Process swaped items last
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dc82b384c5
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11
Fill.py
11
Fill.py
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@ -2,7 +2,7 @@ import logging
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import typing
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import collections
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import itertools
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from collections import Counter
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from collections import Counter, deque
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from BaseClasses import CollectionState, Location, MultiWorld, Item
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@ -14,7 +14,7 @@ class FillError(RuntimeError):
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pass
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def sweep_from_pool(base_state: CollectionState, itempool: list[Item]):
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def sweep_from_pool(base_state: CollectionState, itempool):
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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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@ -28,9 +28,9 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations,
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placements = []
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swapped_items = Counter()
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reachable_items = {}
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reachable_items: dict[str, deque] = {}
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for item in itempool:
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reachable_items.setdefault(item.player, []).append(item)
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reachable_items.setdefault(item.player, deque()).append(item)
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while any(reachable_items.values()) and locations:
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# grab one item per player
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@ -75,8 +75,7 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations,
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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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swapped_items[placed_item.player, placed_item.name] += 1
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reachable_items.setdefault(
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placed_item.player, []).append(placed_item)
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reachable_items[placed_item.player].appendleft(placed_item)
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itempool.append(placed_item)
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break
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else:
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@ -1,3 +1,4 @@
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from typing import NamedTuple
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import unittest
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import pytest
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from worlds.AutoWorld import World
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@ -6,13 +7,19 @@ from BaseClasses import MultiWorld, Region, RegionType, Item, Location
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from worlds.generic.Rules import set_rule
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def generate_multi_world() -> MultiWorld:
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multi_world = MultiWorld(1)
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player1_id = 1
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world = World(multi_world, player1_id)
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multi_world.game[player1_id] = world
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multi_world.worlds[player1_id] = world
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multi_world.player_name = {player1_id: "Test Player 1"}
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def generate_multi_world(players: int = 1) -> MultiWorld:
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multi_world = MultiWorld(players)
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multi_world.player_name = {}
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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.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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"Menu Region Hint", player_id, multi_world)
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multi_world.regions.append(region)
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multi_world.set_seed()
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# args = Namespace()
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# for name, option in world_type.options.items():
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@ -20,13 +27,24 @@ def generate_multi_world() -> MultiWorld:
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# multi_world.set_options(args)
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multi_world.set_default_common_options()
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region = Region("Menu", RegionType.Generic,
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"Menu Region Hint", player1_id, multi_world)
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multi_world.regions.append(region)
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return multi_world
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class PlayerDefinition(NamedTuple):
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id: int
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menu: Region
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locations: list[Location]
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prog_items: list[Item]
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def generate_player_data(multi_world: MultiWorld, player_id: int, location_count: int, prog_item_count: int) -> PlayerDefinition:
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menu = multi_world.get_region("Menu", player_id)
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locations = generate_locations(location_count, player_id, None, menu)
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prog_items = generate_items(prog_item_count, player_id, True)
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return PlayerDefinition(player_id, menu, locations, prog_items)
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def generate_locations(count: int, player_id: int, address: int = None, region: Region = None) -> list[Location]:
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locations = []
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for i in range(count):
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@ -48,124 +66,171 @@ def generate_items(count: int, player_id: int, advancement: bool = False, code:
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class TestBase(unittest.TestCase):
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def test_basic_fill_restrictive(self):
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multi_world = generate_multi_world()
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player1_id = 1
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player1_menu = multi_world.get_region("Menu", player1_id)
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player1 = generate_player_data(multi_world, 1, 2, 2)
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locations = generate_locations(2, player1_id, None, player1_menu)
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items = generate_items(2, player1_id, True)
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item0 = player1.prog_items[0]
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item1 = player1.prog_items[1]
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loc0 = player1.locations[0]
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loc1 = player1.locations[1]
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item0 = items[0]
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item1 = items[1]
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loc0 = locations[0]
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loc1 = locations[1]
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fill_restrictive(multi_world, multi_world.state, locations, items)
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fill_restrictive(multi_world, multi_world.state,
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player1.locations, player1.prog_items)
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self.assertEqual(loc0.item, item1)
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self.assertEqual(loc1.item, item0)
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self.assertEqual([], locations)
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self.assertEqual([], items)
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self.assertEqual([], player1.locations)
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self.assertEqual([], player1.prog_items)
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def test_ordered_fill_restrictive(self):
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multi_world = generate_multi_world()
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player1_id = 1
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player1_menu = multi_world.get_region("Menu", player1_id)
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player1 = generate_player_data(multi_world, 1, 2, 2)
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locations = generate_locations(2, player1_id, None, player1_menu)
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items = generate_items(2, player1_id, True)
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item0 = player1.prog_items[0]
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item1 = player1.prog_items[1]
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loc0 = player1.locations[0]
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loc1 = player1.locations[1]
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item0 = items[0]
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item1 = items[1]
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loc0 = locations[0]
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loc1 = locations[1]
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multi_world.completion_condition[player1_id] = lambda state: state.has(
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item0.name, player1_id) and state.has(item1.name, player1_id)
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set_rule(loc1, lambda state: state.has(item0.name, player1_id))
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fill_restrictive(multi_world, multi_world.state, locations, items)
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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item0.name, player1.id) and state.has(item1.name, player1.id)
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set_rule(loc1, lambda state: state.has(item0.name, player1.id))
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fill_restrictive(multi_world, multi_world.state,
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player1.locations, player1.prog_items)
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self.assertEqual(loc0.item, item0)
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self.assertEqual(loc1.item, item1)
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def test_reversed_fill_restrictive(self):
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multi_world = generate_multi_world()
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player1_id = 1
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player1_menu = multi_world.get_region("Menu", player1_id)
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player1 = generate_player_data(multi_world, 1, 2, 2)
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locations = generate_locations(2, player1_id, None, player1_menu)
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items = generate_items(2, player1_id, True)
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item0 = player1.prog_items[0]
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item1 = player1.prog_items[1]
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loc0 = player1.locations[0]
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loc1 = player1.locations[1]
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item0 = items[0]
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item1 = items[1]
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loc0 = locations[0]
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loc1 = locations[1]
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multi_world.completion_condition[player1_id] = lambda state: state.has(
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item0.name, player1_id) and state.has(item1.name, player1_id)
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set_rule(loc1, lambda state: state.has(item1.name, player1_id))
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fill_restrictive(multi_world, multi_world.state, locations, items)
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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item0.name, player1.id) and state.has(item1.name, player1.id)
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set_rule(loc1, lambda state: state.has(item1.name, player1.id))
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fill_restrictive(multi_world, multi_world.state,
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player1.locations, player1.prog_items)
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self.assertEqual(loc0.item, item1)
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self.assertEqual(loc1.item, item0)
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def test_multi_step_fill_restrictive(self):
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multi_world = generate_multi_world()
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player1 = generate_player_data(multi_world, 1, 4, 4)
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items = player1.prog_items
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locations = player1.locations
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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items[2].name, player1.id) and state.has(items[3].name, player1.id)
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set_rule(locations[1], lambda state: state.has(items[0].name, player1.id))
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set_rule(locations[2], lambda state: state.has(items[1].name, player1.id))
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set_rule(locations[3], lambda state: state.has(items[1].name, player1.id))
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fill_restrictive(multi_world, multi_world.state,
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player1.locations.copy(), player1.prog_items.copy())
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self.assertEqual(locations[0].item, items[1])
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self.assertEqual(locations[1].item, items[2])
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self.assertEqual(locations[2].item, items[0])
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self.assertEqual(locations[3].item, items[3])
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def test_impossible_fill_restrictive(self):
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multi_world = generate_multi_world()
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player1_id = 1
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player1_menu = multi_world.get_region("Menu", player1_id)
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player1 = generate_player_data(multi_world, 1, 2, 2)
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locations = generate_locations(2, player1_id, None, player1_menu)
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items = generate_items(2, player1_id, True)
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item0 = player1.prog_items[0]
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item1 = player1.prog_items[1]
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loc0 = player1.locations[0]
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loc1 = player1.locations[1]
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item0 = items[0]
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item1 = items[1]
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loc0 = locations[0]
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loc1 = locations[1]
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multi_world.completion_condition[player1_id] = lambda state: state.has(
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item0.name, player1_id) and state.has(item1.name, player1_id)
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set_rule(loc1, lambda state: state.has(item1.name, player1_id))
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set_rule(loc0, lambda state: state.has(item0.name, player1_id))
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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item0.name, player1.id) and state.has(item1.name, player1.id)
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set_rule(loc1, lambda state: state.has(item1.name, player1.id))
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set_rule(loc0, lambda state: state.has(item0.name, player1.id))
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with pytest.raises(FillError):
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fill_restrictive(multi_world, multi_world.state, locations, items)
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fill_restrictive(multi_world, multi_world.state,
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player1.locations, player1.prog_items)
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def test_circular_fill_restrictive(self):
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multi_world = generate_multi_world()
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player1_id = 1
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player1_menu = multi_world.get_region("Menu", player1_id)
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player1 = generate_player_data(multi_world, 1, 3, 3)
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locations = generate_locations(3, player1_id, None, player1_menu)
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items = generate_items(3, player1_id, True)
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item0 = player1.prog_items[0]
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item1 = player1.prog_items[1]
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item2 = player1.prog_items[2]
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loc0 = player1.locations[0]
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loc1 = player1.locations[1]
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loc2 = player1.locations[2]
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item0 = items[0]
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item1 = items[1]
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item2 = items[2]
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loc0 = locations[0]
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loc1 = locations[1]
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loc2 = locations[2]
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multi_world.completion_condition[player1_id] = lambda state: state.has(
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item0.name, player1_id) and state.has(item1.name, player1_id) and state.has(item2.name, player1_id)
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set_rule(loc1, lambda state: state.has(item0.name, player1_id))
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set_rule(loc2, lambda state: state.has(item1.name, player1_id))
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set_rule(loc0, lambda state: state.has(item2.name, player1_id))
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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item0.name, player1.id) and state.has(item1.name, player1.id) and state.has(item2.name, player1.id)
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set_rule(loc1, lambda state: state.has(item0.name, player1.id))
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set_rule(loc2, lambda state: state.has(item1.name, player1.id))
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set_rule(loc0, lambda state: state.has(item2.name, player1.id))
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with pytest.raises(FillError):
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fill_restrictive(multi_world, multi_world.state, locations, items)
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fill_restrictive(multi_world, multi_world.state,
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player1.locations, player1.prog_items)
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def test_competing_fill_restrictive(self):
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multi_world = generate_multi_world()
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player1_id = 1
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player1_menu = multi_world.get_region("Menu", player1_id)
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player1 = generate_player_data(multi_world, 1, 2, 2)
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locations = generate_locations(2, player1_id, None, player1_menu)
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items = generate_items(2, player1_id, True)
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item0 = player1.prog_items[0]
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item1 = player1.prog_items[1]
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loc1 = player1.locations[1]
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item0 = items[0]
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item1 = items[1]
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loc1 = locations[1]
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multi_world.completion_condition[player1_id] = lambda state: state.has(
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item0.name, player1_id) and state.has(item0.name, player1_id) and state.has(item1.name, player1_id)
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set_rule(loc1, lambda state: state.has(item0.name, player1_id)
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and state.has(item1.name, player1_id))
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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item0.name, player1.id) and state.has(item0.name, player1.id) and state.has(item1.name, player1.id)
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set_rule(loc1, lambda state: state.has(item0.name, player1.id)
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and state.has(item1.name, player1.id))
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with pytest.raises(FillError):
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fill_restrictive(multi_world, multi_world.state, locations, items)
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fill_restrictive(multi_world, multi_world.state,
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player1.locations, player1.prog_items)
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def test_multiplayer_fill_restrictive(self):
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multi_world = generate_multi_world(2)
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player1 = generate_player_data(multi_world, 1, 2, 2)
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player2 = generate_player_data(multi_world, 2, 2, 2)
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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player1.prog_items[0].name, player1.id) and state.has(
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player1.prog_items[1].name, player1.id)
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multi_world.completion_condition[player2.id] = lambda state: state.has(
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player2.prog_items[0].name, player2.id) and state.has(
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player2.prog_items[1].name, player2.id)
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fill_restrictive(multi_world, multi_world.state, player1.locations +
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player2.locations, player1.prog_items + player2.prog_items)
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self.assertEqual(player1.locations[0].item, player1.prog_items[1])
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self.assertEqual(player1.locations[1].item, player2.prog_items[1])
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self.assertEqual(player2.locations[0].item, player1.prog_items[0])
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self.assertEqual(player2.locations[1].item, player2.prog_items[0])
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def test_multiplayer_rules_fill_restrictive(self):
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multi_world = generate_multi_world(2)
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player1 = generate_player_data(multi_world, 1, 2, 2)
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player2 = generate_player_data(multi_world, 2, 2, 2)
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multi_world.completion_condition[player1.id] = lambda state: state.has(
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player1.prog_items[0].name, player1.id) and state.has(
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player1.prog_items[1].name, player1.id)
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multi_world.completion_condition[player2.id] = lambda state: state.has(
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player2.prog_items[0].name, player2.id) and state.has(
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player2.prog_items[1].name, player2.id)
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set_rule(player2.locations[1], lambda state: state.has(
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player2.prog_items[0].name, player2.id))
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# set_rule(player2.locations[1], lambda state: state.has(player2.prog_items[1]))
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fill_restrictive(multi_world, multi_world.state, player1.locations +
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player2.locations, player1.prog_items + player2.prog_items)
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self.assertEqual(player1.locations[0].item, player2.prog_items[0])
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self.assertEqual(player1.locations[1].item, player2.prog_items[1])
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self.assertEqual(player2.locations[0].item, player1.prog_items[0])
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self.assertEqual(player2.locations[1].item, player1.prog_items[1])
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