Some Shop fixes:

Make sure that dark lake hylia shop in inverted retains the blue potion, while allowing shop slots on top (potion will always be the leftmost slot, ignoring "i"/"f"/"g")
Cull Shop swap Candidates before generating weights, then keep track of updated sphere sizes during swaps. This significantly reduces the chance to run out of candidates, as large clumps of false candidates do not get included in the weight
Shop fill is slower with this, as all candidates need to be swept once, instead of on-demand; but this seemed the best way to address the remaining issues.
This commit is contained in:
Fabian Dill 2021-02-03 14:24:29 +01:00
parent 5503547663
commit e4d4ff667c
2 changed files with 53 additions and 25 deletions

View File

@ -450,7 +450,7 @@ class World(object):
def get_spheres(self): def get_spheres(self):
state = CollectionState(self) state = CollectionState(self)
locations = {location for location in self.get_locations()} locations = set(self.get_locations())
while locations: while locations:
sphere = set() sphere = set()
@ -1138,6 +1138,11 @@ class Item(object):
def __eq__(self, other): def __eq__(self, other):
return self.name == other.name and self.player == other.player return self.name == other.name and self.player == other.player
def __lt__(self, other):
if other.player != self.player:
return other.player < self.player
return self.name < other.name
def __hash__(self): def __hash__(self):
return hash((self.name, self.player)) return hash((self.name, self.player))

View File

@ -155,41 +155,59 @@ def ShopSlotFill(world):
shop_slots -= removed shop_slots -= removed
if shop_slots: if shop_slots:
del shop_slots
from Fill import swap_location_item from Fill import swap_location_item
# TODO: allow each game to register a blacklist to be used here? # TODO: allow each game to register a blacklist to be used here?
blacklist_words = {"Rupee"} blacklist_words = {"Rupee"}
blacklist_words = {item_name for item_name in item_table if any( blacklist_words = {item_name for item_name in item_table if any(
blacklist_word in item_name for blacklist_word in blacklist_words)} blacklist_word in item_name for blacklist_word in blacklist_words)}
blacklist_words.add("Bee") blacklist_words.add("Bee")
candidates_per_sphere = list(list(sphere) for sphere in world.get_spheres())
candidate_condition = lambda location: not location.locked and \ locations_per_sphere = list(list(sphere) for sphere in world.get_spheres())
not location.shop_slot and \
not location.item.name in blacklist_words
# currently special care needs to be taken so that Shop.region.locations.item is identical to Shop.inventory # currently special care needs to be taken so that Shop.region.locations.item is identical to Shop.inventory
# Potentially create Locations as needed and make inventory the only source, to prevent divergence # Potentially create Locations as needed and make inventory the only source, to prevent divergence
cumu_weights = [] cumu_weights = []
shops_per_sphere = []
candidates_per_sphere = []
for sphere in candidates_per_sphere: # sort spheres into piles of valid candidates and shops
for sphere in locations_per_sphere:
current_shops_slots = []
current_candidates = []
shops_per_sphere.append(current_shops_slots)
candidates_per_sphere.append(current_candidates)
for location in sphere:
if location.shop_slot:
if not location.shop_slot_disabled:
current_shops_slots.append(location)
elif not location.locked and not location.item.name in blacklist_words:
current_candidates.append(location)
if cumu_weights: if cumu_weights:
x = cumu_weights[-1] x = cumu_weights[-1]
else: else:
x = 0 x = 0
cumu_weights.append(len(sphere) + x) cumu_weights.append(len(current_candidates) + x)
world.random.shuffle(sphere)
for i, sphere in enumerate(candidates_per_sphere): world.random.shuffle(current_candidates)
current_shop_slots = [location for location in sphere if location.shop_slot and not location.shop_slot_disabled]
del(locations_per_sphere)
total_spheres = len(candidates_per_sphere)
for i, current_shop_slots in enumerate(shops_per_sphere):
if current_shop_slots: if current_shop_slots:
candidate_sphere_ids = list(range(i, total_spheres))
for location in current_shop_slots: for location in current_shop_slots:
shop: Shop = location.parent_region.shop shop: Shop = location.parent_region.shop
# TODO: might need to implement trying randomly across spheres until canditates are exhausted. swapping_sphere_id = world.random.choices(candidate_sphere_ids,
# As spheres may be as small as one item. cum_weights=cumu_weights[i:])[0]
swapping_sphere = world.random.choices(candidates_per_sphere[i:], cum_weights=cumu_weights[i:])[0] swapping_sphere: list = candidates_per_sphere[swapping_sphere_id]
for c in swapping_sphere: # chosen item locations for c in swapping_sphere: # chosen item locations
if candidate_condition(c) and c.item_rule(location.item) and location.item_rule(c.item): if c.item_rule(location.item) and location.item_rule(c.item):
swap_location_item(c, location, check_locked=False) swap_location_item(c, location, check_locked=False)
logger.debug(f'Swapping {c} into {location}:: {location.item}') logger.debug(f'Swapping {c} into {location}:: {location.item}')
break break
@ -199,6 +217,11 @@ def ShopSlotFill(world):
logger.warning("Ran out of ShopShuffle Item candidate locations.") logger.warning("Ran out of ShopShuffle Item candidate locations.")
location.shop_slot_disabled = True location.shop_slot_disabled = True
continue continue
# remove candidate
swapping_sphere.remove(c)
cumu_weights[swapping_sphere_id] -= 1
item_name = location.item.name item_name = location.item.name
if any(x in item_name for x in ['Single Bomb', 'Single Arrow', 'Piece of Heart']): if any(x in item_name for x in ['Single Bomb', 'Single Arrow', 'Piece of Heart']):
price = world.random.randrange(1, 7) price = world.random.randrange(1, 7)
@ -244,11 +267,15 @@ def create_shops(world, player: int):
keeper = world.random.choice([0xA0, 0xC1, 0xFF]) keeper = world.random.choice([0xA0, 0xC1, 0xFF])
player_shop_table[name] = ShopData(typ, shop_id, keeper, custom, locked, new_items, sram_offset) player_shop_table[name] = ShopData(typ, shop_id, keeper, custom, locked, new_items, sram_offset)
if world.mode[player] == "inverted": if world.mode[player] == "inverted":
# make sure that blue potion is available in inverted, special case locked = None; lock when done.
player_shop_table["Dark Lake Hylia Shop"] = \ player_shop_table["Dark Lake Hylia Shop"] = \
player_shop_table["Dark Lake Hylia Shop"]._replace(locked=True, items=_inverted_hylia_shop_defaults) player_shop_table["Dark Lake Hylia Shop"]._replace(items=_inverted_hylia_shop_defaults, locked=None)
for region_name, (room_id, type, shopkeeper, custom, locked, inventory, sram_offset) in player_shop_table.items(): for region_name, (room_id, type, shopkeeper, custom, locked, inventory, sram_offset) in player_shop_table.items():
region = world.get_region(region_name, player) region = world.get_region(region_name, player)
shop: Shop = shop_class_mapping[type](region, room_id, shopkeeper, custom, locked, sram_offset) shop: Shop = shop_class_mapping[type](region, room_id, shopkeeper, custom, locked, sram_offset)
# special case: allow shop slots, but do not allow overwriting of base inventory behind them
if locked is None:
shop.locked = True
region.shop = shop region.shop = shop
world.shops.append(shop) world.shops.append(shop)
for index, item in enumerate(inventory): for index, item in enumerate(inventory):
@ -261,7 +288,7 @@ def create_shops(world, player: int):
loc.locked = True loc.locked = True
if single_purchase_slots.pop(): if single_purchase_slots.pop():
if world.goal[player] != 'icerodhunt': if world.goal[player] != 'icerodhunt':
additional_item = 'Rupees (50)' # world.random.choice(['Rupees (50)', 'Rupees (100)', 'Rupees (300)']) additional_item = 'Rupees (50)'
else: else:
additional_item = 'Nothing' additional_item = 'Nothing'
loc.item = ItemFactory(additional_item, player) loc.item = ItemFactory(additional_item, player)
@ -278,7 +305,7 @@ class ShopData(NamedTuple):
type: ShopType type: ShopType
shopkeeper: int shopkeeper: int
custom: bool custom: bool
locked: bool locked: Optional[bool]
items: List items: List
sram_offset: int sram_offset: int
@ -405,11 +432,7 @@ def shuffle_shops(world, items, player: int):
if shop.region.player == player: if shop.region.player == player:
if shop.type == ShopType.UpgradeShop: if shop.type == ShopType.UpgradeShop:
upgrade_shops.append(shop) upgrade_shops.append(shop)
elif shop.type == ShopType.Shop: elif shop.type == ShopType.Shop and not shop.locked:
if shop.region.name == 'Potion Shop' and not 'w' in option:
# don't modify potion shop
pass
else:
shops.append(shop) shops.append(shop)
total_inventory.extend(shop.inventory) total_inventory.extend(shop.inventory)