mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 12:11:33 -06:00
Core: Purge the evil (world: MultiWorld
) (#2749)
* Purge the evil * Some files didn't save * Fix a couple of missed string references * multi_world -> multiworld
This commit is contained in:
186
Fill.py
186
Fill.py
@@ -27,12 +27,12 @@ def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item]
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return new_state
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def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations: typing.List[Location],
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def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locations: typing.List[Location],
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item_pool: typing.List[Item], single_player_placement: bool = False, lock: bool = False,
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swap: bool = True, on_place: typing.Optional[typing.Callable[[Location], None]] = None,
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allow_partial: bool = False, allow_excluded: bool = False, name: str = "Unknown") -> None:
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"""
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:param world: Multiworld to be filled.
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:param multiworld: Multiworld to be filled.
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:param base_state: State assumed before fill.
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:param locations: Locations to be filled with item_pool
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:param item_pool: Items to fill into the locations
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@@ -68,7 +68,7 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
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maximum_exploration_state = sweep_from_pool(
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base_state, item_pool + unplaced_items)
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has_beaten_game = world.has_beaten_game(maximum_exploration_state)
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has_beaten_game = multiworld.has_beaten_game(maximum_exploration_state)
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while items_to_place:
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# if we have run out of locations to fill,break out of this loop
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@@ -80,8 +80,8 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
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spot_to_fill: typing.Optional[Location] = None
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# if minimal accessibility, only check whether location is reachable if game not beatable
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if world.worlds[item_to_place.player].options.accessibility == Accessibility.option_minimal:
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perform_access_check = not world.has_beaten_game(maximum_exploration_state,
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if multiworld.worlds[item_to_place.player].options.accessibility == Accessibility.option_minimal:
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perform_access_check = not multiworld.has_beaten_game(maximum_exploration_state,
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item_to_place.player) \
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if single_player_placement else not has_beaten_game
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else:
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@@ -122,11 +122,11 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
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# Verify placing this item won't reduce available locations, which would be a useless swap.
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prev_state = swap_state.copy()
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prev_loc_count = len(
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world.get_reachable_locations(prev_state))
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multiworld.get_reachable_locations(prev_state))
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swap_state.collect(item_to_place, True)
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new_loc_count = len(
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world.get_reachable_locations(swap_state))
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multiworld.get_reachable_locations(swap_state))
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if new_loc_count >= prev_loc_count:
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# Add this item to the existing placement, and
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@@ -156,7 +156,7 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
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else:
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unplaced_items.append(item_to_place)
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continue
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world.push_item(spot_to_fill, item_to_place, False)
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multiworld.push_item(spot_to_fill, item_to_place, False)
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spot_to_fill.locked = lock
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placements.append(spot_to_fill)
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spot_to_fill.event = item_to_place.advancement
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@@ -173,7 +173,7 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
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# validate all placements and remove invalid ones
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state = sweep_from_pool(base_state, [])
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for placement in placements:
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if world.accessibility[placement.item.player] != "minimal" and not placement.can_reach(state):
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if multiworld.accessibility[placement.item.player] != "minimal" and not placement.can_reach(state):
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placement.item.location = None
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unplaced_items.append(placement.item)
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placement.item = None
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@@ -188,7 +188,7 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
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if excluded_locations:
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for location in excluded_locations:
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location.progress_type = location.progress_type.DEFAULT
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fill_restrictive(world, base_state, excluded_locations, unplaced_items, single_player_placement, lock,
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fill_restrictive(multiworld, base_state, excluded_locations, unplaced_items, single_player_placement, lock,
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swap, on_place, allow_partial, False)
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for location in excluded_locations:
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if not location.item:
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@@ -196,7 +196,7 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
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if not allow_partial and len(unplaced_items) > 0 and len(locations) > 0:
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# There are leftover unplaceable items and locations that won't accept them
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if world.can_beat_game():
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if multiworld.can_beat_game():
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logging.warning(
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f'Not all items placed. Game beatable anyway. (Could not place {unplaced_items})')
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else:
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@@ -206,7 +206,7 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
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item_pool.extend(unplaced_items)
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def remaining_fill(world: MultiWorld,
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def remaining_fill(multiworld: MultiWorld,
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locations: typing.List[Location],
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itempool: typing.List[Item]) -> None:
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unplaced_items: typing.List[Item] = []
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@@ -261,7 +261,7 @@ def remaining_fill(world: MultiWorld,
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unplaced_items.append(item_to_place)
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continue
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world.push_item(spot_to_fill, item_to_place, False)
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multiworld.push_item(spot_to_fill, item_to_place, False)
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placements.append(spot_to_fill)
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placed += 1
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if not placed % 1000:
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@@ -278,19 +278,19 @@ def remaining_fill(world: MultiWorld,
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itempool.extend(unplaced_items)
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def fast_fill(world: MultiWorld,
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def fast_fill(multiworld: MultiWorld,
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item_pool: typing.List[Item],
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fill_locations: typing.List[Location]) -> typing.Tuple[typing.List[Item], typing.List[Location]]:
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placing = min(len(item_pool), len(fill_locations))
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for item, location in zip(item_pool, fill_locations):
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world.push_item(location, item, False)
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multiworld.push_item(location, item, False)
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return item_pool[placing:], fill_locations[placing:]
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def accessibility_corrections(world: MultiWorld, state: CollectionState, locations, pool=[]):
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def accessibility_corrections(multiworld: MultiWorld, state: CollectionState, locations, pool=[]):
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maximum_exploration_state = sweep_from_pool(state, pool)
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minimal_players = {player for player in world.player_ids if world.worlds[player].options.accessibility == "minimal"}
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unreachable_locations = [location for location in world.get_locations() if location.player in minimal_players and
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minimal_players = {player for player in multiworld.player_ids if multiworld.worlds[player].options.accessibility == "minimal"}
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unreachable_locations = [location for location in multiworld.get_locations() if location.player in minimal_players and
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not location.can_reach(maximum_exploration_state)]
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for location in unreachable_locations:
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if (location.item is not None and location.item.advancement and location.address is not None and not
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@@ -304,36 +304,36 @@ def accessibility_corrections(world: MultiWorld, state: CollectionState, locatio
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locations.append(location)
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if pool and locations:
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locations.sort(key=lambda loc: loc.progress_type != LocationProgressType.PRIORITY)
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fill_restrictive(world, state, locations, pool, name="Accessibility Corrections")
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fill_restrictive(multiworld, state, locations, pool, name="Accessibility Corrections")
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def inaccessible_location_rules(world: MultiWorld, state: CollectionState, locations):
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def inaccessible_location_rules(multiworld: MultiWorld, state: CollectionState, locations):
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maximum_exploration_state = sweep_from_pool(state)
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unreachable_locations = [location for location in locations if not location.can_reach(maximum_exploration_state)]
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if unreachable_locations:
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def forbid_important_item_rule(item: Item):
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return not ((item.classification & 0b0011) and world.worlds[item.player].options.accessibility != 'minimal')
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return not ((item.classification & 0b0011) and multiworld.worlds[item.player].options.accessibility != 'minimal')
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for location in unreachable_locations:
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add_item_rule(location, forbid_important_item_rule)
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def distribute_early_items(world: MultiWorld,
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def distribute_early_items(multiworld: MultiWorld,
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fill_locations: typing.List[Location],
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itempool: typing.List[Item]) -> typing.Tuple[typing.List[Location], typing.List[Item]]:
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""" returns new fill_locations and itempool """
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early_items_count: typing.Dict[typing.Tuple[str, int], typing.List[int]] = {}
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for player in world.player_ids:
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items = itertools.chain(world.early_items[player], world.local_early_items[player])
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for player in multiworld.player_ids:
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items = itertools.chain(multiworld.early_items[player], multiworld.local_early_items[player])
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for item in items:
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early_items_count[item, player] = [world.early_items[player].get(item, 0),
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world.local_early_items[player].get(item, 0)]
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early_items_count[item, player] = [multiworld.early_items[player].get(item, 0),
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multiworld.local_early_items[player].get(item, 0)]
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if early_items_count:
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early_locations: typing.List[Location] = []
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early_priority_locations: typing.List[Location] = []
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loc_indexes_to_remove: typing.Set[int] = set()
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base_state = world.state.copy()
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base_state.sweep_for_events(locations=(loc for loc in world.get_filled_locations() if loc.address is None))
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base_state = multiworld.state.copy()
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base_state.sweep_for_events(locations=(loc for loc in multiworld.get_filled_locations() if loc.address is None))
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for i, loc in enumerate(fill_locations):
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if loc.can_reach(base_state):
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if loc.progress_type == LocationProgressType.PRIORITY:
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@@ -345,8 +345,8 @@ def distribute_early_items(world: MultiWorld,
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early_prog_items: typing.List[Item] = []
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early_rest_items: typing.List[Item] = []
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early_local_prog_items: typing.Dict[int, typing.List[Item]] = {player: [] for player in world.player_ids}
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early_local_rest_items: typing.Dict[int, typing.List[Item]] = {player: [] for player in world.player_ids}
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early_local_prog_items: typing.Dict[int, typing.List[Item]] = {player: [] for player in multiworld.player_ids}
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early_local_rest_items: typing.Dict[int, typing.List[Item]] = {player: [] for player in multiworld.player_ids}
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item_indexes_to_remove: typing.Set[int] = set()
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for i, item in enumerate(itempool):
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if (item.name, item.player) in early_items_count:
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@@ -370,28 +370,28 @@ def distribute_early_items(world: MultiWorld,
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if len(early_items_count) == 0:
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break
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itempool = [item for i, item in enumerate(itempool) if i not in item_indexes_to_remove]
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for player in world.player_ids:
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for player in multiworld.player_ids:
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player_local = early_local_rest_items[player]
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fill_restrictive(world, base_state,
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fill_restrictive(multiworld, base_state,
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[loc for loc in early_locations if loc.player == player],
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player_local, lock=True, allow_partial=True, name=f"Local Early Items P{player}")
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if player_local:
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logging.warning(f"Could not fulfill rules of early items: {player_local}")
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early_rest_items.extend(early_local_rest_items[player])
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early_locations = [loc for loc in early_locations if not loc.item]
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fill_restrictive(world, base_state, early_locations, early_rest_items, lock=True, allow_partial=True,
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fill_restrictive(multiworld, base_state, early_locations, early_rest_items, lock=True, allow_partial=True,
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name="Early Items")
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early_locations += early_priority_locations
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for player in world.player_ids:
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for player in multiworld.player_ids:
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player_local = early_local_prog_items[player]
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fill_restrictive(world, base_state,
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fill_restrictive(multiworld, base_state,
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[loc for loc in early_locations if loc.player == player],
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player_local, lock=True, allow_partial=True, name=f"Local Early Progression P{player}")
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if player_local:
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logging.warning(f"Could not fulfill rules of early items: {player_local}")
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early_prog_items.extend(player_local)
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early_locations = [loc for loc in early_locations if not loc.item]
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fill_restrictive(world, base_state, early_locations, early_prog_items, lock=True, allow_partial=True,
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fill_restrictive(multiworld, base_state, early_locations, early_prog_items, lock=True, allow_partial=True,
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name="Early Progression")
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unplaced_early_items = early_rest_items + early_prog_items
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if unplaced_early_items:
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@@ -400,18 +400,18 @@ def distribute_early_items(world: MultiWorld,
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itempool += unplaced_early_items
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fill_locations.extend(early_locations)
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world.random.shuffle(fill_locations)
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multiworld.random.shuffle(fill_locations)
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return fill_locations, itempool
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def distribute_items_restrictive(world: MultiWorld) -> None:
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fill_locations = sorted(world.get_unfilled_locations())
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world.random.shuffle(fill_locations)
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def distribute_items_restrictive(multiworld: MultiWorld) -> None:
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fill_locations = sorted(multiworld.get_unfilled_locations())
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multiworld.random.shuffle(fill_locations)
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# get items to distribute
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itempool = sorted(world.itempool)
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world.random.shuffle(itempool)
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itempool = sorted(multiworld.itempool)
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multiworld.random.shuffle(itempool)
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fill_locations, itempool = distribute_early_items(world, fill_locations, itempool)
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fill_locations, itempool = distribute_early_items(multiworld, fill_locations, itempool)
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progitempool: typing.List[Item] = []
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usefulitempool: typing.List[Item] = []
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@@ -425,7 +425,7 @@ def distribute_items_restrictive(world: MultiWorld) -> None:
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else:
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filleritempool.append(item)
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call_all(world, "fill_hook", progitempool, usefulitempool, filleritempool, fill_locations)
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call_all(multiworld, "fill_hook", progitempool, usefulitempool, filleritempool, fill_locations)
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locations: typing.Dict[LocationProgressType, typing.List[Location]] = {
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loc_type: [] for loc_type in LocationProgressType}
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@@ -446,34 +446,34 @@ def distribute_items_restrictive(world: MultiWorld) -> None:
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if prioritylocations:
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# "priority fill"
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fill_restrictive(world, world.state, prioritylocations, progitempool, swap=False, on_place=mark_for_locking,
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fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool, swap=False, on_place=mark_for_locking,
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name="Priority")
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accessibility_corrections(world, world.state, prioritylocations, progitempool)
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accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool)
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defaultlocations = prioritylocations + defaultlocations
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if progitempool:
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# "advancement/progression fill"
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fill_restrictive(world, world.state, defaultlocations, progitempool, name="Progression")
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fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, name="Progression")
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if progitempool:
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raise FillError(
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f'Not enough locations for progress items. There are {len(progitempool)} more items than locations')
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accessibility_corrections(world, world.state, defaultlocations)
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accessibility_corrections(multiworld, multiworld.state, defaultlocations)
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for location in lock_later:
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if location.item:
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location.locked = True
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del mark_for_locking, lock_later
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inaccessible_location_rules(world, world.state, defaultlocations)
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inaccessible_location_rules(multiworld, multiworld.state, defaultlocations)
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remaining_fill(world, excludedlocations, filleritempool)
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remaining_fill(multiworld, excludedlocations, filleritempool)
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if excludedlocations:
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raise FillError(
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f"Not enough filler items for excluded locations. There are {len(excludedlocations)} more locations than items")
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restitempool = filleritempool + usefulitempool
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remaining_fill(world, defaultlocations, restitempool)
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remaining_fill(multiworld, defaultlocations, restitempool)
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unplaced = restitempool
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unfilled = defaultlocations
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@@ -481,40 +481,40 @@ def distribute_items_restrictive(world: MultiWorld) -> None:
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if unplaced or unfilled:
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logging.warning(
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f'Unplaced items({len(unplaced)}): {unplaced} - Unfilled Locations({len(unfilled)}): {unfilled}')
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items_counter = Counter(location.item.player for location in world.get_locations() if location.item)
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locations_counter = Counter(location.player for location in world.get_locations())
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items_counter = Counter(location.item.player for location in multiworld.get_locations() if location.item)
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locations_counter = Counter(location.player for location in multiworld.get_locations())
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items_counter.update(item.player for item in unplaced)
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locations_counter.update(location.player for location in unfilled)
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print_data = {"items": items_counter, "locations": locations_counter}
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logging.info(f'Per-Player counts: {print_data})')
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def flood_items(world: MultiWorld) -> None:
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def flood_items(multiworld: MultiWorld) -> None:
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# get items to distribute
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world.random.shuffle(world.itempool)
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itempool = world.itempool
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multiworld.random.shuffle(multiworld.itempool)
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itempool = multiworld.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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multiworld.state.sweep_for_events()
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# fill world from top of itempool while we can
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# fill multiworld 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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world.random.shuffle(location_list)
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location_list = multiworld.get_unfilled_locations()
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multiworld.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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if location.can_fill(multiworld.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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multiworld.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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if len(multiworld.get_reachable_locations()) == len(multiworld.get_locations()):
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progress_done = True
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continue
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@@ -524,7 +524,7 @@ def flood_items(world: MultiWorld) -> 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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if multiworld.unlocks_new_location(item):
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item_to_place = item
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break
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@@ -537,15 +537,15 @@ def flood_items(world: MultiWorld) -> None:
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raise FillError('No more progress items left to place.')
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||||
# find item to replace with progress item
|
||||
location_list = world.get_reachable_locations()
|
||||
world.random.shuffle(location_list)
|
||||
location_list = multiworld.get_reachable_locations()
|
||||
multiworld.random.shuffle(location_list)
|
||||
for location in location_list:
|
||||
if location.item is not None and not location.item.advancement:
|
||||
# safe to replace
|
||||
replace_item = location.item
|
||||
replace_item.location = None
|
||||
itempool.append(replace_item)
|
||||
world.push_item(location, item_to_place, True)
|
||||
multiworld.push_item(location, item_to_place, True)
|
||||
itempool.remove(item_to_place)
|
||||
break
|
||||
|
||||
@@ -755,7 +755,7 @@ def swap_location_item(location_1: Location, location_2: Location, check_locked:
|
||||
location_1.event, location_2.event = location_2.event, location_1.event
|
||||
|
||||
|
||||
def distribute_planned(world: MultiWorld) -> None:
|
||||
def distribute_planned(multiworld: MultiWorld) -> None:
|
||||
def warn(warning: str, force: typing.Union[bool, str]) -> None:
|
||||
if force in [True, 'fail', 'failure', 'none', False, 'warn', 'warning']:
|
||||
logging.warning(f'{warning}')
|
||||
@@ -768,24 +768,24 @@ def distribute_planned(world: MultiWorld) -> None:
|
||||
else:
|
||||
warn(warning, force)
|
||||
|
||||
swept_state = world.state.copy()
|
||||
swept_state = multiworld.state.copy()
|
||||
swept_state.sweep_for_events()
|
||||
reachable = frozenset(world.get_reachable_locations(swept_state))
|
||||
reachable = frozenset(multiworld.get_reachable_locations(swept_state))
|
||||
early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
|
||||
non_early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
|
||||
for loc in world.get_unfilled_locations():
|
||||
for loc in multiworld.get_unfilled_locations():
|
||||
if loc in reachable:
|
||||
early_locations[loc.player].append(loc.name)
|
||||
else: # not reachable with swept state
|
||||
non_early_locations[loc.player].append(loc.name)
|
||||
|
||||
world_name_lookup = world.world_name_lookup
|
||||
world_name_lookup = multiworld.world_name_lookup
|
||||
|
||||
block_value = typing.Union[typing.List[str], typing.Dict[str, typing.Any], str]
|
||||
plando_blocks: typing.List[typing.Dict[str, typing.Any]] = []
|
||||
player_ids = set(world.player_ids)
|
||||
player_ids = set(multiworld.player_ids)
|
||||
for player in player_ids:
|
||||
for block in world.plando_items[player]:
|
||||
for block in multiworld.plando_items[player]:
|
||||
block['player'] = player
|
||||
if 'force' not in block:
|
||||
block['force'] = 'silent'
|
||||
@@ -799,12 +799,12 @@ def distribute_planned(world: MultiWorld) -> None:
|
||||
else:
|
||||
target_world = block['world']
|
||||
|
||||
if target_world is False or world.players == 1: # target own world
|
||||
if target_world is False or multiworld.players == 1: # target own world
|
||||
worlds: typing.Set[int] = {player}
|
||||
elif target_world is True: # target any worlds besides own
|
||||
worlds = set(world.player_ids) - {player}
|
||||
worlds = set(multiworld.player_ids) - {player}
|
||||
elif target_world is None: # target all worlds
|
||||
worlds = set(world.player_ids)
|
||||
worlds = set(multiworld.player_ids)
|
||||
elif type(target_world) == list: # list of target worlds
|
||||
worlds = set()
|
||||
for listed_world in target_world:
|
||||
@@ -814,9 +814,9 @@ def distribute_planned(world: MultiWorld) -> None:
|
||||
continue
|
||||
worlds.add(world_name_lookup[listed_world])
|
||||
elif type(target_world) == int: # target world by slot number
|
||||
if target_world not in range(1, world.players + 1):
|
||||
if target_world not in range(1, multiworld.players + 1):
|
||||
failed(
|
||||
f"Cannot place item in world {target_world} as it is not in range of (1, {world.players})",
|
||||
f"Cannot place item in world {target_world} as it is not in range of (1, {multiworld.players})",
|
||||
block['force'])
|
||||
continue
|
||||
worlds = {target_world}
|
||||
@@ -844,7 +844,7 @@ def distribute_planned(world: MultiWorld) -> None:
|
||||
item_list: typing.List[str] = []
|
||||
for key, value in items.items():
|
||||
if value is True:
|
||||
value = world.itempool.count(world.worlds[player].create_item(key))
|
||||
value = multiworld.itempool.count(multiworld.worlds[player].create_item(key))
|
||||
item_list += [key] * value
|
||||
items = item_list
|
||||
if isinstance(items, str):
|
||||
@@ -894,17 +894,17 @@ def distribute_planned(world: MultiWorld) -> None:
|
||||
count = block['count']
|
||||
failed(f"Plando count {count} greater than locations specified", block['force'])
|
||||
block['count'] = len(block['locations'])
|
||||
block['count']['target'] = world.random.randint(block['count']['min'], block['count']['max'])
|
||||
block['count']['target'] = multiworld.random.randint(block['count']['min'], block['count']['max'])
|
||||
|
||||
if block['count']['target'] > 0:
|
||||
plando_blocks.append(block)
|
||||
|
||||
# shuffle, but then sort blocks by number of locations minus number of items,
|
||||
# so less-flexible blocks get priority
|
||||
world.random.shuffle(plando_blocks)
|
||||
multiworld.random.shuffle(plando_blocks)
|
||||
plando_blocks.sort(key=lambda block: (len(block['locations']) - block['count']['target']
|
||||
if len(block['locations']) > 0
|
||||
else len(world.get_unfilled_locations(player)) - block['count']['target']))
|
||||
else len(multiworld.get_unfilled_locations(player)) - block['count']['target']))
|
||||
|
||||
for placement in plando_blocks:
|
||||
player = placement['player']
|
||||
@@ -915,19 +915,19 @@ def distribute_planned(world: MultiWorld) -> None:
|
||||
maxcount = placement['count']['target']
|
||||
from_pool = placement['from_pool']
|
||||
|
||||
candidates = list(world.get_unfilled_locations_for_players(locations, sorted(worlds)))
|
||||
world.random.shuffle(candidates)
|
||||
world.random.shuffle(items)
|
||||
candidates = list(multiworld.get_unfilled_locations_for_players(locations, sorted(worlds)))
|
||||
multiworld.random.shuffle(candidates)
|
||||
multiworld.random.shuffle(items)
|
||||
count = 0
|
||||
err: typing.List[str] = []
|
||||
successful_pairs: typing.List[typing.Tuple[Item, Location]] = []
|
||||
for item_name in items:
|
||||
item = world.worlds[player].create_item(item_name)
|
||||
item = multiworld.worlds[player].create_item(item_name)
|
||||
for location in reversed(candidates):
|
||||
if (location.address is None) == (item.code is None): # either both None or both not None
|
||||
if not location.item:
|
||||
if location.item_rule(item):
|
||||
if location.can_fill(world.state, item, False):
|
||||
if location.can_fill(multiworld.state, item, False):
|
||||
successful_pairs.append((item, location))
|
||||
candidates.remove(location)
|
||||
count = count + 1
|
||||
@@ -945,21 +945,21 @@ def distribute_planned(world: MultiWorld) -> None:
|
||||
if count < placement['count']['min']:
|
||||
m = placement['count']['min']
|
||||
failed(
|
||||
f"Plando block failed to place {m - count} of {m} item(s) for {world.player_name[player]}, error(s): {' '.join(err)}",
|
||||
f"Plando block failed to place {m - count} of {m} item(s) for {multiworld.player_name[player]}, error(s): {' '.join(err)}",
|
||||
placement['force'])
|
||||
for (item, location) in successful_pairs:
|
||||
world.push_item(location, item, collect=False)
|
||||
multiworld.push_item(location, item, collect=False)
|
||||
location.event = True # flag location to be checked during fill
|
||||
location.locked = True
|
||||
logging.debug(f"Plando placed {item} at {location}")
|
||||
if from_pool:
|
||||
try:
|
||||
world.itempool.remove(item)
|
||||
multiworld.itempool.remove(item)
|
||||
except ValueError:
|
||||
warn(
|
||||
f"Could not remove {item} from pool for {world.player_name[player]} as it's already missing from it.",
|
||||
f"Could not remove {item} from pool for {multiworld.player_name[player]} as it's already missing from it.",
|
||||
placement['force'])
|
||||
|
||||
except Exception as e:
|
||||
raise Exception(
|
||||
f"Error running plando for player {player} ({world.player_name[player]})") from e
|
||||
f"Error running plando for player {player} ({multiworld.player_name[player]})") from e
|
||||
|
Reference in New Issue
Block a user