433 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			433 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Python
		
	
	
	
import random
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import logging
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from BaseClasses import CollectionState
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class FillError(RuntimeError):
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    pass
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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 FillError('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 location.can_fill(world.state, 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 FillError('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 FillError('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 location.can_fill(world.state, 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 location.can_fill(world.state, 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 FillError('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: CollectionState, locations, itempool, single_player_placement=False):
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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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    unplaced_items = []
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    no_access_checks = {}
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    reachable_items = {}
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    for item in itempool:
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        if world.accessibility[item.player] == 'none':
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            no_access_checks.setdefault(item.player, []).append(item)
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        else:
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            reachable_items.setdefault(item.player, []).append(item)
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    for player_items in [no_access_checks, reachable_items]:
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        while any(player_items.values()) and locations:
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            items_to_place = [[itempool.remove(items[-1]), items.pop()][-1] for items in player_items.values() if items]
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            maximum_exploration_state = sweep_from_pool()
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            has_beaten_game = world.has_beaten_game(maximum_exploration_state)
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            for item_to_place in items_to_place:
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                perform_access_check = True
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                if world.accessibility[item_to_place.player] == 'none':
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                    perform_access_check = not world.has_beaten_game(maximum_exploration_state, item_to_place.player) if single_player_placement else not has_beaten_game
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                for location in locations:
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                    if (not single_player_placement or location.player == item_to_place.player)\
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                            and location.can_fill(maximum_exploration_state, item_to_place, perform_access_check):
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                        spot_to_fill = location
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                        break
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                else:
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                    # we filled all reachable spots. Maybe the game can be beaten anyway?
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                    unplaced_items.insert(0, item_to_place)
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                    if world.accessibility[item_to_place.player] != 'none' and world.can_beat_game():
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                        logging.getLogger('').warning(
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                            'Not all items placed. Game beatable anyway. (Could not place %s)' % item_to_place)
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                        continue
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                    raise FillError('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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    itempool.extend(unplaced_items)
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def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None):
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    # If not passed in, then get a shuffled list of locations to fill in
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    if not fill_locations:
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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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    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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    for player in range(1, world.players + 1):
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        if not gftower_trash or not world.ganonstower_vanilla[player] or world.logic[player] == 'owglitches':
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            continue
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        gftower_trash_count = (random.randint(15, 50) if world.goal[player] == 'triforcehunt' else random.randint(0, 15))
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        gtower_locations = [location for location in fill_locations if 'Ganons Tower' in location.name and location.player == player]
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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_locations.reverse()
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    # Make sure the escape small key is placed first in standard with key shuffle to prevent running out of spots
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    progitempool.sort(key=lambda item: 1 if item.name == 'Small Key (Escape)' and world.mode[item.player] == 'standard' and world.keyshuffle[item.player] else 0)
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    fill_restrictive(world, world.state, fill_locations, progitempool)
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    random.shuffle(fill_locations)
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    fast_fill(world, prioitempool, fill_locations)
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    fast_fill(world, restitempool, fill_locations)
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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 fast_fill(world, item_pool, fill_locations):
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    while item_pool and fill_locations:
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        spot_to_fill = fill_locations.pop()
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        item_to_place = item_pool.pop()
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        world.push_item(spot_to_fill, item_to_place, False)
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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 location.can_fill(world.state, 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 FillError('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.smallkey and not location.item.bigkey:
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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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def balance_multiworld_progression(world):
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    balanceable_players = {player for player in range(1, world.players + 1) if world.progression_balancing[player]}
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    if not balanceable_players:
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        logging.info('Skipping multiworld progression balancing.')
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    else:
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        logging.info(f'Balancing multiworld progression for Players {balanceable_players}.')
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        state = CollectionState(world)
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        checked_locations = []
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        unchecked_locations = world.get_locations().copy()
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        random.shuffle(unchecked_locations)
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        reachable_locations_count = {player: 0 for player in range(1, world.players + 1)}
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        def get_sphere_locations(sphere_state, locations):
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            sphere_state.sweep_for_events(key_only=True, locations=locations)
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            return [loc for loc in locations if sphere_state.can_reach(loc)]
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        while True:
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            sphere_locations = get_sphere_locations(state, unchecked_locations)
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            for location in sphere_locations:
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                unchecked_locations.remove(location)
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                reachable_locations_count[location.player] += 1
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            if checked_locations:
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                threshold = max(reachable_locations_count.values()) - 20
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                balancing_players = [player for player, reachables in reachable_locations_count.items() if
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                                     reachables < threshold and player in balanceable_players]
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                if balancing_players:
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                    balancing_state = state.copy()
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                    balancing_unchecked_locations = unchecked_locations.copy()
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                    balancing_reachables = reachable_locations_count.copy()
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                    balancing_sphere = sphere_locations.copy()
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                    candidate_items = []
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                    while True:
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                        for location in balancing_sphere:
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                            if location.event and (
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                                    world.keyshuffle[location.item.player] or not location.item.smallkey) and (
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                                    world.bigkeyshuffle[location.item.player] or not location.item.bigkey):
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                                balancing_state.collect(location.item, True, location)
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                                if location.item.player in balancing_players and not location.locked:
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                                    candidate_items.append(location)
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                        balancing_sphere = get_sphere_locations(balancing_state, balancing_unchecked_locations)
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                        for location in balancing_sphere:
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                            balancing_unchecked_locations.remove(location)
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                            balancing_reachables[location.player] += 1
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                        if world.has_beaten_game(balancing_state) or all(
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                                [reachables >= threshold for reachables in balancing_reachables.values()]):
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                            break
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                        elif not balancing_sphere:
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                            raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
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                    unlocked_locations = [l for l in unchecked_locations if l not in balancing_unchecked_locations]
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                    items_to_replace = []
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                    for player in balancing_players:
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                        locations_to_test = [l for l in unlocked_locations if l.player == player]
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                        # only replace items that end up in another player's world
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                        items_to_test = [l for l in candidate_items if l.item.player == player and l.player != player]
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                        while items_to_test:
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                            testing = items_to_test.pop()
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                            reducing_state = state.copy()
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                            for location in [*[l for l in items_to_replace if l.item.player == player], *items_to_test]:
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                                reducing_state.collect(location.item, True, location)
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                            reducing_state.sweep_for_events(locations=locations_to_test)
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                            if world.has_beaten_game(balancing_state):
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                                if not world.has_beaten_game(reducing_state):
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                                    items_to_replace.append(testing)
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                            else:
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                                reduced_sphere = get_sphere_locations(reducing_state, locations_to_test)
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                                if reachable_locations_count[player] + len(reduced_sphere) < threshold:
 | 
						|
                                    items_to_replace.append(testing)
 | 
						|
 | 
						|
                    replaced_items = False
 | 
						|
                    replacement_locations = [l for l in checked_locations if not l.event and not l.locked]
 | 
						|
                    while replacement_locations and items_to_replace:
 | 
						|
                        new_location = replacement_locations.pop()
 | 
						|
                        old_location = items_to_replace.pop()
 | 
						|
 | 
						|
                        while not new_location.can_fill(state, old_location.item, False) or (
 | 
						|
                                new_location.item and not old_location.can_fill(state, new_location.item, False)):
 | 
						|
                            replacement_locations.insert(0, new_location)
 | 
						|
                            new_location = replacement_locations.pop()
 | 
						|
 | 
						|
                        new_location.item, old_location.item = old_location.item, new_location.item
 | 
						|
                        new_location.event, old_location.event = True, False
 | 
						|
                        logging.debug(f"Progression balancing moved {new_location.item} to {new_location}, "
 | 
						|
                                      f"displacing {old_location.item} in {old_location}")
 | 
						|
                        state.collect(new_location.item, True, new_location)
 | 
						|
                        replaced_items = True
 | 
						|
                    if replaced_items:
 | 
						|
                        for location in get_sphere_locations(state, [l for l in unlocked_locations if
 | 
						|
                                                                     l.player in balancing_players]):
 | 
						|
                            unchecked_locations.remove(location)
 | 
						|
                            reachable_locations_count[location.player] += 1
 | 
						|
                            sphere_locations.append(location)
 | 
						|
 | 
						|
            for location in sphere_locations:
 | 
						|
                if location.event and (world.keyshuffle[location.item.player] or not location.item.smallkey) and (
 | 
						|
                        world.bigkeyshuffle[location.item.player] or not location.item.bigkey):
 | 
						|
                    state.collect(location.item, True, location)
 | 
						|
            checked_locations.extend(sphere_locations)
 | 
						|
 | 
						|
            if world.has_beaten_game(state):
 | 
						|
                break
 | 
						|
            elif not sphere_locations:
 | 
						|
                raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
 |