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:
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items_to_replace.append(testing)
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replaced_items = False
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replacement_locations = [l for l in checked_locations if not l.event and not l.locked]
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while replacement_locations and items_to_replace:
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new_location = replacement_locations.pop()
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old_location = items_to_replace.pop()
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while not new_location.can_fill(state, old_location.item, False) or (
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new_location.item and not old_location.can_fill(state, new_location.item, False)):
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replacement_locations.insert(0, new_location)
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new_location = replacement_locations.pop()
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new_location.item, old_location.item = old_location.item, new_location.item
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new_location.event, old_location.event = True, False
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logging.debug(f"Progression balancing moved {new_location.item} to {new_location}, "
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f"displacing {old_location.item} in {old_location}")
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state.collect(new_location.item, True, new_location)
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replaced_items = True
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if replaced_items:
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for location in get_sphere_locations(state, [l for l in unlocked_locations if
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l.player in balancing_players]):
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unchecked_locations.remove(location)
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reachable_locations_count[location.player] += 1
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sphere_locations.append(location)
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for location in sphere_locations:
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if location.event and (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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state.collect(location.item, True, location)
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checked_locations.extend(sphere_locations)
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if world.has_beaten_game(state):
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break
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elif not sphere_locations:
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raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
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