Use logic when placing non-excluded items

This commit is contained in:
Brad Humphrey 2022-01-31 14:23:01 -07:00 committed by Fabian Dill
parent feba54d5d2
commit 2361f8f9d3
3 changed files with 32 additions and 6 deletions

View File

@ -254,7 +254,7 @@ class MultiWorld():
self._all_state = ret
return ret
def get_items(self) -> list:
def get_items(self) -> List[Item]:
return [loc.item for loc in self.get_filled_locations()] + self.itempool
def find_item_locations(self, item, player: int) -> List[Location]:

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@ -38,7 +38,8 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations,
for items in reachable_items.values() if items]
for item in items_to_place:
itempool.remove(item)
maximum_exploration_state = sweep_from_pool(base_state, itempool + unplaced_items)
maximum_exploration_state = sweep_from_pool(
base_state, itempool + unplaced_items)
has_beaten_game = world.has_beaten_game(maximum_exploration_state)
@ -113,7 +114,7 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations,
world.push_item(spot_to_fill, item_to_place, False)
spot_to_fill.locked = lock
placements.append(spot_to_fill)
spot_to_fill.event = True
spot_to_fill.event = item_to_place.advancement
if len(unplaced_items) > 0 and len(locations) > 0:
# There are leftover unplaceable items and locations that won't accept them
@ -178,8 +179,8 @@ def distribute_items_restrictive(world: MultiWorld):
if nonexcludeditempool:
world.random.shuffle(defaultlocations)
# needs logical fill to not conflict with local items
nonexcludeditempool, defaultlocations = fast_fill(
world, nonexcludeditempool, defaultlocations)
fill_restrictive(
world, world.state, defaultlocations, nonexcludeditempool)
if nonexcludeditempool:
raise FillError(
f'Not enough locations for non-excluded items. There are {len(nonexcludeditempool)} more items than locations')

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@ -3,7 +3,7 @@ import unittest
from worlds.AutoWorld import World
from Fill import FillError, balance_multiworld_progression, fill_restrictive, distribute_items_restrictive
from BaseClasses import Entrance, LocationProgressType, MultiWorld, Region, RegionType, Item, Location
from worlds.generic.Rules import CollectionRule, set_rule
from worlds.generic.Rules import CollectionRule, locality_rules, set_rule
def generate_multi_world(players: int = 1) -> MultiWorld:
@ -370,9 +370,13 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
distribute_items_restrictive(multi_world)
self.assertEqual(locations[0].item, basic_items[0])
self.assertFalse(locations[0].event)
self.assertEqual(locations[1].item, prog_items[0])
self.assertTrue(locations[1].event)
self.assertEqual(locations[2].item, prog_items[1])
self.assertTrue(locations[2].event)
self.assertEqual(locations[3].item, basic_items[1])
self.assertFalse(locations[3].event)
def test_excluded_distribute(self):
multi_world = generate_multi_world()
@ -557,6 +561,27 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
self.assertEqual(location.item, items[4])
def test_non_excluded_local_items(self):
multi_world = generate_multi_world(2)
player1 = generate_player_data(
multi_world, 1, location_count=5, basic_item_count=5)
player2 = generate_player_data(
multi_world, 2, location_count=5, basic_item_count=5)
for item in multi_world.get_items():
item.never_exclude = True
multi_world.local_items[player1.id].value = set(names(player1.basic_items))
multi_world.local_items[player2.id].value = set(names(player2.basic_items))
locality_rules(multi_world, player1.id)
locality_rules(multi_world, player2.id)
distribute_items_restrictive(multi_world)
for item in multi_world.get_items():
self.assertEqual(item.player, item.location.player)
self.assertFalse(item.location.event, False)
class TestBalanceMultiworldProgression(unittest.TestCase):
def assertRegionContains(self, region: Region, item: Item):