Add options to allow silent failed plando placements.
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@ -1477,7 +1477,19 @@ class PlandoItem(NamedTuple):
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location: str
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world: Union[bool, str] = False # False -> own world, True -> not own world
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from_pool: bool = True # if item should be removed from item pool
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force: bool = False # False -> warns if item not successfully placed. True -> errors out on failure to place item.
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force: Union[bool, str] = 'silent' # False -> warns if item not successfully placed. True -> errors out on failure to place item.
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def warn(self, warning: str):
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if str(self.force).lower() 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(self, warning: str, exception=Exception):
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if str(self.force).lower() in ['true', 'fail', 'failure']:
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raise exception(warning)
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else:
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self.warn(warning)
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class PlandoConnection(NamedTuple):
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41
Fill.py
41
Fill.py
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@ -359,11 +359,8 @@ def distribute_planned(world):
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set(world.player_ids) - {player}) if location.item_rule(item)
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)
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if not unfilled:
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if placement.force:
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raise FillError(f"Could not find a world with an unfilled location {placement.location}")
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else:
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logging.warning(f"Could not find a world with an unfilled location {placement.location}, skipping.")
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continue
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placement.failed(f"Could not find a world with an unfilled location {placement.location}", FillError)
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continue
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target_world = world.random.choice(unfilled).player
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@ -373,32 +370,25 @@ def distribute_planned(world):
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set(world.player_ids)) if location.item_rule(item)
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)
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if not unfilled:
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if placement.force:
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raise FillError(f"Could not find a world with an unfilled location {placement.location}")
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else:
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logging.warning(f"Could not find a world with an unfilled location {placement.location}, skipping.")
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continue
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placement.failed(f"Could not find a world with an unfilled location {placement.location}", FillError)
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continue
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target_world = world.random.choice(unfilled).player
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elif type(target_world) == int: # target world by player id
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pass
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if target_world not in range(1, world.players + 1):
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placement.failed(f"Cannot place item in world {target_world} as it is not in range of (1, {world.players})", ValueError)
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continue
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else: # find world by name
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if target_world not in world_name_lookup:
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if placement.force:
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raise Exception(f"Cannot place item to {target_world}'s world as that world does not exist.")
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else:
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logging.warning(f"Cannot place item to {target_world}'s world as that world does not exist. Skipping.")
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continue
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placement.failed(f"Cannot place item to {target_world}'s world as that world does not exist.", ValueError)
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continue
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target_world = world_name_lookup[target_world]
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location = world.get_location(placement.location, target_world)
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if location.item:
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if placement.force:
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raise Exception(f"Cannot place item into already filled location {location}.")
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else:
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logging.warning(f"Cannot place item into already filled location {location}. Skipping.")
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continue
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placement.failed(f"Cannot place item into already filled location {location}.")
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continue
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if location.can_fill(world.state, item, False):
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world.push_item(location, item, collect=False)
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@ -406,14 +396,11 @@ def distribute_planned(world):
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location.locked = True
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logging.debug(f"Plando placed {item} at {location}")
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else:
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if placement.force:
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raise Exception(f"Can't place {item} at {location} due to fill condition not met.")
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else:
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logging.warning(f"Can't place {item} at {location} due to fill condition not met. Skipping.")
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continue
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placement.failed(f"Can't place {item} at {location} due to fill condition not met.")
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continue
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if placement.from_pool: # Should happen AFTER the item is placed, in case it was allowed to skip failed placement.
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try:
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world.itempool.remove(item)
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except ValueError:
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logging.warning(f"Could not remove {item} from pool as it's already missing from it.")
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placement.warn(f"Could not remove {item} from pool as it's already missing from it.")
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