Add fallback item swap for unreachable items

This commit is contained in:
Brad Humphrey 2021-12-20 17:47:04 -07:00 committed by Fabian Dill
parent 461961c3be
commit 6a34fe5184
2 changed files with 92 additions and 22 deletions

66
Fill.py
View File

@ -3,7 +3,7 @@ import typing
import collections
import itertools
from BaseClasses import CollectionState, Location, MultiWorld
from BaseClasses import CollectionState, Location, MultiWorld, Item
from worlds.generic import PlandoItem
from worlds.AutoWorld import call_all
@ -12,15 +12,16 @@ class FillError(RuntimeError):
pass
def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations, itempool, single_player_placement=False,
lock=False):
def sweep_from_pool():
new_state = base_state.copy()
for item in itempool:
new_state.collect(item, True)
new_state.sweep_for_events()
return new_state
def sweep_from_pool(base_state: CollectionState, itempool: list[Item]):
new_state = base_state.copy()
for item in itempool:
new_state.collect(item, True)
new_state.sweep_for_events()
return new_state
def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations, itempool: list[Item], single_player_placement=False,
lock=False):
unplaced_items = []
placements = []
@ -29,13 +30,16 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations,
reachable_items.setdefault(item.player, []).append(item)
while any(reachable_items.values()) and locations:
items_to_place = [items.pop() for items in reachable_items.values() if items] # grab one item per player
# grab one item per player
items_to_place = [items.pop()
for items in reachable_items.values() if items]
for item in items_to_place:
itempool.remove(item)
maximum_exploration_state = sweep_from_pool()
maximum_exploration_state = sweep_from_pool(base_state, itempool)
has_beaten_game = world.has_beaten_game(maximum_exploration_state)
for item_to_place in items_to_place:
spot_to_fill: Location = None
if world.accessibility[item_to_place.player] == 'minimal':
perform_access_check = not world.has_beaten_game(maximum_exploration_state,
item_to_place.player) if single_player_placement else not has_beaten_game
@ -45,19 +49,41 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations,
for i, location in enumerate(locations):
if (not single_player_placement or location.player == item_to_place.player) \
and location.can_fill(maximum_exploration_state, item_to_place, perform_access_check):
spot_to_fill = locations.pop(i) # poping by index is faster than removing by content,
# poping by index is faster than removing by content,
spot_to_fill = locations.pop(i)
# skipping a scan for the element
break
else:
# we filled all reachable spots. Maybe the game can be beaten anyway?
unplaced_items.append(item_to_place)
if world.accessibility[item_to_place.player] != 'minimal' and world.can_beat_game():
logging.warning(
f'Not all items placed. Game beatable anyway. (Could not place {item_to_place})')
continue
raise FillError(f'No more spots to place {item_to_place}, locations {locations} are invalid. '
f'Already placed {len(placements)}: {", ".join(str(place) for place in placements)}')
# we filled all reachable spots.
# try swaping this item with previously placed items
for(i, location) in enumerate(placements):
placed_item = location.item
location.item = None
placed_item.location = None
swap_state = sweep_from_pool(base_state, itempool)
if (not single_player_placement or location.player == item_to_place.player) \
and location.can_fill(swap_state, item_to_place, perform_access_check):
# Add this item to the exisiting placement, and
# add the old item to the back of the queue
spot_to_fill = placements.pop(i)
reachable_items.setdefault(placed_item.player, []).append(placed_item)
itempool.append(placed_item)
break
else:
# Item can't be placed here, restore original item
location.item = placed_item
placed_item.location = location
if spot_to_fill == None:
# Maybe the game can be beaten anyway?
unplaced_items.append(item_to_place)
if world.accessibility[item_to_place.player] != 'minimal' and world.can_beat_game():
logging.warning(
f'Not all items placed. Game beatable anyway. (Could not place {item_to_place})')
continue
raise FillError(f'No more spots to place {item_to_place}, locations {locations} are invalid. '
f'Already placed {len(placements)}: {", ".join(str(place) for place in placements)}')
world.push_item(spot_to_fill, item_to_place, False)
spot_to_fill.locked = lock

View File

@ -1,6 +1,7 @@
import unittest
import pytest
from worlds.AutoWorld import World
from Fill import fill_restrictive
from Fill import FillError, fill_restrictive
from BaseClasses import MultiWorld, Region, RegionType, Item, Location
from worlds.generic.Rules import set_rule
@ -106,3 +107,46 @@ class TestBase(unittest.TestCase):
self.assertEqual(loc0.item, item1)
self.assertEqual(loc1.item, item0)
def test_impossible_fill_restrictive(self):
multi_world = generate_multi_world()
player1_id = 1
player1_menu = multi_world.get_region("Menu", player1_id)
locations = generate_locations(2, player1_id, None, player1_menu)
items = generate_items(2, player1_id, True)
item0 = items[0]
item1 = items[1]
loc0 = locations[0]
loc1 = locations[1]
multi_world.completion_condition[player1_id] = lambda state: state.has(
item0.name, player1_id) and state.has(item1.name, player1_id)
set_rule(loc1, lambda state: state.has(item1.name, player1_id))
set_rule(loc0, lambda state: state.has(item0.name, player1_id))
with pytest.raises(FillError):
fill_restrictive(multi_world, multi_world.state, locations, items)
def test_circular_fill_restrictive(self):
multi_world = generate_multi_world()
player1_id = 1
player1_menu = multi_world.get_region("Menu", player1_id)
locations = generate_locations(3, player1_id, None, player1_menu)
items = generate_items(3, player1_id, True)
item0 = items[0]
item1 = items[1]
item2 = items[2]
loc0 = locations[0]
loc1 = locations[1]
loc2 = locations[2]
multi_world.completion_condition[player1_id] = lambda state: state.has(
item0.name, player1_id) and state.has(item1.name, player1_id) and state.has(item2.name, player1_id)
set_rule(loc1, lambda state: state.has(item0.name, player1_id))
set_rule(loc2, lambda state: state.has(item1.name, player1_id))
set_rule(loc0, lambda state: state.has(item2.name, player1_id))
with pytest.raises(FillError):
fill_restrictive(multi_world, multi_world.state, locations, items)