self.multiworld.worlds[player].options_dataclass.type_hints.items():
write_option(f_option, option)
@@ -1658,7 +1919,8 @@ class Spoiler:
if self.unreachables:
outfile.write('\n\nUnreachable Progression Items:\n\n')
outfile.write(
'\n'.join(['%s: %s' % (unreachable.item, unreachable) for unreachable in self.unreachables]))
'\n'.join(['%s: %s' % (unreachable.item, unreachable)
for unreachable in sorted(self.unreachables)]))
if self.paths:
outfile.write('\n\nPaths:\n\n')
@@ -1685,7 +1947,7 @@ class Tutorial(NamedTuple):
description: str
language: str
file_name: str
link: str
link: str # unused
authors: List[str]