import random import logging class FillError(RuntimeError): pass def distribute_items_cutoff(world, cutoffrate=0.33): # get list of locations to fill in fill_locations = world.get_unfilled_locations() random.shuffle(fill_locations) # get items to distribute random.shuffle(world.itempool) itempool = world.itempool total_advancement_items = len([item for item in itempool if item.advancement]) placed_advancement_items = 0 progress_done = False advancement_placed = False # sweep once to pick up preplaced items world.state.sweep_for_events() while itempool and fill_locations: candidate_item_to_place = None item_to_place = None for item in itempool: if advancement_placed or (progress_done and (item.advancement or item.priority)): item_to_place = item break if item.advancement: candidate_item_to_place = item if world.unlocks_new_location(item): item_to_place = item placed_advancement_items += 1 break if item_to_place is None: # check if we can reach all locations and that is why we find no new locations to place if not progress_done and len(world.get_reachable_locations()) == len(world.get_locations()): 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 placed_advancement_items += 1 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 FillError('No more progress items left to place.') spot_to_fill = None for location in fill_locations if placed_advancement_items / total_advancement_items < cutoffrate else reversed(fill_locations): if location.can_fill(world.state, 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 FillError('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 distribute_items_staleness(world): # get list of locations to fill in fill_locations = world.get_unfilled_locations() random.shuffle(fill_locations) # get items to distribute random.shuffle(world.itempool) itempool = world.itempool progress_done = False advancement_placed = False # sweep once to pick up preplaced items world.state.sweep_for_events() while itempool and fill_locations: candidate_item_to_place = None item_to_place = None for item in itempool: if advancement_placed or (progress_done and (item.advancement or item.priority)): item_to_place = item break if item.advancement: candidate_item_to_place = item if world.unlocks_new_location(item): item_to_place = item break if item_to_place is None: # check if we can reach all locations and that is why we find no new locations to place if not progress_done and len(world.get_reachable_locations()) == len(world.get_locations()): 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 FillError('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 location.can_fill(world.state, 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 location.can_fill(world.state, 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 FillError('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() perform_access_check = True if world.check_beatable_only: perform_access_check = not world.has_beaten_game(maximum_exploration_state) spot_to_fill = None for location in locations: if location.can_fill(maximum_exploration_state, item_to_place, perform_access_check): 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 FillError('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, fill_locations=None): # If not passed in, then get a shuffled list of locations to fill in if not fill_locations: fill_locations = world.get_unfilled_locations() random.shuffle(fill_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 if world.ganonstower_vanilla: 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_locations.reverse() fill_restrictive(world, world.state, fill_locations, progitempool) random.shuffle(fill_locations) fast_fill(world, prioitempool, fill_locations) fast_fill(world, restitempool, fill_locations) 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 fast_fill(world, item_pool, fill_locations): while item_pool and fill_locations: spot_to_fill = fill_locations.pop() item_to_place = item_pool.pop() world.push_item(spot_to_fill, item_to_place, False) 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 location.can_fill(world.state, 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 FillError('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