Move item fill and distribution functions to new file
This commit is contained in:
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16
Dungeons.py
16
Dungeons.py
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@ -1,5 +1,6 @@
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from Items import ItemFactory
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from BaseClasses import Dungeon
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from Fill import fill_restrictive
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import random
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@ -103,7 +104,6 @@ def fill_dungeons(world):
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def fill_dungeons_restrictive(world):
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from Main import fill_restrictive
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all_state_base = world.get_all_state()
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world.push_item(world.get_location('[dungeon-D3-B1] Skull Woods - South of Big Chest'), ItemFactory('Small Key (Skull Woods)'), False)
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@ -111,15 +111,15 @@ def fill_dungeons_restrictive(world):
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shuffled_locations=world.get_unfilled_locations()
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random.shuffle(shuffled_locations)
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dungeon_items = [item for dungeon in world.dungeons for item in dungeon.all_items]
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#sort in the order Big Key, Small Key, Other before placing dungeon items
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sort_order={"BigKey":3,"SmallKey":2};
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dungeon_items.sort(key=lambda item:sort_order.get(item.type, 1) )
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# sort in the order Big Key, Small Key, Other before placing dungeon items
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sort_order = {"BigKey": 3, "SmallKey": 2}
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dungeon_items.sort(key=lambda item: sort_order.get(item.type, 1))
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fill_restrictive(world, all_state_base, shuffled_locations, dungeon_items)
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world.state._clear_cache()
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@ -0,0 +1,299 @@
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import random
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import logging
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def distribute_items_cutoff(world, cutoffrate=0.33):
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# get list of locations to fill in
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fill_locations = world.get_unfilled_locations()
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random.shuffle(fill_locations)
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# get items to distribute
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random.shuffle(world.itempool)
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itempool = world.itempool
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total_advancement_items = len([item for item in itempool if item.advancement])
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placed_advancement_items = 0
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progress_done = False
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advancement_placed = False
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# sweep once to pick up preplaced items
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world.state.sweep_for_events()
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while itempool and fill_locations:
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candidate_item_to_place = None
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item_to_place = None
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for item in itempool:
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if advancement_placed or (progress_done and (item.advancement or item.priority)):
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item_to_place = item
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break
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if item.advancement:
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candidate_item_to_place = item
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if world.unlocks_new_location(item):
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item_to_place = item
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placed_advancement_items += 1
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break
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if item_to_place is None:
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# check if we can reach all locations and that is why we find no new locations to place
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if not progress_done and len(world.get_reachable_locations()) == len(world.get_locations()):
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progress_done = True
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continue
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# check if we have now placed all advancement items
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if progress_done:
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advancement_placed = True
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continue
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# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
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if candidate_item_to_place is not None:
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item_to_place = candidate_item_to_place
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placed_advancement_items += 1
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else:
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# we placed all available progress items. Maybe the game can be beaten anyway?
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if world.can_beat_game():
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logging.getLogger('').warning('Not all locations reachable. Game beatable anyway.')
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progress_done = True
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continue
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raise RuntimeError('No more progress items left to place.')
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spot_to_fill = None
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for location in (fill_locations if placed_advancement_items/total_advancement_items < cutoffrate else reversed(fill_locations)):
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if world.state.can_reach(location) and location.can_fill(item_to_place):
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spot_to_fill = location
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break
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if spot_to_fill is None:
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# we filled all reachable spots. Maybe the game can be beaten anyway?
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if world.can_beat_game():
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logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
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break
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raise RuntimeError('No more spots to place %s' % item_to_place)
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world.push_item(spot_to_fill, item_to_place, True)
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itempool.remove(item_to_place)
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fill_locations.remove(spot_to_fill)
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logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s' % ([item.name for item in itempool], [location.name for location in fill_locations]))
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def distribute_items_staleness(world):
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# get list of locations to fill in
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fill_locations = world.get_unfilled_locations()
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random.shuffle(fill_locations)
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# get items to distribute
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random.shuffle(world.itempool)
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itempool = world.itempool
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progress_done = False
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advancement_placed = False
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# sweep once to pick up preplaced items
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world.state.sweep_for_events()
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while itempool and fill_locations:
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candidate_item_to_place = None
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item_to_place = None
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for item in itempool:
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if advancement_placed or (progress_done and (item.advancement or item.priority)):
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item_to_place = item
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break
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if item.advancement:
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candidate_item_to_place = item
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if world.unlocks_new_location(item):
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item_to_place = item
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break
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if item_to_place is None:
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# check if we can reach all locations and that is why we find no new locations to place
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if not progress_done and len(world.get_reachable_locations()) == len(world.get_locations()):
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progress_done = True
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continue
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# check if we have now placed all advancement items
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if progress_done:
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advancement_placed = True
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continue
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# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
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if candidate_item_to_place is not None:
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item_to_place = candidate_item_to_place
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else:
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# we placed all available progress items. Maybe the game can be beaten anyway?
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if world.can_beat_game():
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logging.getLogger('').warning('Not all locations reachable. Game beatable anyway.')
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progress_done = True
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continue
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raise RuntimeError('No more progress items left to place.')
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spot_to_fill = None
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for location in fill_locations:
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# increase likelyhood of skipping a location if it has been found stale
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if not progress_done and random.randint(0, location.staleness_count) > 2:
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continue
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if world.state.can_reach(location) and location.can_fill(item_to_place):
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spot_to_fill = location
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break
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else:
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location.staleness_count += 1
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# might have skipped too many locations due to potential staleness. Do not check for staleness now to find a candidate
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if spot_to_fill is None:
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for location in fill_locations:
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if world.state.can_reach(location) and location.can_fill(item_to_place):
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spot_to_fill = location
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break
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if spot_to_fill is None:
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# we filled all reachable spots. Maybe the game can be beaten anyway?
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if world.can_beat_game():
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logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
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break
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raise RuntimeError('No more spots to place %s' % item_to_place)
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world.push_item(spot_to_fill, item_to_place, True)
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itempool.remove(item_to_place)
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fill_locations.remove(spot_to_fill)
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logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s' % ([item.name for item in itempool], [location.name for location in fill_locations]))
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def fill_restrictive(world, base_state, locations, itempool):
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def sweep_from_pool():
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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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new_state.sweep_for_events()
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return new_state
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while itempool and locations:
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item_to_place = itempool.pop()
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maximum_exploration_state = sweep_from_pool()
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spot_to_fill = None
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for location in locations:
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if location.can_fill(item_to_place):
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if world.check_beatable_only:
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starting_state = base_state.copy()
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for item in itempool:
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starting_state.collect(item, True)
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if maximum_exploration_state.can_reach(location):
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if world.check_beatable_only:
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starting_state.collect(item_to_place, True)
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else:
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spot_to_fill = location
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break
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if world.check_beatable_only and world.can_beat_game(starting_state):
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spot_to_fill = location
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break
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if spot_to_fill is None:
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# we filled all reachable spots. Maybe the game can be beaten anyway?
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if world.can_beat_game():
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if not world.check_beatable_only:
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logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
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break
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raise RuntimeError('No more spots to place %s' % item_to_place)
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world.push_item(spot_to_fill, item_to_place, False)
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locations.remove(spot_to_fill)
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spot_to_fill.event = True
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def distribute_items_restrictive(world, gftower_trash_count=0):
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# get list of locations to fill in
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fill_locations = world.get_unfilled_locations()
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# get items to distribute
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random.shuffle(world.itempool)
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progitempool = [item for item in world.itempool if item.advancement]
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prioitempool = [item for item in world.itempool if not item.advancement and item.priority]
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restitempool = [item for item in world.itempool if not item.advancement and not item.priority]
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# fill in gtower locations with trash first
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gtower_locations = [location for location in fill_locations if 'Ganons Tower' in location.name]
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random.shuffle(gtower_locations)
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trashcnt = 0
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while gtower_locations and restitempool and trashcnt < gftower_trash_count:
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spot_to_fill = gtower_locations.pop()
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item_to_place = restitempool.pop()
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world.push_item(spot_to_fill, item_to_place, False)
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fill_locations.remove(spot_to_fill)
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trashcnt += 1
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random.shuffle(fill_locations)
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fill_restrictive(world, world.state, fill_locations, progitempool)
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random.shuffle(fill_locations)
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while prioitempool and fill_locations:
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spot_to_fill = fill_locations.pop()
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item_to_place = prioitempool.pop()
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world.push_item(spot_to_fill, item_to_place, False)
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while restitempool and fill_locations:
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spot_to_fill = fill_locations.pop()
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item_to_place = restitempool.pop()
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world.push_item(spot_to_fill, item_to_place, False)
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logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s' % ([item.name for item in progitempool + prioitempool + restitempool], [location.name for location in fill_locations]))
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def flood_items(world):
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# get items to distribute
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random.shuffle(world.itempool)
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itempool = world.itempool
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progress_done = False
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# sweep once to pick up preplaced items
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world.state.sweep_for_events()
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# fill world from top of itempool while we can
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while not progress_done:
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location_list = world.get_unfilled_locations()
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random.shuffle(location_list)
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spot_to_fill = None
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for location in location_list:
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if world.state.can_reach(location) and location.can_fill(itempool[0]):
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spot_to_fill = location
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break
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if spot_to_fill:
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item = itempool.pop(0)
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world.push_item(spot_to_fill, item, True)
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continue
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# ran out of spots, check if we need to step in and correct things
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if len(world.get_reachable_locations()) == len(world.get_locations()):
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progress_done = True
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continue
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# need to place a progress item instead of an already placed item, find candidate
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item_to_place = None
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candidate_item_to_place = None
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for item in itempool:
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if item.advancement:
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candidate_item_to_place = item
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if world.unlocks_new_location(item):
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item_to_place = item
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break
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# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
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if item_to_place is None:
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if candidate_item_to_place is not None:
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item_to_place = candidate_item_to_place
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else:
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raise RuntimeError('No more progress items left to place.')
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# find item to replace with progress item
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location_list = world.get_reachable_locations()
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random.shuffle(location_list)
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for location in location_list:
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if location.item is not None and not location.item.advancement and not location.item.priority and not location.item.key:
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# safe to replace
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replace_item = location.item
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replace_item.location = None
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itempool.append(replace_item)
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world.push_item(location, item_to_place, True)
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itempool.remove(item_to_place)
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break
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299
Main.py
299
Main.py
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@ -5,6 +5,7 @@ from Rom import patch_rom, LocalRom, JsonRom
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from Rules import set_rules
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from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive
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from Items import ItemFactory
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from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, fill_restrictive, flood_items
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from collections import OrderedDict
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import random
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import time
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@ -109,304 +110,6 @@ def main(args, seed=None):
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return world
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def distribute_items_cutoff(world, cutoffrate=0.33):
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# get list of locations to fill in
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fill_locations = world.get_unfilled_locations()
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random.shuffle(fill_locations)
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# get items to distribute
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random.shuffle(world.itempool)
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itempool = world.itempool
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total_advancement_items = len([item for item in itempool if item.advancement])
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placed_advancement_items = 0
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progress_done = False
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advancement_placed = False
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# sweep once to pick up preplaced items
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world.state.sweep_for_events()
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while itempool and fill_locations:
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candidate_item_to_place = None
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item_to_place = None
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for item in itempool:
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if advancement_placed or (progress_done and (item.advancement or item.priority)):
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item_to_place = item
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break
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if item.advancement:
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candidate_item_to_place = item
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if world.unlocks_new_location(item):
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item_to_place = item
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placed_advancement_items += 1
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break
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if item_to_place is None:
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# check if we can reach all locations and that is why we find no new locations to place
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if not progress_done and len(world.get_reachable_locations()) == len(world.get_locations()):
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progress_done = True
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continue
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# check if we have now placed all advancement items
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if progress_done:
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advancement_placed = True
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continue
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# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
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if candidate_item_to_place is not None:
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item_to_place = candidate_item_to_place
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placed_advancement_items += 1
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else:
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# we placed all available progress items. Maybe the game can be beaten anyway?
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if world.can_beat_game():
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logging.getLogger('').warning('Not all locations reachable. Game beatable anyway.')
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progress_done = True
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continue
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raise RuntimeError('No more progress items left to place.')
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spot_to_fill = None
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for location in (fill_locations if placed_advancement_items/total_advancement_items < cutoffrate else reversed(fill_locations)):
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if world.state.can_reach(location) and location.can_fill(item_to_place):
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spot_to_fill = location
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break
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if spot_to_fill is None:
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# we filled all reachable spots. Maybe the game can be beaten anyway?
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if world.can_beat_game():
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logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
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break
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raise RuntimeError('No more spots to place %s' % item_to_place)
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world.push_item(spot_to_fill, item_to_place, True)
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itempool.remove(item_to_place)
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fill_locations.remove(spot_to_fill)
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logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s' % ([item.name for item in itempool], [location.name for location in fill_locations]))
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def distribute_items_staleness(world):
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# get list of locations to fill in
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fill_locations = world.get_unfilled_locations()
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random.shuffle(fill_locations)
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# get items to distribute
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random.shuffle(world.itempool)
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itempool = world.itempool
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progress_done = False
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advancement_placed = False
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# sweep once to pick up preplaced items
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world.state.sweep_for_events()
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while itempool and fill_locations:
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candidate_item_to_place = None
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item_to_place = None
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for item in itempool:
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if advancement_placed or (progress_done and (item.advancement or item.priority)):
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item_to_place = item
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break
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if item.advancement:
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candidate_item_to_place = item
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if world.unlocks_new_location(item):
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item_to_place = item
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break
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if item_to_place is None:
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# check if we can reach all locations and that is why we find no new locations to place
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if not progress_done and len(world.get_reachable_locations()) == len(world.get_locations()):
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||||
progress_done = True
|
||||
continue
|
||||
# check if we have now placed all advancement items
|
||||
if progress_done:
|
||||
advancement_placed = True
|
||||
continue
|
||||
# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
|
||||
if candidate_item_to_place is not None:
|
||||
item_to_place = candidate_item_to_place
|
||||
else:
|
||||
# we placed all available progress items. Maybe the game can be beaten anyway?
|
||||
if world.can_beat_game():
|
||||
logging.getLogger('').warning('Not all locations reachable. Game beatable anyway.')
|
||||
progress_done = True
|
||||
continue
|
||||
raise RuntimeError('No more progress items left to place.')
|
||||
|
||||
spot_to_fill = None
|
||||
for location in fill_locations:
|
||||
# increase likelyhood of skipping a location if it has been found stale
|
||||
if not progress_done and random.randint(0, location.staleness_count) > 2:
|
||||
continue
|
||||
|
||||
if world.state.can_reach(location) and location.can_fill(item_to_place):
|
||||
spot_to_fill = location
|
||||
break
|
||||
else:
|
||||
location.staleness_count += 1
|
||||
|
||||
# might have skipped too many locations due to potential staleness. Do not check for staleness now to find a candidate
|
||||
if spot_to_fill is None:
|
||||
for location in fill_locations:
|
||||
if world.state.can_reach(location) and location.can_fill(item_to_place):
|
||||
spot_to_fill = location
|
||||
break
|
||||
|
||||
if spot_to_fill is None:
|
||||
# we filled all reachable spots. Maybe the game can be beaten anyway?
|
||||
if world.can_beat_game():
|
||||
logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
|
||||
break
|
||||
raise RuntimeError('No more spots to place %s' % item_to_place)
|
||||
|
||||
world.push_item(spot_to_fill, item_to_place, True)
|
||||
itempool.remove(item_to_place)
|
||||
fill_locations.remove(spot_to_fill)
|
||||
|
||||
logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s' % ([item.name for item in itempool], [location.name for location in fill_locations]))
|
||||
|
||||
|
||||
def fill_restrictive(world, base_state, locations, itempool):
|
||||
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
|
||||
|
||||
while itempool and locations:
|
||||
item_to_place = itempool.pop()
|
||||
maximum_exploration_state = sweep_from_pool()
|
||||
|
||||
spot_to_fill = None
|
||||
for location in locations:
|
||||
if location.can_fill(item_to_place):
|
||||
if world.check_beatable_only:
|
||||
starting_state = base_state.copy()
|
||||
for item in itempool:
|
||||
starting_state.collect(item, True)
|
||||
|
||||
if maximum_exploration_state.can_reach(location):
|
||||
if world.check_beatable_only:
|
||||
starting_state.collect(item_to_place, True)
|
||||
else:
|
||||
spot_to_fill = location
|
||||
break
|
||||
|
||||
if world.check_beatable_only and world.can_beat_game(starting_state):
|
||||
spot_to_fill = location
|
||||
break
|
||||
|
||||
if spot_to_fill is None:
|
||||
# we filled all reachable spots. Maybe the game can be beaten anyway?
|
||||
if world.can_beat_game():
|
||||
if not world.check_beatable_only:
|
||||
logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
|
||||
break
|
||||
raise RuntimeError('No more spots to place %s' % item_to_place)
|
||||
|
||||
world.push_item(spot_to_fill, item_to_place, False)
|
||||
locations.remove(spot_to_fill)
|
||||
spot_to_fill.event = True
|
||||
|
||||
|
||||
def distribute_items_restrictive(world, gftower_trash_count=0):
|
||||
# get list of locations to fill in
|
||||
fill_locations = world.get_unfilled_locations()
|
||||
|
||||
# get items to distribute
|
||||
random.shuffle(world.itempool)
|
||||
progitempool = [item for item in world.itempool if item.advancement]
|
||||
prioitempool = [item for item in world.itempool if not item.advancement and item.priority]
|
||||
restitempool = [item for item in world.itempool if not item.advancement and not item.priority]
|
||||
|
||||
# fill in gtower locations with trash first
|
||||
gtower_locations = [location for location in fill_locations if 'Ganons Tower' in location.name]
|
||||
random.shuffle(gtower_locations)
|
||||
trashcnt = 0
|
||||
while gtower_locations and restitempool and trashcnt < gftower_trash_count:
|
||||
spot_to_fill = gtower_locations.pop()
|
||||
item_to_place = restitempool.pop()
|
||||
world.push_item(spot_to_fill, item_to_place, False)
|
||||
fill_locations.remove(spot_to_fill)
|
||||
trashcnt += 1
|
||||
|
||||
random.shuffle(fill_locations)
|
||||
|
||||
fill_restrictive(world, world.state, fill_locations, progitempool)
|
||||
|
||||
random.shuffle(fill_locations)
|
||||
|
||||
while prioitempool and fill_locations:
|
||||
spot_to_fill = fill_locations.pop()
|
||||
item_to_place = prioitempool.pop()
|
||||
world.push_item(spot_to_fill, item_to_place, False)
|
||||
|
||||
while restitempool and fill_locations:
|
||||
spot_to_fill = fill_locations.pop()
|
||||
item_to_place = restitempool.pop()
|
||||
world.push_item(spot_to_fill, item_to_place, False)
|
||||
|
||||
logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s' % ([item.name for item in progitempool + prioitempool + restitempool], [location.name for location in fill_locations]))
|
||||
|
||||
|
||||
def flood_items(world):
|
||||
# get items to distribute
|
||||
random.shuffle(world.itempool)
|
||||
itempool = world.itempool
|
||||
progress_done = False
|
||||
|
||||
# sweep once to pick up preplaced items
|
||||
world.state.sweep_for_events()
|
||||
|
||||
# fill world from top of itempool while we can
|
||||
while not progress_done:
|
||||
location_list = world.get_unfilled_locations()
|
||||
random.shuffle(location_list)
|
||||
spot_to_fill = None
|
||||
for location in location_list:
|
||||
if world.state.can_reach(location) and location.can_fill(itempool[0]):
|
||||
spot_to_fill = location
|
||||
break
|
||||
|
||||
if spot_to_fill:
|
||||
item = itempool.pop(0)
|
||||
world.push_item(spot_to_fill, item, True)
|
||||
continue
|
||||
|
||||
# ran out of spots, check if we need to step in and correct things
|
||||
if len(world.get_reachable_locations()) == len(world.get_locations()):
|
||||
progress_done = True
|
||||
continue
|
||||
|
||||
# need to place a progress item instead of an already placed item, find candidate
|
||||
item_to_place = None
|
||||
candidate_item_to_place = None
|
||||
for item in itempool:
|
||||
if item.advancement:
|
||||
candidate_item_to_place = item
|
||||
if world.unlocks_new_location(item):
|
||||
item_to_place = item
|
||||
break
|
||||
|
||||
# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
|
||||
if item_to_place is None:
|
||||
if candidate_item_to_place is not None:
|
||||
item_to_place = candidate_item_to_place
|
||||
else:
|
||||
raise RuntimeError('No more progress items left to place.')
|
||||
|
||||
# find item to replace with progress item
|
||||
location_list = world.get_reachable_locations()
|
||||
random.shuffle(location_list)
|
||||
for location in location_list:
|
||||
if location.item is not None and not location.item.advancement and not location.item.priority and not location.item.key:
|
||||
# safe to replace
|
||||
replace_item = location.item
|
||||
replace_item.location = None
|
||||
itempool.append(replace_item)
|
||||
world.push_item(location, item_to_place, True)
|
||||
itempool.remove(item_to_place)
|
||||
break
|
||||
|
||||
|
||||
def generate_itempool(world):
|
||||
if world.difficulty not in ['normal', 'timed', 'timed-ohko', 'timed-countdown'] or world.goal not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals'] or world.mode not in ['open', 'standard', 'swordless']:
|
||||
raise NotImplementedError('Not supported yet')
|
||||
|
|
Loading…
Reference in New Issue