some typing and cleaning, mostly in Fill.py (#349)
* some typing and cleaning, mostly in Fill.py * address missing Option types * resolve a few TODOs discussed in pull request
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b6eeef1db6
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@ -33,14 +33,20 @@ class MultiWorld():
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dark_room_logic: Dict[int, str]
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restrict_dungeon_item_on_boss: Dict[int, bool]
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plando_texts: List[Dict[str, str]]
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plando_items: List
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plando_items: List[List[Dict[str, Any]]]
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plando_connections: List
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worlds: Dict[int, Any]
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groups: Dict[int, Group]
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itempool: List[Item]
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is_race: bool = False
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precollected_items: Dict[int, List[Item]]
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state: CollectionState
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accessibility: Dict[int, Options.Accessibility]
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local_items: Dict[int, Options.LocalItems]
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non_local_items: Dict[int, Options.NonLocalItems]
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progression_balancing: Dict[int, Options.ProgressionBalancing]
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class AttributeProxy():
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def __init__(self, rule):
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self.rule = rule
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@ -65,7 +71,7 @@ class MultiWorld():
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self._cached_entrances = None
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self._cached_locations = None
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self._entrance_cache = {}
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self._location_cache = {}
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self._location_cache: Dict[Tuple[str, int], Location] = {}
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self.required_locations = []
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self.light_world_light_cone = False
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self.dark_world_light_cone = False
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@ -387,7 +393,7 @@ class MultiWorld():
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def clear_location_cache(self):
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self._cached_locations = None
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def get_unfilled_locations(self, player=None) -> List[Location]:
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def get_unfilled_locations(self, player: Optional[int] = None) -> List[Location]:
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if player is not None:
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return [location for location in self.get_locations() if
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location.player == player and not location.item]
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@ -396,13 +402,13 @@ class MultiWorld():
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def get_unfilled_dungeon_locations(self):
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return [location for location in self.get_locations() if not location.item and location.parent_region.dungeon]
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def get_filled_locations(self, player=None) -> List[Location]:
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def get_filled_locations(self, player: Optional[int] = None) -> List[Location]:
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if player is not None:
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return [location for location in self.get_locations() if
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location.player == player and location.item is not None]
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return [location for location in self.get_locations() if location.item is not None]
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def get_reachable_locations(self, state=None, player=None) -> List[Location]:
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def get_reachable_locations(self, state: Optional[CollectionState] = None, player: Optional[int] = None) -> List[Location]:
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if state is None:
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state = self.state
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return [location for location in self.get_locations() if
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@ -414,7 +420,7 @@ class MultiWorld():
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return [location for location in self.get_locations() if
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(player is None or location.player == player) and location.item is None and location.can_reach(state)]
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def get_unfilled_locations_for_players(self, locations, players: Iterable[int]):
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def get_unfilled_locations_for_players(self, locations: List[str], players: Iterable[int]):
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for player in players:
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if len(locations) == 0:
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locations = [location.name for location in self.get_unfilled_locations(player)]
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@ -423,7 +429,7 @@ class MultiWorld():
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if location is not None and location.item is None:
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yield location
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def unlocks_new_location(self, item) -> bool:
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def unlocks_new_location(self, item: Item) -> bool:
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temp_state = self.state.copy()
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temp_state.collect(item, True)
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@ -433,7 +439,7 @@ class MultiWorld():
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return False
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def has_beaten_game(self, state: CollectionState, player: Optional[int] = None):
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def has_beaten_game(self, state: CollectionState, player: Optional[int] = None) -> bool:
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if player:
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return self.completion_condition[player](state)
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else:
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@ -617,7 +623,10 @@ class CollectionState():
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ret = function(self, ret)
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return ret
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def can_reach(self, spot: Union[Location, Entrance, Region, str], resolution_hint=None, player=None) -> bool:
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def can_reach(self,
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spot: Union[Location, Entrance, Region, str],
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resolution_hint: Optional[str] = None,
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player: Optional[int] = None) -> bool:
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if not hasattr(spot, "can_reach"):
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# try to resolve a name
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if resolution_hint == 'Location':
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@ -833,7 +842,7 @@ class CollectionState():
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def can_bomb_clip(self, region: Region, player: int) -> bool:
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return self.is_not_bunny(region, player) and self.has('Pegasus Boots', player)
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def collect(self, item: Item, event: bool = False, location: Location = None) -> bool:
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def collect(self, item: Item, event: bool = False, location: Optional[Location] = None) -> bool:
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if location:
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self.locations_checked.add(location)
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117
Fill.py
117
Fill.py
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@ -13,7 +13,7 @@ class FillError(RuntimeError):
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pass
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def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item] = tuple()):
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def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item] = tuple()) -> CollectionState:
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new_state = base_state.copy()
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for item in itempool:
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new_state.collect(item, True)
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@ -22,12 +22,12 @@ 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=False, lock=False):
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unplaced_items = []
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itempool: typing.List[Item], single_player_placement: bool = False, lock: bool = False) -> None:
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unplaced_items: typing.List[Item] = []
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placements: typing.List[Location] = []
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swapped_items = Counter()
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reachable_items: typing.Dict[int, deque] = {}
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swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
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reachable_items: typing.Dict[int, typing.Deque[Item]] = {}
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for item in itempool:
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reachable_items.setdefault(item.player, deque()).append(item)
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@ -46,7 +46,8 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
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spot_to_fill: typing.Optional[Location] = None
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if world.accessibility[item_to_place.player] == 'minimal':
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perform_access_check = not world.has_beaten_game(maximum_exploration_state,
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item_to_place.player) if single_player_placement else not has_beaten_game
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item_to_place.player) \
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if single_player_placement else not has_beaten_game
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else:
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perform_access_check = True
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@ -127,18 +128,18 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
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itempool.extend(unplaced_items)
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def distribute_items_restrictive(world: MultiWorld):
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def distribute_items_restrictive(world: MultiWorld) -> None:
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fill_locations = sorted(world.get_unfilled_locations())
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world.random.shuffle(fill_locations)
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# get items to distribute
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itempool = sorted(world.itempool)
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world.random.shuffle(itempool)
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progitempool = []
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nonexcludeditempool = []
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localrestitempool = {player: [] for player in range(1, world.players + 1)}
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nonlocalrestitempool = []
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restitempool = []
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progitempool: typing.List[Item] = []
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nonexcludeditempool: typing.List[Item] = []
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localrestitempool: typing.Dict[int, typing.List[Item]] = {player: [] for player in range(1, world.players + 1)}
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nonlocalrestitempool: typing.List[Item] = []
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restitempool: typing.List[Item] = []
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for item in itempool:
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if item.advancement:
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@ -188,7 +189,7 @@ def distribute_items_restrictive(world: MultiWorld):
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world.random.shuffle(defaultlocations)
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if any(localrestitempool.values()): # we need to make sure some fills are limited to certain worlds
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local_locations = {player: [] for player in world.player_ids}
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local_locations: typing.Dict[int, typing.List[Location]] = {player: [] for player in world.player_ids}
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for location in defaultlocations:
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local_locations[location.player].append(location)
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for player_locations in local_locations.values():
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@ -232,15 +233,16 @@ def distribute_items_restrictive(world: MultiWorld):
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logging.info(f'Per-Player counts: {print_data})')
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def fast_fill(world: MultiWorld, item_pool: typing.List, fill_locations: typing.List) -> typing.Tuple[
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typing.List, typing.List]:
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def fast_fill(world: MultiWorld,
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item_pool: typing.List[Item],
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fill_locations: typing.List[Location]) -> typing.Tuple[typing.List[Item], typing.List[Location]]:
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placing = min(len(item_pool), len(fill_locations))
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for item, location in zip(item_pool, fill_locations):
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world.push_item(location, item, False)
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return item_pool[placing:], fill_locations[placing:]
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def flood_items(world: MultiWorld):
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def flood_items(world: MultiWorld) -> None:
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# get items to distribute
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world.random.shuffle(world.itempool)
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itempool = world.itempool
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@ -279,7 +281,8 @@ def flood_items(world: MultiWorld):
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item_to_place = item
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break
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# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
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# we might be in a situation where all new locations require multiple items to reach.
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# If that is the case, just place any advancement item we've found and continue trying
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if item_to_place is None:
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if candidate_item_to_place is not None:
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item_to_place = candidate_item_to_place
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@ -300,7 +303,7 @@ def flood_items(world: MultiWorld):
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break
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def balance_multiworld_progression(world: MultiWorld):
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def balance_multiworld_progression(world: MultiWorld) -> None:
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# A system to reduce situations where players have no checks remaining, popularly known as "BK mode."
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# Overall progression balancing algorithm:
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# Gather up all locations in a sphere.
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@ -313,24 +316,30 @@ def balance_multiworld_progression(world: MultiWorld):
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else:
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logging.info(f'Balancing multiworld progression for {len(balanceable_players)} Players.')
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state = CollectionState(world)
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checked_locations = set()
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checked_locations: typing.Set[Location] = set()
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unchecked_locations = set(world.get_locations())
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reachable_locations_count = {player: 0 for player in world.player_ids if len(world.get_filled_locations(player)) != 0}
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reachable_locations_count = {
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player: 0
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for player in world.player_ids
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if len(world.get_filled_locations(player)) != 0
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}
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total_locations_count = Counter(location.player for location in world.get_locations() if not location.locked)
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balanceable_players = {player for player in balanceable_players if total_locations_count[player]}
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sphere_num = 1
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moved_item_count = 0
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def get_sphere_locations(sphere_state, locations):
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def get_sphere_locations(sphere_state: CollectionState,
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locations: typing.Set[Location]) -> typing.Set[Location]:
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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 item_percentage(player, num):
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def item_percentage(player: int, num: int) -> float:
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return num / total_locations_count[player]
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while True:
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# Gather non-locked locations. This ensures that only shuffled locations get counted for progression balancing,
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# Gather non-locked locations.
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# This ensures that only shuffled locations get counted for progression balancing,
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# i.e. the items the players will be checking.
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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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@ -340,12 +349,18 @@ def balance_multiworld_progression(world: MultiWorld):
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logging.debug(f"Sphere {sphere_num}")
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logging.debug(f"Reachable locations: {reachable_locations_count}")
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logging.debug(f"Reachable percentages: { {player: round(item_percentage(player, num), 2) for player, num in reachable_locations_count.items()} }\n")
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debug_percentages = {
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player: round(item_percentage(player, num), 2)
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for player, num in reachable_locations_count.items()
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}
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logging.debug(f"Reachable percentages: {debug_percentages}\n")
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sphere_num += 1
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if checked_locations:
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# The 10% threshold can be modified for "progression balancing strength" -- right now it approximates the old 20/216 bound.
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threshold_percentage = max(map(lambda p: item_percentage(p, reachable_locations_count[p]), reachable_locations_count)) - 0.10
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# The 10% threshold can be modified for "progression balancing strength"
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# right now it approximates the old 20/216 bound.
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threshold_percentage = max(map(lambda p: item_percentage(p, reachable_locations_count[p]),
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reachable_locations_count)) - 0.10
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logging.debug(f"Threshold: {threshold_percentage}")
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balancing_players = {player for player, reachables in reachable_locations_count.items() if
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item_percentage(player, reachables) < threshold_percentage and player in balanceable_players}
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@ -354,7 +369,7 @@ def balance_multiworld_progression(world: MultiWorld):
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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 = collections.defaultdict(set)
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candidate_items: typing.Dict[int, typing.Set[Location]] = collections.defaultdict(set)
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while True:
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# Check locations in the current sphere and gather progression items to swap earlier
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for location in balancing_sphere:
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@ -380,19 +395,21 @@ def balance_multiworld_progression(world: MultiWorld):
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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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# Gather a set of locations which we can swap items into
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unlocked_locations = collections.defaultdict(set)
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unlocked_locations: typing.Dict[int, typing.Set[Location]] = collections.defaultdict(set)
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for l in unchecked_locations:
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if l not in balancing_unchecked_locations:
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unlocked_locations[l.player].add(l)
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items_to_replace = []
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items_to_replace: typing.List[Location] = []
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for player in balancing_players:
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locations_to_test = unlocked_locations[player]
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items_to_test = candidate_items[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 itertools.chain((l for l in items_to_replace if l.item.player == player),
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items_to_test):
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for location in itertools.chain((
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l for l in items_to_replace
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if l.item.player == player
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), 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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@ -402,7 +419,8 @@ def balance_multiworld_progression(world: MultiWorld):
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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 item_percentage(player, reachable_locations_count[player] + len(reduced_sphere)) < threshold_percentage:
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p = item_percentage(player, reachable_locations_count[player] + len(reduced_sphere))
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if p < threshold_percentage:
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items_to_replace.append(testing)
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replaced_items = False
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@ -452,7 +470,7 @@ def balance_multiworld_progression(world: MultiWorld):
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break
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def swap_location_item(location_1: Location, location_2: Location, check_locked=True):
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def swap_location_item(location_1: Location, location_2: Location, check_locked: bool = True) -> None:
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"""Swaps Items of locations. Does NOT swap flags like shop_slot or locked, but does swap event"""
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if check_locked:
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if location_1.locked:
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@ -465,14 +483,14 @@ def swap_location_item(location_1: Location, location_2: Location, check_locked=
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location_1.event, location_2.event = location_2.event, location_1.event
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def distribute_planned(world: MultiWorld):
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def warn(warning: str, force):
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def distribute_planned(world: MultiWorld) -> None:
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def warn(warning: str, force: typing.Union[bool, str]) -> None:
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if force in [True, 'fail', 'failure', 'none', False, 'warn', 'warning']:
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logging.warning(f'{warning}')
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else:
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logging.debug(f'{warning}')
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def failed(warning: str, force):
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def failed(warning: str, force: typing.Union[bool, str]) -> None:
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if force in [True, 'fail', 'failure']:
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raise Exception(warning)
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else:
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@ -482,7 +500,8 @@ def distribute_planned(world: MultiWorld):
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from worlds.alttp.Regions import key_drop_data
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world_name_lookup = world.world_name_lookup
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plando_blocks = []
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block_value = typing.Union[typing.List[str], typing.Dict[str, typing.Any], str]
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plando_blocks: typing.List[typing.Dict[str, typing.Any]] = []
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player_ids = set(world.player_ids)
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for player in player_ids:
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for block in world.plando_items[player]:
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@ -493,7 +512,7 @@ def distribute_planned(world: MultiWorld):
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block['from_pool'] = True
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if 'world' not in block:
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block['world'] = False
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items = []
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items: block_value = []
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if "items" in block:
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items = block["items"]
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if 'count' not in block:
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@ -506,7 +525,7 @@ def distribute_planned(world: MultiWorld):
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failed("You must specify at least one item to place items with plando.", block['force'])
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continue
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if isinstance(items, dict):
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item_list = []
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item_list: typing.List[str] = []
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for key, value in items.items():
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if value is True:
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value = world.itempool.count(world.worlds[player].create_item(key))
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@ -516,7 +535,7 @@ def distribute_planned(world: MultiWorld):
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items = [items]
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block['items'] = items
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locations = []
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locations: block_value = []
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if 'location' in block:
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locations = block['location'] # just allow 'location' to keep old yamls compatible
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elif 'locations' in block:
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@ -529,8 +548,6 @@ def distribute_planned(world: MultiWorld):
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for key, value in locations.items():
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location_list += [key] * value
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locations = location_list
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||||
if isinstance(locations, str):
|
||||
locations = [locations]
|
||||
block['locations'] = locations
|
||||
|
||||
if not block['count']:
|
||||
|
@ -572,20 +589,19 @@ def distribute_planned(world: MultiWorld):
|
|||
maxcount = placement['count']['target']
|
||||
from_pool = placement['from_pool']
|
||||
if target_world is False or world.players == 1: # target own world
|
||||
worlds = {player}
|
||||
worlds: typing.Set[int] = {player}
|
||||
elif target_world is True: # target any worlds besides own
|
||||
worlds = set(world.player_ids) - {player}
|
||||
elif target_world is None: # target all worlds
|
||||
worlds = set(world.player_ids)
|
||||
elif type(target_world) == list: # list of target worlds
|
||||
worlds = []
|
||||
worlds = set()
|
||||
for listed_world in target_world:
|
||||
if listed_world not in world_name_lookup:
|
||||
failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
|
||||
placement['force'])
|
||||
continue
|
||||
worlds.append(world_name_lookup[listed_world])
|
||||
worlds = set(worlds)
|
||||
worlds.add(world_name_lookup[listed_world])
|
||||
elif type(target_world) == int: # target world by slot number
|
||||
if target_world not in range(1, world.players + 1):
|
||||
failed(
|
||||
|
@ -605,8 +621,8 @@ def distribute_planned(world: MultiWorld):
|
|||
world.random.shuffle(candidates)
|
||||
world.random.shuffle(items)
|
||||
count = 0
|
||||
err = []
|
||||
successful_pairs = []
|
||||
err: typing.List[str] = []
|
||||
successful_pairs: typing.List[typing.Tuple[Item, Location]] = []
|
||||
for item_name in items:
|
||||
item = world.worlds[player].create_item(item_name)
|
||||
for location in reversed(candidates):
|
||||
|
@ -617,7 +633,7 @@ def distribute_planned(world: MultiWorld):
|
|||
if not location.item:
|
||||
if location.item_rule(item):
|
||||
if location.can_fill(world.state, item, False):
|
||||
successful_pairs.append([item, location])
|
||||
successful_pairs.append((item, location))
|
||||
candidates.remove(location)
|
||||
count = count + 1
|
||||
break
|
||||
|
@ -630,10 +646,9 @@ def distribute_planned(world: MultiWorld):
|
|||
if count == maxcount:
|
||||
break
|
||||
if count < placement['count']['min']:
|
||||
err = " ".join(err)
|
||||
m = placement['count']['min']
|
||||
failed(
|
||||
f"Plando block failed to place {m - count} of {m} item(s) for {world.player_name[player]}, error(s): {err}",
|
||||
f"Plando block failed to place {m - count} of {m} item(s) for {world.player_name[player]}, error(s): {' '.join(err)}",
|
||||
placement['force'])
|
||||
for (item, location) in successful_pairs:
|
||||
world.push_item(location, item, collect=False)
|
||||
|
|
21
Options.py
21
Options.py
|
@ -53,9 +53,11 @@ class AssembleOptions(type):
|
|||
|
||||
return super(AssembleOptions, mcs).__new__(mcs, name, bases, attrs)
|
||||
|
||||
T = typing.TypeVar('T')
|
||||
|
||||
class Option(metaclass=AssembleOptions):
|
||||
value: int
|
||||
|
||||
class Option(typing.Generic[T], metaclass=AssembleOptions):
|
||||
value: T
|
||||
name_lookup: typing.Dict[int, str]
|
||||
default = 0
|
||||
|
||||
|
@ -98,7 +100,7 @@ class Option(metaclass=AssembleOptions):
|
|||
raise NotImplementedError
|
||||
|
||||
|
||||
class Toggle(Option):
|
||||
class Toggle(Option[int]):
|
||||
option_false = 0
|
||||
option_true = 1
|
||||
default = 0
|
||||
|
@ -150,7 +152,7 @@ class DefaultOnToggle(Toggle):
|
|||
default = 1
|
||||
|
||||
|
||||
class Choice(Option):
|
||||
class Choice(Option[int]):
|
||||
auto_display_name = True
|
||||
|
||||
def __init__(self, value: int):
|
||||
|
@ -207,7 +209,7 @@ class Choice(Option):
|
|||
__hash__ = Option.__hash__ # see https://docs.python.org/3/reference/datamodel.html#object.__hash__
|
||||
|
||||
|
||||
class Range(Option, int):
|
||||
class Range(Option[int], int):
|
||||
range_start = 0
|
||||
range_end = 1
|
||||
|
||||
|
@ -300,10 +302,9 @@ class VerifyKeys:
|
|||
f"is not a valid location name from {world.game}")
|
||||
|
||||
|
||||
class OptionDict(Option, VerifyKeys):
|
||||
class OptionDict(Option[typing.Dict[str, typing.Any]], VerifyKeys):
|
||||
default = {}
|
||||
supports_weighting = False
|
||||
value: typing.Dict[str, typing.Any]
|
||||
|
||||
def __init__(self, value: typing.Dict[str, typing.Any]):
|
||||
self.value = value
|
||||
|
@ -332,10 +333,9 @@ class ItemDict(OptionDict):
|
|||
super(ItemDict, self).__init__(value)
|
||||
|
||||
|
||||
class OptionList(Option, VerifyKeys):
|
||||
class OptionList(Option[typing.List[typing.Any]], VerifyKeys):
|
||||
default = []
|
||||
supports_weighting = False
|
||||
value: list
|
||||
|
||||
def __init__(self, value: typing.List[typing.Any]):
|
||||
self.value = value or []
|
||||
|
@ -359,10 +359,9 @@ class OptionList(Option, VerifyKeys):
|
|||
return item in self.value
|
||||
|
||||
|
||||
class OptionSet(Option, VerifyKeys):
|
||||
class OptionSet(Option[typing.Set[str]], VerifyKeys):
|
||||
default = frozenset()
|
||||
supports_weighting = False
|
||||
value: set
|
||||
|
||||
def __init__(self, value: typing.Union[typing.Set[str, typing.Any], typing.List[str, typing.Any]]):
|
||||
self.value = set(value)
|
||||
|
|
Loading…
Reference in New Issue