Core: optimize early items and add unit test (#1197)
* optimize early items and add unit test * move sorting list init closer to sorting
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45
Fill.py
45
Fill.py
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@ -248,16 +248,10 @@ def inaccessible_location_rules(world: MultiWorld, state: CollectionState, locat
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add_item_rule(location, forbid_important_item_rule)
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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: typing.List[Item] = []
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usefulitempool: typing.List[Item] = []
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filleritempool: typing.List[Item] = []
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def distribute_early_items(world: MultiWorld,
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fill_locations: typing.List[Location],
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itempool: typing.List[Item]) -> typing.Tuple[typing.List[Location], typing.List[Item]]:
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""" returns new fill_locations and itempool """
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early_items_count: typing.Dict[typing.Tuple[str, int], int] = {}
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for player in world.player_ids:
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for item, count in world.early_items[player].value.items():
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@ -265,26 +259,32 @@ def distribute_items_restrictive(world: MultiWorld) -> None:
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if early_items_count:
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early_locations: typing.List[Location] = []
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early_priority_locations: typing.List[Location] = []
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for loc in reversed(fill_locations):
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loc_indexes_to_remove: typing.Set[int] = set()
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for i, loc in enumerate(fill_locations):
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if loc.can_reach(world.state):
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if loc.progress_type == LocationProgressType.PRIORITY:
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early_priority_locations.append(loc)
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else:
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early_locations.append(loc)
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fill_locations.remove(loc)
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loc_indexes_to_remove.add(i)
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fill_locations = [loc for i, loc in enumerate(fill_locations) if i not in loc_indexes_to_remove]
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early_prog_items: typing.List[Item] = []
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early_rest_items: typing.List[Item] = []
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for item in reversed(itempool):
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item_indexes_to_remove: typing.Set[int] = set()
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for i, item in enumerate(itempool):
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if (item.name, item.player) in early_items_count:
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if item.advancement:
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early_prog_items.append(item)
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else:
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early_rest_items.append(item)
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itempool.remove(item)
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item_indexes_to_remove.add(i)
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early_items_count[(item.name, item.player)] -= 1
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if early_items_count[(item.name, item.player)] == 0:
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del early_items_count[(item.name, item.player)]
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if len(early_items_count) == 0:
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break
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itempool = [item for i, item in enumerate(itempool) if i not in item_indexes_to_remove]
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fill_restrictive(world, world.state, early_locations, early_rest_items, lock=True)
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early_locations += early_priority_locations
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fill_restrictive(world, world.state, early_locations, early_prog_items, lock=True)
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@ -294,8 +294,23 @@ def distribute_items_restrictive(world: MultiWorld) -> None:
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{len(unplaced_early_items)} items early.")
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itempool += unplaced_early_items
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fill_locations += early_locations
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fill_locations.extend(early_locations)
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world.random.shuffle(fill_locations)
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return fill_locations, itempool
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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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fill_locations, itempool = distribute_early_items(world, fill_locations, itempool)
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progitempool: typing.List[Item] = []
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usefulitempool: typing.List[Item] = []
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filleritempool: typing.List[Item] = []
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for item in itempool:
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if item.advancement:
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@ -1,7 +1,8 @@
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from typing import List, Iterable
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import unittest
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from worlds.AutoWorld import World
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from Fill import FillError, balance_multiworld_progression, fill_restrictive, distribute_items_restrictive
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from Fill import FillError, balance_multiworld_progression, fill_restrictive, \
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distribute_early_items, distribute_items_restrictive
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from BaseClasses import Entrance, LocationProgressType, MultiWorld, Region, RegionType, Item, Location, \
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ItemClassification
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from worlds.generic.Rules import CollectionRule, add_item_rule, locality_rules, set_rule
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@ -13,7 +14,7 @@ def generate_multi_world(players: int = 1) -> MultiWorld:
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for i in range(players):
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player_id = i+1
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world = World(multi_world, player_id)
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multi_world.game[player_id] = world
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multi_world.game[player_id] = f"Game {player_id}"
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multi_world.worlds[player_id] = world
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multi_world.player_name[player_id] = "Test Player " + str(player_id)
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region = Region("Menu", RegionType.Generic,
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@ -623,6 +624,55 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
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self.assertEqual(item.player, item.location.player)
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self.assertFalse(item.location.event, False)
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def test_early_items(self) -> None:
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mw = generate_multi_world(2)
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player1 = generate_player_data(mw, 1, location_count=5, basic_item_count=5)
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player2 = generate_player_data(mw, 2, location_count=5, basic_item_count=5)
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mw.early_items[1].value[player1.basic_items[0].name] = 1
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mw.early_items[2].value[player2.basic_items[2].name] = 1
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mw.early_items[2].value[player2.basic_items[3].name] = 1
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early_items = [
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player1.basic_items[0],
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player2.basic_items[2],
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player2.basic_items[3],
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]
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# copied this code from the beginning of `distribute_items_restrictive`
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# before `distribute_early_items` is called
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fill_locations = sorted(mw.get_unfilled_locations())
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mw.random.shuffle(fill_locations)
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itempool = sorted(mw.itempool)
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mw.random.shuffle(itempool)
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fill_locations, itempool = distribute_early_items(mw, fill_locations, itempool)
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remaining_p1 = [item for item in itempool if item.player == 1]
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remaining_p2 = [item for item in itempool if item.player == 2]
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assert len(itempool) == 7, f"number of items remaining after early_items: {len(itempool)}"
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assert len(remaining_p1) == 4, f"number of p1 items after early_items: {len(remaining_p1)}"
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assert len(remaining_p2) == 3, f"number of p2 items after early_items: {len(remaining_p1)}"
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for i in range(5):
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if i != 0:
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assert player1.basic_items[i] in itempool, "non-early item to remain in itempool"
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if i not in {2, 3}:
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assert player2.basic_items[i] in itempool, "non-early item to remain in itempool"
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for item in early_items:
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assert item not in itempool, "early item to be taken out of itempool"
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assert len(fill_locations) == len(mw.get_locations()) - len(early_items), \
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f"early location count from {mw.get_locations()} to {len(fill_locations)} " \
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f"after {len(early_items)} early items"
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items_in_locations = {loc.item for loc in mw.get_locations() if loc.item}
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assert len(items_in_locations) == len(early_items), \
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f"{len(early_items)} early items in {len(items_in_locations)} locations"
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for item in early_items:
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assert item in items_in_locations, "early item to be placed in location"
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class TestBalanceMultiworldProgression(unittest.TestCase):
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def assertRegionContains(self, region: Region, item: Item) -> bool:
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