turn progression balancing into a per-player option
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d24e5e1eeb
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11678fa20b
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@ -112,6 +112,7 @@ class World(object):
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set_player_attr('clock_mode', False)
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set_player_attr('can_take_damage', True)
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set_player_attr('glitch_boots', True)
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set_player_attr('progression_balancing', True)
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def get_name_string_for_object(self, obj) -> str:
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return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_names(obj.player)})'
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@ -323,7 +323,7 @@ def parse_arguments(argv, no_defaults=False):
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'retro', 'accessibility', 'hints', 'beemizer',
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'shufflebosses', 'shuffleenemies', 'enemy_health', 'enemy_damage', 'shufflepots',
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'ow_palettes', 'uw_palettes', 'sprite', 'disablemusic', 'quickswap', 'fastmenu', 'heartcolor',
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'heartbeep',
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'heartbeep', "skip_progression_balancing",
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'remote_items', 'progressive', 'extendedmsu', 'dungeon_counters', 'glitch_boots']:
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value = getattr(defaults, name) if getattr(playerargs, name) is None else getattr(playerargs, name)
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if player == 1:
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177
Fill.py
177
Fill.py
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@ -324,98 +324,109 @@ def flood_items(world):
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break
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def balance_multiworld_progression(world):
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state = CollectionState(world)
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checked_locations = []
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unchecked_locations = world.get_locations().copy()
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random.shuffle(unchecked_locations)
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balanceable_players = {player for player in range(1, world.players + 1) if world.progression_balancing[player]}
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if not balanceable_players:
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logging.info('Skipping multiworld progression balancing.')
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else:
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logging.info(f'Balancing multiworld progression for Players {balanceable_players}.')
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state = CollectionState(world)
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checked_locations = []
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unchecked_locations = world.get_locations().copy()
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random.shuffle(unchecked_locations)
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reachable_locations_count = {}
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for player in range(1, world.players + 1):
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reachable_locations_count[player] = 0
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reachable_locations_count = {player: 0 for player in range(1, world.players + 1)}
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def get_sphere_locations(sphere_state, locations):
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sphere_state.sweep_for_events(key_only=True, locations=locations)
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return [loc for loc in locations if sphere_state.can_reach(loc)]
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def get_sphere_locations(sphere_state, locations):
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sphere_state.sweep_for_events(key_only=True, locations=locations)
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return [loc for loc in locations if sphere_state.can_reach(loc)]
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while True:
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sphere_locations = get_sphere_locations(state, unchecked_locations)
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for location in sphere_locations:
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unchecked_locations.remove(location)
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reachable_locations_count[location.player] += 1
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while True:
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sphere_locations = get_sphere_locations(state, unchecked_locations)
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for location in sphere_locations:
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unchecked_locations.remove(location)
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reachable_locations_count[location.player] += 1
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if checked_locations:
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threshold = max(reachable_locations_count.values()) - 20
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if checked_locations:
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threshold = max(reachable_locations_count.values()) - 20
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balancing_players = [player for player, reachables in reachable_locations_count.items() if
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reachables < threshold and player in balanceable_players]
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if balancing_players:
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balancing_state = state.copy()
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balancing_unchecked_locations = unchecked_locations.copy()
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balancing_reachables = reachable_locations_count.copy()
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balancing_sphere = sphere_locations.copy()
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candidate_items = []
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while True:
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for location in balancing_sphere:
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if location.event and (
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world.keyshuffle[location.item.player] or not location.item.smallkey) and (
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world.bigkeyshuffle[location.item.player] or not location.item.bigkey):
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balancing_state.collect(location.item, True, location)
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if location.item.player in balancing_players and not location.locked:
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candidate_items.append(location)
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balancing_sphere = get_sphere_locations(balancing_state, balancing_unchecked_locations)
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for location in balancing_sphere:
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balancing_unchecked_locations.remove(location)
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balancing_reachables[location.player] += 1
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if world.has_beaten_game(balancing_state) or all(
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[reachables >= threshold for reachables in balancing_reachables.values()]):
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break
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elif not balancing_sphere:
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raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
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balancing_players = [player for player, reachables in reachable_locations_count.items() if reachables < threshold]
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if balancing_players:
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balancing_state = state.copy()
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balancing_unchecked_locations = unchecked_locations.copy()
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balancing_reachables = reachable_locations_count.copy()
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balancing_sphere = sphere_locations.copy()
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candidate_items = []
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while True:
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for location in balancing_sphere:
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if location.event and (world.keyshuffle[location.item.player] or not location.item.smallkey) and (world.bigkeyshuffle[location.item.player] or not location.item.bigkey):
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balancing_state.collect(location.item, True, location)
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if location.item.player in balancing_players and not location.locked:
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candidate_items.append(location)
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balancing_sphere = get_sphere_locations(balancing_state, balancing_unchecked_locations)
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for location in balancing_sphere:
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balancing_unchecked_locations.remove(location)
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balancing_reachables[location.player] += 1
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if world.has_beaten_game(balancing_state) or all([reachables >= threshold for reachables in balancing_reachables.values()]):
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break
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elif not balancing_sphere:
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raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
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unlocked_locations = [l for l in unchecked_locations if l not in balancing_unchecked_locations]
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items_to_replace = []
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for player in balancing_players:
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locations_to_test = [l for l in unlocked_locations if l.player == player]
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# only replace items that end up in another player's world
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items_to_test = [l for l in candidate_items if l.item.player == player and l.player != player]
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while items_to_test:
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testing = items_to_test.pop()
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reducing_state = state.copy()
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for location in [*[l for l in items_to_replace if l.item.player == player], *items_to_test]:
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reducing_state.collect(location.item, True, location)
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unlocked_locations = [l for l in unchecked_locations if l not in balancing_unchecked_locations]
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items_to_replace = []
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for player in balancing_players:
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locations_to_test = [l for l in unlocked_locations if l.player == player]
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# only replace items that end up in another player's world
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items_to_test = [l for l in candidate_items if l.item.player == player and l.player != player]
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while items_to_test:
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testing = items_to_test.pop()
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reducing_state = state.copy()
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for location in [*[l for l in items_to_replace if l.item.player == player], *items_to_test]:
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reducing_state.collect(location.item, True, location)
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reducing_state.sweep_for_events(locations=locations_to_test)
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reducing_state.sweep_for_events(locations=locations_to_test)
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if world.has_beaten_game(balancing_state):
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if not world.has_beaten_game(reducing_state):
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items_to_replace.append(testing)
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else:
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reduced_sphere = get_sphere_locations(reducing_state, locations_to_test)
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if reachable_locations_count[player] + len(reduced_sphere) < threshold:
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items_to_replace.append(testing)
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if world.has_beaten_game(balancing_state):
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if not world.has_beaten_game(reducing_state):
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items_to_replace.append(testing)
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else:
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reduced_sphere = get_sphere_locations(reducing_state, locations_to_test)
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if reachable_locations_count[player] + len(reduced_sphere) < threshold:
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items_to_replace.append(testing)
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replaced_items = False
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replacement_locations = [l for l in checked_locations if not l.event and not l.locked]
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while replacement_locations and items_to_replace:
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new_location = replacement_locations.pop()
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old_location = items_to_replace.pop()
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while not new_location.can_fill(state, old_location.item, False) or (new_location.item and not old_location.can_fill(state, new_location.item, False)):
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replacement_locations.insert(0, new_location)
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replaced_items = False
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replacement_locations = [l for l in checked_locations if not l.event and not l.locked]
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while replacement_locations and items_to_replace:
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new_location = replacement_locations.pop()
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old_location = items_to_replace.pop()
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new_location.item, old_location.item = old_location.item, new_location.item
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new_location.event, old_location.event = True, False
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state.collect(new_location.item, True, new_location)
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replaced_items = True
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if replaced_items:
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for location in get_sphere_locations(state, [l for l in unlocked_locations if l.player in balancing_players]):
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unchecked_locations.remove(location)
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reachable_locations_count[location.player] += 1
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sphere_locations.append(location)
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while not new_location.can_fill(state, old_location.item, False) or (
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new_location.item and not old_location.can_fill(state, new_location.item, False)):
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replacement_locations.insert(0, new_location)
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new_location = replacement_locations.pop()
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for location in sphere_locations:
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if location.event and (world.keyshuffle[location.item.player] or not location.item.smallkey) and (world.bigkeyshuffle[location.item.player] or not location.item.bigkey):
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state.collect(location.item, True, location)
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checked_locations.extend(sphere_locations)
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new_location.item, old_location.item = old_location.item, new_location.item
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new_location.event, old_location.event = True, False
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logging.debug(f"Progression balancing moved {new_location.item} to {new_location}, "
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f"displacing {old_location.item} in {old_location}")
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state.collect(new_location.item, True, new_location)
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replaced_items = True
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if replaced_items:
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for location in get_sphere_locations(state, [l for l in unlocked_locations if
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l.player in balancing_players]):
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unchecked_locations.remove(location)
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reachable_locations_count[location.player] += 1
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sphere_locations.append(location)
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if world.has_beaten_game(state):
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break
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elif not sphere_locations:
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raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
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for location in sphere_locations:
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if location.event and (world.keyshuffle[location.item.player] or not location.item.smallkey) and (
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world.bigkeyshuffle[location.item.player] or not location.item.bigkey):
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state.collect(location.item, True, location)
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checked_locations.extend(sphere_locations)
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if world.has_beaten_game(state):
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break
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elif not sphere_locations:
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raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
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4
Main.py
4
Main.py
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@ -59,6 +59,7 @@ def main(args, seed=None):
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world.dungeon_counters = args.dungeon_counters.copy()
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world.extendedmsu = args.extendedmsu.copy()
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world.glitch_boots = args.glitch_boots.copy()
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world.progression_balancing = {player: not balance for player, balance in args.skip_progression_balancing.items()}
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world.rom_seeds = {player: random.randint(0, 999999999) for player in range(1, world.players + 1)}
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@ -145,8 +146,7 @@ def main(args, seed=None):
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elif args.algorithm == 'balanced':
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distribute_items_restrictive(world, True)
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if world.players > 1 and not args.skip_progression_balancing:
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logger.info('Balancing multiworld progression.')
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if world.players > 1:
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balance_multiworld_progression(world)
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logger.info('Patching ROM.')
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23
Mystery.py
23
Mystery.py
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@ -62,7 +62,6 @@ def main():
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except Exception as e:
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raise ValueError(f"File {args.weights} is destroyed. Please fix your yaml.") from e
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print(f"Weights: {args.weights} >> {weights_cache[args.weights]['description']}")
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progression_balancing = True
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if args.meta:
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try:
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weights_cache[args.meta] = get_weights(args.meta)
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@ -72,8 +71,6 @@ def main():
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print(f"Meta: {args.meta} >> {meta_weights['meta_description']}")
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if args.samesettings:
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raise Exception("Cannot mix --samesettings with --meta")
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if "progression_balancing" in meta_weights:
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progression_balancing = get_choice("progression_balancing", meta_weights)
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for player in range(1, args.multi + 1):
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path = getattr(args, f'p{player}')
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@ -86,7 +83,6 @@ def main():
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except Exception as e:
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raise ValueError(f"File {path} is destroyed. Please fix your yaml.") from e
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erargs = parse_arguments(['--multi', str(args.multi)])
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erargs.skip_progression_balancing = not progression_balancing
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erargs.seed = seed
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erargs.name = {x: "" for x in range(1, args.multi + 1)} # only so it can be overwrittin in mystery
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erargs.create_spoiler = args.create_spoiler
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@ -94,6 +90,7 @@ def main():
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erargs.outputname = seedname
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erargs.outputpath = args.outputpath
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erargs.teams = args.teams
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erargs.progression_balancing = {}
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# set up logger
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if args.loglevel:
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@ -126,7 +123,6 @@ def main():
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logging.basicConfig(format='%(message)s', level=loglevel, filename=os.path.join(args.log_output_path, f"{seed}.log"))
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else:
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logging.basicConfig(format='%(message)s', level=loglevel)
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logging.info(progression_balancing)
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if args.rom:
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erargs.rom = args.rom
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@ -146,12 +142,11 @@ def main():
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option = get_choice(key, meta_weights)
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if option is not None:
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for player, path in player_path_cache.items():
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players_meta = weights_cache[path]["meta_ignore"]
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if players_meta:
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if key not in players_meta:
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weights_cache[path][key] = option
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elif type(players_meta) == dict and players_meta[key] and option not in players_meta[key]:
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weights_cache[path][key] = option
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players_meta = weights_cache[path].get("meta_ignore", [])
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if key not in players_meta:
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weights_cache[path][key] = option
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elif type(players_meta) == dict and players_meta[key] and option not in players_meta[key]:
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weights_cache[path][key] = option
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for player in range(1, args.multi + 1):
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path = player_path_cache[player]
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@ -197,6 +192,9 @@ def main():
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with open(os.path.join(args.outputpath if args.outputpath else ".", f"mystery_result_{seed}.yaml"), "wt") as f:
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yaml.dump(important, f)
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erargs.skip_progression_balancing = {player: not balanced for player, balanced in
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erargs.progression_balancing.items()}
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del (erargs.progression_balancing)
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ERmain(erargs, seed)
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@ -255,7 +253,8 @@ def roll_settings(weights):
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glitches_required = 'none'
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ret.logic = {None: 'noglitches', 'none': 'noglitches', 'no_logic': 'nologic', 'overworld_glitches': 'owglitches'}[
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glitches_required]
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ret.progression_balancing = get_choice('progression_balancing',
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weights) if 'progression_balancing' in weights else True
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# item_placement = get_choice('item_placement')
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# not supported in ER
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