Pokemon Emerald: Fix pre-fill problems (#4686)

Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
This commit is contained in:
Bryce Wilson
2025-04-01 09:12:43 -07:00
committed by GitHub
parent 14416b1050
commit 5a6b02dbd3
2 changed files with 91 additions and 76 deletions

View File

@@ -14,6 +14,9 @@ _not_ used for logical access (the seed will never require you to catch somethin
- Now excludes the location "Navel Rock Top - Hidden Item Sacred Ash" if your goal is Champion and you didn't randomize
event tickets.
- Fixed handling of shuffle option for badges/HMs in the case that the player sets those items to nonlocal or uses
plando to put an item in one of those locations, or in the case that fill gets itself stuck on these items and has to
retry.
# 2.3.0

View File

@@ -8,7 +8,7 @@ import os
import pkgutil
from typing import Any, Set, List, Dict, Optional, Tuple, ClassVar, TextIO, Union
from BaseClasses import ItemClassification, MultiWorld, Tutorial, LocationProgressType
from BaseClasses import CollectionState, ItemClassification, MultiWorld, Tutorial, LocationProgressType
from Fill import FillError, fill_restrictive
from Options import OptionError, Toggle
import settings
@@ -100,6 +100,7 @@ class PokemonEmeraldWorld(World):
required_client_version = (0, 4, 6)
item_pool: List[PokemonEmeraldItem]
badge_shuffle_info: Optional[List[Tuple[PokemonEmeraldLocation, PokemonEmeraldItem]]]
hm_shuffle_info: Optional[List[Tuple[PokemonEmeraldLocation, PokemonEmeraldItem]]]
free_fly_location_id: int
@@ -185,7 +186,7 @@ class PokemonEmeraldWorld(World):
# In race mode we don't patch any item location information into the ROM
if self.multiworld.is_race and not self.options.remote_items:
logging.warning("Pokemon Emerald: Forcing Player %s (%s) to use remote items due to race mode.",
logging.warning("Pokemon Emerald: Forcing player %s (%s) to use remote items due to race mode.",
self.player, self.player_name)
self.options.remote_items.value = Toggle.option_true
@@ -197,7 +198,7 @@ class PokemonEmeraldWorld(World):
# Prevent setting the number of required legendaries higher than the number of enabled legendaries
if self.options.legendary_hunt_count.value > len(self.options.allowed_legendary_hunt_encounters.value):
logging.warning("Pokemon Emerald: Legendary hunt count for Player %s (%s) higher than number of allowed "
logging.warning("Pokemon Emerald: Legendary hunt count for player %s (%s) higher than number of allowed "
"legendary encounters. Reducing to number of allowed encounters.", self.player,
self.player_name)
self.options.legendary_hunt_count.value = len(self.options.allowed_legendary_hunt_encounters.value)
@@ -234,10 +235,17 @@ class PokemonEmeraldWorld(World):
max_norman_count = 4
if self.options.norman_count.value > max_norman_count:
logging.warning("Pokemon Emerald: Norman requirements for Player %s (%s) are unsafe in combination with "
logging.warning("Pokemon Emerald: Norman requirements for player %s (%s) are unsafe in combination with "
"other settings. Reducing to 4.", self.player, self.player_name)
self.options.norman_count.value = max_norman_count
# Shuffled badges/hms will always be placed locally, so add them to local_items
if self.options.badges == RandomizeBadges.option_shuffle:
self.options.local_items.value.update(self.item_name_groups["Badge"])
if self.options.hms == RandomizeHms.option_shuffle:
self.options.local_items.value.update(self.item_name_groups["HM"])
def create_regions(self) -> None:
from .regions import create_regions
all_regions = create_regions(self)
@@ -377,12 +385,11 @@ class PokemonEmeraldWorld(World):
item_locations = [location for location in item_locations if emerald_data.locations[location.key].category not in filter_categories]
default_itempool = [self.create_item_by_code(location.default_item_code) for location in item_locations]
# Take the itempool as-is
if self.options.item_pool_type == ItemPoolType.option_shuffled:
self.multiworld.itempool += default_itempool
# Recreate the itempool from random items
# Take the itempool as-is
self.item_pool = default_itempool
elif self.options.item_pool_type in (ItemPoolType.option_diverse, ItemPoolType.option_diverse_balanced):
# Recreate the itempool from random items
item_categories = ["Ball", "Healing", "Rare Candy", "Vitamin", "Evolution Stone",
"Money", "TM", "Held", "Misc", "Berry"]
@@ -392,6 +399,7 @@ class PokemonEmeraldWorld(World):
if not item.advancement:
item_category_counter.update([tag for tag in item.tags if tag in item_categories])
self.item_pool = []
item_category_weights = [item_category_counter.get(category) for category in item_categories]
item_category_weights = [weight if weight is not None else 0 for weight in item_category_weights]
@@ -436,19 +444,10 @@ class PokemonEmeraldWorld(World):
item_code = self.random.choice(fill_item_candidates_by_category[category])
item = self.create_item_by_code(item_code)
self.multiworld.itempool.append(item)
self.item_pool.append(item)
def set_rules(self) -> None:
from .rules import set_rules
set_rules(self)
self.multiworld.itempool += self.item_pool
def generate_basic(self) -> None:
# Create auth
# self.auth = self.random.randbytes(16) # Requires >=3.9
self.auth = self.random.getrandbits(16 * 8).to_bytes(16, "little")
randomize_types(self)
randomize_wild_encounters(self)
set_free_fly(self)
set_legendary_cave_entrances(self)
@@ -475,9 +474,20 @@ class PokemonEmeraldWorld(World):
if not self.options.key_items:
convert_unrandomized_items_to_events(LocationCategory.KEY)
def pre_fill(self) -> None:
# Badges and HMs that are set to shuffle need to be placed at
# their own subset of locations
def set_rules(self):
from .rules import set_rules
set_rules(self)
def connect_entrances(self):
randomize_wild_encounters(self)
self.shuffle_badges_hms()
# For entrance randomization, disconnect entrances here, randomize map, then
# undo badge/HM placement and re-shuffle them in the new map.
def shuffle_badges_hms(self) -> None:
my_progression_items = [item for item in self.item_pool if item.advancement]
my_locations = list(self.get_locations())
if self.options.badges == RandomizeBadges.option_shuffle:
badge_locations: List[PokemonEmeraldLocation]
badge_items: List[PokemonEmeraldItem]
@@ -502,41 +512,20 @@ class PokemonEmeraldWorld(World):
badge_priority["Knuckle Badge"] = 0
badge_items.sort(key=lambda item: badge_priority.get(item.name, 0))
# Un-exclude badge locations, since we need to put progression items on them
for location in badge_locations:
location.progress_type = LocationProgressType.DEFAULT \
if location.progress_type == LocationProgressType.EXCLUDED \
else location.progress_type
collection_state = self.multiworld.get_all_state(False)
# If HM shuffle is on, HMs are not placed and not in the pool, so
# `get_all_state` did not contain them. Collect them manually for
# this fill. We know that they will be included in all state after
# this stage.
# Build state
state = CollectionState(self.multiworld)
for item in my_progression_items:
state.collect(item, True)
# If HM shuffle is on, HMs are neither placed in locations nor in
# the item pool, so we also need to collect them.
if self.hm_shuffle_info is not None:
for _, item in self.hm_shuffle_info:
collection_state.collect(item)
state.collect(item, True)
state.sweep_for_advancements(my_locations)
# In specific very constrained conditions, fill_restrictive may run
# out of swaps before it finds a valid solution if it gets unlucky.
# This is a band-aid until fill/swap can reliably find those solutions.
attempts_remaining = 2
while attempts_remaining > 0:
attempts_remaining -= 1
self.random.shuffle(badge_locations)
try:
fill_restrictive(self.multiworld, collection_state, badge_locations, badge_items,
single_player_placement=True, lock=True, allow_excluded=True)
break
except FillError as exc:
if attempts_remaining == 0:
raise exc
# Shuffle badges
self.fill_subset_with_retries(badge_items, badge_locations, state)
logging.debug(f"Failed to shuffle badges for player {self.player}. Retrying.")
continue
# Badges are guaranteed to be either placed or in the multiworld's itempool now
if self.options.hms == RandomizeHms.option_shuffle:
hm_locations: List[PokemonEmeraldLocation]
hm_items: List[PokemonEmeraldItem]
@@ -559,33 +548,56 @@ class PokemonEmeraldWorld(World):
if self.options.badges == RandomizeBadges.option_vanilla and \
self.options.require_flash in (DarkCavesRequireFlash.option_both, DarkCavesRequireFlash.option_only_granite_cave):
hm_priority["HM05 Flash"] = 0
hm_items.sort(key=lambda item: hm_priority.get(item.name, 0))
hm_items.sort(key=lambda item: hm_priority.get(item.name, 0), reverse=True)
# Un-exclude HM locations, since we need to put progression items on them
for location in hm_locations:
location.progress_type = LocationProgressType.DEFAULT \
if location.progress_type == LocationProgressType.EXCLUDED \
else location.progress_type
# Build state
# Badges are either in the item pool, or already placed and collected during sweep
state = CollectionState(self.multiworld)
for item in my_progression_items:
state.collect(item, True)
state.sweep_for_advancements(my_locations)
collection_state = self.multiworld.get_all_state(False)
# Shuffle HMs
self.fill_subset_with_retries(hm_items, hm_locations, state)
# In specific very constrained conditions, fill_restrictive may run
# out of swaps before it finds a valid solution if it gets unlucky.
# This is a band-aid until fill/swap can reliably find those solutions.
attempts_remaining = 2
while attempts_remaining > 0:
attempts_remaining -= 1
self.random.shuffle(hm_locations)
try:
fill_restrictive(self.multiworld, collection_state, hm_locations, hm_items,
single_player_placement=True, lock=True, allow_excluded=True)
break
except FillError as exc:
if attempts_remaining == 0:
raise exc
def fill_subset_with_retries(self, items: list[PokemonEmeraldItem], locations: list[PokemonEmeraldLocation], state: CollectionState):
# Un-exclude locations, since we need to put progression items on them
for location in locations:
location.progress_type = LocationProgressType.DEFAULT \
if location.progress_type == LocationProgressType.EXCLUDED \
else location.progress_type
logging.debug(f"Failed to shuffle HMs for player {self.player}. Retrying.")
continue
# In specific very constrained conditions, `fill_restrictive` may run
# out of swaps before it finds a valid solution if it gets unlucky.
attempts_remaining = 2
while attempts_remaining > 0:
attempts_remaining -= 1
locations_copy = locations.copy()
items_copy = items.copy()
self.random.shuffle(locations_copy)
try:
fill_restrictive(self.multiworld, state, locations_copy, items_copy, single_player_placement=True,
lock=True)
break
except FillError as exc:
if attempts_remaining <= 0:
raise exc
# Undo partial item placement
for location in locations:
location.locked = False
if location.item is not None:
location.item.location = None
location.item = None
logging.debug(f"Failed to shuffle items for player {self.player} ({self.player_name}). Retrying.")
continue
def generate_basic(self) -> None:
# Create auth
self.auth = self.random.randbytes(16)
randomize_types(self)
def generate_output(self, output_directory: str) -> None:
self.modified_trainers = copy.deepcopy(emerald_data.trainers)