SMZ3: Fix forced fill behaviors (GT junk fill, initial Super/PB front fill) (#5361)

* SMZ3: Make GT fill behave like upstream SMZ3 multiworld GT fill

This means: All items local, 50% guaranteed filler, followed by possible
useful items, never progression.

* Fix item links

* SMZ3: Ensure in all cases, we remove the right item from the pool

Previously front fill would cause erratic errors on frozen, with the
cause immediately revealed by, on source, tripping the assert that was
added in #5109

* SMZ3: Truly, *properly* fix GT junk fill

After hours of diving deep into the upstream SMZ3 randomizer, it finally
behaves identically to how it does there
This commit is contained in:
Kaito Sinclaire
2025-10-02 17:05:29 -07:00
committed by GitHub
parent 6d7abb3780
commit 83cfb803a7
3 changed files with 33 additions and 36 deletions

View File

@@ -424,7 +424,6 @@ class Item:
]
for item in itemPool:
item.Progression = True
item.World = world
return itemPool
@@ -439,7 +438,6 @@ class Item:
]
for item in itemPool:
item.Progression = True
item.World = world
return itemPool

View File

@@ -145,8 +145,12 @@ class GanonsTower(Z3Region):
def CanFill(self, item: Item):
if (self.Config.Multiworld):
# changed for AP becuase upstream only uses CanFill for filling progression-related items
# note that item.Progression does not include all items with progression classification
# item.World will be None for item created by create_item for item links
if (item.World is not None and (item.World != self.world or item.Progression)):
if (item.World is not None and item.World != self.world and (item.Progression or item.IsDungeonItem() or item.IsKeycard() or item.IsSmMap())):
return False
if (item.World is not None and item.World == self.world and item.Progression):
return False
if (self.Config.Keysanity and not ((item.Type == ItemType.BigKeyGT or item.Type == ItemType.KeyGT) and item.World == self.world) and (item.IsKey() or item.IsBigKey() or item.IsKeycard())):
return False

View File

@@ -260,13 +260,19 @@ class SMZ3World(World):
l.always_allow = lambda state, item, loc=loc: \
item.game == "SMZ3" and \
loc.alwaysAllow(item.item, state.smz3state[self.player])
old_rule = l.item_rule
l.item_rule = lambda item, loc=loc, region=region: (\
l.item_rule = lambda item, loc=loc, region=region, old_rule=l.item_rule: (\
item.game != "SMZ3" or \
loc.allow(item.item, None) and \
region.CanFill(item.item)) and old_rule(item)
set_rule(l, lambda state, loc=loc: loc.Available(state.smz3state[self.player]))
# In multiworlds, GT is disallowed from having progression items.
# This item rule replicates this behavior for non-SMZ3 games
for loc in self.smz3World.GetRegion("Ganon's Tower").Locations:
l = self.locations[loc.Name]
l.item_rule = lambda item, old_rule=l.item_rule: \
(item.game == "SMZ3" or not item.advancement) and old_rule(item)
def create_regions(self):
self.create_locations(self.player)
startRegion = self.create_region(self.multiworld, self.player, 'Menu')
@@ -589,29 +595,18 @@ class SMZ3World(World):
]))
def JunkFillGT(self, factor):
poolLength = len(self.multiworld.itempool)
junkPoolIdx = [i for i in range(0, poolLength)
if self.multiworld.itempool[i].classification in (ItemClassification.filler, ItemClassification.trap)]
junkPoolIdx = [idx for idx, i in enumerate(self.multiworld.itempool) if i.excludable]
self.random.shuffle(junkPoolIdx)
junkLocations = [loc for loc in self.locations.values() if loc.name in self.locationNamesGT and loc.item is None]
self.random.shuffle(junkLocations)
toRemove = []
for loc in self.locations.values():
# commenting this for now since doing a partial GT pre fill would allow for non SMZ3 progression in GT
# which isnt desirable (SMZ3 logic only filters for SMZ3 items). Having progression in GT can only happen in Single Player.
# if len(toRemove) >= int(len(self.locationNamesGT) * factor * self.smz3World.TowerCrystals / 7):
# break
if loc.name in self.locationNamesGT and loc.item is None:
poolLength = len(junkPoolIdx)
# start looking at a random starting index and loop at start if no match found
start = self.multiworld.random.randint(0, poolLength)
itemFromPool = None
for off in range(0, poolLength):
i = (start + off) % poolLength
candidate = self.multiworld.itempool[junkPoolIdx[i]]
if junkPoolIdx[i] not in toRemove and loc.can_fill(self.multiworld.state, candidate, False):
itemFromPool = candidate
toRemove.append(junkPoolIdx[i])
for loc in junkLocations:
# Note: Upstream GT junk fill uses FastFill, which ignores item rules
if len(junkPoolIdx) == 0 or len(toRemove) >= int(len(junkLocations) * factor * self.smz3World.TowerCrystals / 7):
break
assert itemFromPool is not None, "Can't find anymore item(s) to pre fill GT"
self.multiworld.push_item(loc, itemFromPool, False)
itemFromPool = self.multiworld.itempool[junkPoolIdx[0]]
toRemove.append(junkPoolIdx.pop(0))
loc.place_locked_item(itemFromPool)
toRemove.sort(reverse = True)
for i in toRemove:
self.multiworld.itempool.pop(i)
@@ -622,15 +617,15 @@ class SMZ3World(World):
raise Exception(f"Tried to place item {itemType} at {location.Name}, but there is no such item in the item pool")
else:
location.Item = itemToPlace
itemFromPool = next((i for i in self.multiworld.itempool if i.player == self.player and i.name == itemToPlace.Type.name), None)
if itemFromPool is not None:
itemPoolIdx = next((idx for idx, i in enumerate(self.multiworld.itempool) if i.player == self.player and i.name == itemToPlace.Type.name), None)
if itemPoolIdx is not None:
itemFromPool = self.multiworld.itempool.pop(itemPoolIdx)
self.multiworld.get_location(location.Name, self.player).place_locked_item(itemFromPool)
self.multiworld.itempool.remove(itemFromPool)
else:
itemFromPool = next((i for i in self.smz3DungeonItems if i.player == self.player and i.name == itemToPlace.Type.name), None)
if itemFromPool is not None:
itemPoolIdx = next((idx for idx, i in enumerate(self.smz3DungeonItems) if i.player == self.player and i.name == itemToPlace.Type.name), None)
if itemPoolIdx is not None:
itemFromPool = self.smz3DungeonItems.pop(itemPoolIdx)
self.multiworld.get_location(location.Name, self.player).place_locked_item(itemFromPool)
self.smz3DungeonItems.remove(itemFromPool)
itemPool.remove(itemToPlace)
def FrontFillItemInOwnWorld(self, itemPool, itemType):
@@ -640,10 +635,10 @@ class SMZ3World(World):
raise Exception(f"Tried to front fill {item.Name} in, but no location was available")
location.Item = item
itemFromPool = next((i for i in self.multiworld.itempool if i.player == self.player and i.name == item.Type.name and i.advancement == item.Progression), None)
if itemFromPool is not None:
itemPoolIdx = next((idx for idx, i in enumerate(self.multiworld.itempool) if i.player == self.player and i.name == item.Type.name and i.advancement == item.Progression), None)
if itemPoolIdx is not None:
itemFromPool = self.multiworld.itempool.pop(itemPoolIdx)
self.multiworld.get_location(location.Name, self.player).place_locked_item(itemFromPool)
self.multiworld.itempool.remove(itemFromPool)
itemPool.remove(item)
def InitialFillInOwnWorld(self):