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https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
make random world targeting smarter, in only considering possible unfilled locations
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58
Fill.py
58
Fill.py
@@ -1,12 +1,14 @@
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import logging
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import typing
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from BaseClasses import CollectionState
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from BaseClasses import CollectionState, PlandoItem
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from Items import ItemFactory
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class FillError(RuntimeError):
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pass
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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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@@ -339,3 +341,57 @@ def balance_multiworld_progression(world):
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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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def distribute_planned(world):
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world_name_lookup = {world.player_names[player_id][0]: player_id for player_id in world.player_ids}
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for player in world.player_ids:
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placement: PlandoItem
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for placement in world.plando_items[player]:
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item = ItemFactory(placement.item, player)
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target_world: int = placement.world
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if target_world is False or world.players == 1:
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target_world = player # in own world
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elif target_world is True: # in any other world
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unfilled = list(location for location in world.get_unfilled_locations_for_players(
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placement.location,
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set(world.player_ids) - {player}) if location.item_rule(item)
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)
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if not unfilled:
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raise FillError(f"Could not find a world with an unfilled location {placement.location}")
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target_world = world.random.choice(unfilled).player
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elif target_world is None: # any random world
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unfilled = list(location for location in world.get_unfilled_locations_for_players(
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placement.location,
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set(world.player_ids)) if location.item_rule(item)
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)
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if not unfilled:
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raise FillError(f"Could not find a world with an unfilled location {placement.location}")
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target_world = world.random.choice(unfilled).player
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elif type(target_world) == int: # target world by player id
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pass
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else: # find world by name
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target_world = world_name_lookup[target_world]
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location = world.get_location(placement.location, target_world)
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if location.item:
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raise Exception(f"Cannot place item into already filled location {location}.")
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if placement.from_pool:
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try:
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world.itempool.remove(item)
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except ValueError:
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logging.warning(f"Could not remove {item} from pool as it's already missing from it.")
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if location.can_fill(world.state, item, False):
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world.push_item(location, item, collect=False)
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location.event = True # flag location to be checked during fill
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location.locked = True
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logging.debug(f"Plando placed {item} at {location}")
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else:
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raise Exception(f"Can't place {item} at {location} due to fill condition not met.")
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