Fill: Priority locks when placing and does not swap. (#1099)
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
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121
Fill.py
121
Fill.py
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@ -23,7 +23,8 @@ 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: bool = False, lock: bool = False) -> None:
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itempool: typing.List[Item], single_player_placement: bool = False, lock: bool = False,
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swap: bool = True, on_place: typing.Optional[typing.Callable[[Location], None]] = None) -> None:
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unplaced_items: typing.List[Item] = []
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placements: typing.List[Location] = []
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@ -70,61 +71,66 @@ 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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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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swap_count = swapped_items[placed_item.player,
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placed_item.name]
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if swap_count > 1:
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if swap:
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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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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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swap_count = swapped_items[placed_item.player,
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placed_item.name]
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if swap_count > 1:
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continue
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location.item = None
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placed_item.location = None
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swap_state = sweep_from_pool(base_state, [placed_item])
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# swap_state assumes we can collect placed item before item_to_place
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if (not single_player_placement or location.player == item_to_place.player) \
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and location.can_fill(swap_state, item_to_place, perform_access_check):
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# Verify that placing this item won't reduce available locations, which could happen with rules
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# that want to not have both items. Left in until removal is proven useful.
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prev_state = swap_state.copy()
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prev_loc_count = len(
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world.get_reachable_locations(prev_state))
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swap_state.collect(item_to_place, True)
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new_loc_count = len(
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world.get_reachable_locations(swap_state))
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if new_loc_count >= prev_loc_count:
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# Add this item to the existing placement, and
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# add the old item to the back of the queue
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spot_to_fill = placements.pop(i)
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swap_count += 1
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swapped_items[placed_item.player,
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placed_item.name] = swap_count
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reachable_items[placed_item.player].appendleft(
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placed_item)
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itempool.append(placed_item)
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break
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# Item can't be placed here, restore original item
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location.item = placed_item
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placed_item.location = location
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if spot_to_fill is None:
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# Can't place this item, move on to the next
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unplaced_items.append(item_to_place)
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continue
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location.item = None
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placed_item.location = None
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swap_state = sweep_from_pool(base_state, [placed_item])
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# swap_state assumes we can collect placed item before item_to_place
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if (not single_player_placement or location.player == item_to_place.player) \
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and location.can_fill(swap_state, item_to_place, perform_access_check):
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# Verify that placing this item won't reduce available locations, which could happen with rules
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# that want to not have both items. Left in until removal is proven useful.
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prev_state = swap_state.copy()
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prev_loc_count = len(
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world.get_reachable_locations(prev_state))
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swap_state.collect(item_to_place, True)
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new_loc_count = len(
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world.get_reachable_locations(swap_state))
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if new_loc_count >= prev_loc_count:
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# Add this item to the existing placement, and
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# add the old item to the back of the queue
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spot_to_fill = placements.pop(i)
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swap_count += 1
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swapped_items[placed_item.player,
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placed_item.name] = swap_count
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reachable_items[placed_item.player].appendleft(
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placed_item)
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itempool.append(placed_item)
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break
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# Item can't be placed here, restore original item
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location.item = placed_item
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placed_item.location = location
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if spot_to_fill is None:
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# Can't place this item, move on to the next
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else:
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unplaced_items.append(item_to_place)
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continue
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world.push_item(spot_to_fill, item_to_place, False)
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spot_to_fill.locked = lock
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placements.append(spot_to_fill)
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spot_to_fill.event = item_to_place.advancement
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if on_place:
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on_place(spot_to_fill)
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if len(unplaced_items) > 0 and len(locations) > 0:
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# There are leftover unplaceable items and locations that won't accept them
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@ -272,19 +278,26 @@ def distribute_items_restrictive(world: MultiWorld) -> None:
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defaultlocations = locations[LocationProgressType.DEFAULT]
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excludedlocations = locations[LocationProgressType.EXCLUDED]
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prioritylocations_lock = prioritylocations.copy()
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# can't lock due to accessibility corrections touching things, so we remember which ones got placed and lock later
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lock_later = []
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fill_restrictive(world, world.state, prioritylocations, progitempool)
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def mark_for_locking(location: Location):
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nonlocal lock_later
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lock_later.append(location)
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# "priority fill"
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fill_restrictive(world, world.state, prioritylocations, progitempool, swap=False, on_place=mark_for_locking)
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accessibility_corrections(world, world.state, prioritylocations, progitempool)
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for location in prioritylocations_lock:
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if location.item:
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location.locked = True
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for location in lock_later:
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location.locked = True
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del mark_for_locking, lock_later
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if prioritylocations:
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defaultlocations = prioritylocations + defaultlocations
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if progitempool:
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# "progression fill"
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fill_restrictive(world, world.state, defaultlocations, progitempool)
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if progitempool:
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raise FillError(
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