Core: Fill fix local logic conflict (#1271)
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cde2a6e754
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48
Fill.py
48
Fill.py
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@ -24,7 +24,8 @@ def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item]
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def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations: typing.List[Location],
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itempool: 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) -> None:
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swap: bool = True, on_place: typing.Optional[typing.Callable[[Location], None]] = None,
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allow_partial: bool = False) -> None:
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unplaced_items: typing.List[Item] = []
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placements: typing.List[Location] = []
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@ -132,7 +133,7 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
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if on_place:
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on_place(spot_to_fill)
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if len(unplaced_items) > 0 and len(locations) > 0:
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if not allow_partial and len(unplaced_items) > 0 and len(locations) > 0:
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# There are leftover unplaceable items and locations that won't accept them
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if world.can_beat_game():
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logging.warning(
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@ -252,11 +253,12 @@ def distribute_early_items(world: MultiWorld,
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fill_locations: typing.List[Location],
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itempool: typing.List[Item]) -> typing.Tuple[typing.List[Location], typing.List[Item]]:
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""" returns new fill_locations and itempool """
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early_items_count: typing.Dict[typing.Tuple[str, int], int] = {}
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early_items_count: typing.Dict[typing.Tuple[str, int], typing.List[int]] = {}
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for player in world.player_ids:
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items = itertools.chain(world.early_items[player], world.local_early_items[player])
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for item in items:
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early_items_count[(item, player)] = [world.early_items[player].get(item, 0), world.local_early_items[player].get(item, 0)]
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early_items_count[item, player] = [world.early_items[player].get(item, 0),
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world.local_early_items[player].get(item, 0)]
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if early_items_count:
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early_locations: typing.List[Location] = []
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early_priority_locations: typing.List[Location] = []
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@ -280,42 +282,50 @@ def distribute_early_items(world: MultiWorld,
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for i, item in enumerate(itempool):
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if (item.name, item.player) in early_items_count:
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if item.advancement:
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if early_items_count[(item.name, item.player)][1]:
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if early_items_count[item.name, item.player][1]:
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early_local_prog_items[item.player].append(item)
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early_items_count[(item.name, item.player)][1] -= 1
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early_items_count[item.name, item.player][1] -= 1
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else:
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early_prog_items.append(item)
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early_items_count[(item.name, item.player)][0] -= 1
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early_items_count[item.name, item.player][0] -= 1
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else:
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if early_items_count[(item.name, item.player)][1]:
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if early_items_count[item.name, item.player][1]:
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early_local_rest_items[item.player].append(item)
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early_items_count[(item.name, item.player)][1] -= 1
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early_items_count[item.name, item.player][1] -= 1
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else:
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early_rest_items.append(item)
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early_items_count[(item.name, item.player)][0] -= 1
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early_items_count[item.name, item.player][0] -= 1
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item_indexes_to_remove.add(i)
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if early_items_count[(item.name, item.player)] == [0, 0]:
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del early_items_count[(item.name, item.player)]
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if early_items_count[item.name, item.player] == [0, 0]:
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del early_items_count[item.name, item.player]
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if len(early_items_count) == 0:
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break
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itempool = [item for i, item in enumerate(itempool) if i not in item_indexes_to_remove]
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for player in world.player_ids:
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player_local = early_local_rest_items[player]
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fill_restrictive(world, base_state,
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[loc for loc in early_locations if loc.player == player],
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early_local_rest_items[player], lock=True)
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[loc for loc in early_locations if loc.player == player],
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player_local, lock=True, allow_partial=True)
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if player_local:
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logging.warning(f"Could not fulfill rules of early items: {player_local}")
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early_rest_items.extend(early_local_rest_items[player])
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early_locations = [loc for loc in early_locations if not loc.item]
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fill_restrictive(world, base_state, early_locations, early_rest_items, lock=True)
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fill_restrictive(world, base_state, early_locations, early_rest_items, lock=True, allow_partial=True)
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early_locations += early_priority_locations
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for player in world.player_ids:
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player_local = early_local_prog_items[player]
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fill_restrictive(world, base_state,
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[loc for loc in early_locations if loc.player == player],
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early_local_prog_items[player], lock=True)
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[loc for loc in early_locations if loc.player == player],
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player_local, lock=True, allow_partial=True)
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if player_local:
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logging.warning(f"Could not fulfill rules of early items: {player_local}")
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early_prog_items.extend(player_local)
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early_locations = [loc for loc in early_locations if not loc.item]
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fill_restrictive(world, base_state, early_locations, early_prog_items, lock=True)
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fill_restrictive(world, base_state, early_locations, early_prog_items, lock=True, allow_partial=True)
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unplaced_early_items = early_rest_items + early_prog_items
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if unplaced_early_items:
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logging.warning("Ran out of early locations for early items. Failed to place "
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f"{len(unplaced_early_items)} items early.")
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f"{unplaced_early_items} early.")
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itempool += unplaced_early_items
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fill_locations.extend(early_locations)
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19
Main.py
19
Main.py
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@ -116,19 +116,6 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
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for _ in range(count):
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world.push_precollected(world.create_item(item_name, player))
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for player in world.player_ids:
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if player in world.get_game_players("A Link to the Past"):
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# enforce pre-defined local items.
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if world.goal[player] in ["localtriforcehunt", "localganontriforcehunt"]:
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world.local_items[player].value.add('Triforce Piece')
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# Not possible to place pendants/crystals outside boss prizes yet.
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world.non_local_items[player].value -= item_name_groups['Pendants']
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world.non_local_items[player].value -= item_name_groups['Crystals']
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# items can't be both local and non-local, prefer local
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world.non_local_items[player].value -= world.local_items[player].value
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logger.info('Creating World.')
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AutoWorld.call_all(world, "create_regions")
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@ -136,6 +123,12 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
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AutoWorld.call_all(world, "create_items")
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logger.info('Calculating Access Rules.')
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for player in world.player_ids:
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# items can't be both local and non-local, prefer local
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world.non_local_items[player].value -= world.local_items[player].value
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world.non_local_items[player].value -= set(world.local_early_items[player])
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if world.players > 1:
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locality_rules(world)
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else:
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@ -195,6 +195,14 @@ class ALTTPWorld(World):
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world.difficulty_requirements[player] = difficulties[world.difficulty[player]]
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# enforce pre-defined local items.
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if world.goal[player] in ["localtriforcehunt", "localganontriforcehunt"]:
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world.local_items[player].value.add('Triforce Piece')
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# Not possible to place crystals outside boss prizes yet (might as well make it consistent with pendants too).
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world.non_local_items[player].value -= item_name_groups['Pendants']
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world.non_local_items[player].value -= item_name_groups['Crystals']
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def create_regions(self):
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player = self.player
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world = self.multiworld
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@ -1,9 +1,13 @@
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import typing
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from Options import Choice, Range, DeathLink
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from Options import Choice, Range, DeathLink, DefaultOnToggle
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from .Creatures import all_creatures, Definitions
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class EarlySeaglide(DefaultOnToggle):
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"""Make sure 2 of the Seaglide Fragments are available in or near the Safe Shallows (Sphere 1 Locations)."""
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class ItemPool(Choice):
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"""Valuable item pool leaves all filler items in their vanilla locations and
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creates random duplicates of important items into freed spots."""
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@ -75,6 +79,7 @@ class SubnauticaDeathLink(DeathLink):
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options = {
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"early_seaglide": EarlySeaglide,
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"item_pool": ItemPool,
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"goal": Goal,
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"creature_scans": CreatureScans,
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@ -47,7 +47,8 @@ class SubnauticaWorld(World):
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creatures_to_scan: List[str]
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def generate_early(self) -> None:
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self.multiworld.local_early_items[self.player]["Seaglide Fragment"] = 2
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if self.multiworld.early_seaglide:
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self.multiworld.local_early_items[self.player]["Seaglide Fragment"] = 2
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scan_option: Options.AggressiveScanLogic = self.multiworld.creature_scan_logic[self.player]
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creature_pool = scan_option.get_pool()
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