ItemLinks: fix all_state not collecting event locations
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@ -272,6 +272,7 @@ class MultiWorld():
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def _recache(self):
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"""Rebuild world cache"""
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self._cached_locations = None
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for region in self.regions:
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player = region.player
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self._region_cache[player][region.name] = region
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24
Fill.py
24
Fill.py
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@ -4,7 +4,6 @@ import collections
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import itertools
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from collections import Counter, deque
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from BaseClasses import CollectionState, Location, LocationProgressType, MultiWorld, Item
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from worlds.AutoWorld import call_all
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@ -14,7 +13,7 @@ class FillError(RuntimeError):
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pass
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def sweep_from_pool(base_state: CollectionState, itempool=[]):
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def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item] = tuple()):
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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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@ -22,8 +21,8 @@ def sweep_from_pool(base_state: CollectionState, itempool=[]):
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return new_state
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def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations, itempool: typing.List[Item],
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single_player_placement=False, lock=False):
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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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placements: typing.List[Location] = []
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@ -62,7 +61,7 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations,
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else:
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# we filled all reachable spots.
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# try swapping this item with previously placed items
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for(i, location) in enumerate(placements):
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for (i, location) in enumerate(placements):
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placed_item = location.item
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# Unplaceable items can sometimes be swapped infinitely. Limit the
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# number of times we will swap an individual item to prevent this
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@ -233,7 +232,8 @@ 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[typing.List, typing.List]:
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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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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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@ -338,7 +338,7 @@ def balance_multiworld_progression(world: MultiWorld):
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balancing_state.collect(location.item, True, location)
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player = location.item.player
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# only replace items that end up in another player's world
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if(not location.locked and
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if (not location.locked and
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player in balancing_players and
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location.player != player and
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location.progress_type != LocationProgressType.PRIORITY):
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@ -441,7 +441,7 @@ def distribute_planned(world: MultiWorld):
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logging.debug(f'{warning}')
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def failed(warning: str, force):
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if force in [True, 'fail', 'failure']:
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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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warn(warning, force)
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@ -502,15 +502,15 @@ def distribute_planned(world: MultiWorld):
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block['locations'] = locations
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if not block['count']:
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block['count'] = (min(len(block['items']), len(block['locations'])) if len(block['locations'])
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> 0 else len(block['items']))
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block['count'] = (min(len(block['items']), len(block['locations'])) if
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len(block['locations']) > 0 else len(block['items']))
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if isinstance(block['count'], int):
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block['count'] = {'min': block['count'], 'max': block['count']}
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if 'min' not in block['count']:
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block['count']['min'] = 0
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if 'max' not in block['count']:
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block['count']['max'] = (min(len(block['items']), len(block['locations'])) if len(block['locations'])
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> 0 else len(block['items']))
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block['count']['max'] = (min(len(block['items']), len(block['locations'])) if
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len(block['locations']) > 0 else len(block['items']))
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if block['count']['max'] > len(block['items']):
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count = block['count']
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failed(f"Plando count {count} greater than items specified", block['force'])
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