make random world targeting smarter, in only considering possible unfilled locations

This commit is contained in:
Fabian Dill
2021-01-04 15:14:20 +01:00
parent c24a376dd0
commit bd86a07115
3 changed files with 66 additions and 39 deletions

39
Main.py
View File

@@ -17,7 +17,7 @@ from EntranceShuffle import link_entrances, link_inverted_entrances, plando_conn
from Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, get_hash_string
from Rules import set_rules
from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive
from Fill import distribute_items_restrictive, flood_items, balance_multiworld_progression
from Fill import distribute_items_restrictive, flood_items, balance_multiworld_progression, distribute_planned
from ItemPool import generate_itempool, difficulties, fill_prizes
from Utils import output_path, parse_player_names, get_options, __version__, _version_tuple
import Patch
@@ -179,42 +179,7 @@ def main(args, seed=None):
logger.info("Running Item Plando")
world_name_lookup = {world.player_names[player_id][0]: player_id for player_id in world.player_ids}
for player in world.player_ids:
placement: PlandoItem
for placement in world.plando_items[player]:
target_world: int = placement.world
if target_world is False or world.players == 1:
target_world = player # in own world
elif target_world is True: # in any other world
target_world = player
while target_world == player:
target_world = world.random.randint(1, world.players + 1)
elif target_world is None: # any random world
target_world = world.random.randint(1, world.players + 1)
elif type(target_world) == int: # target world by player id
pass
else: # find world by name
target_world = world_name_lookup[target_world]
location = world.get_location(placement.location, target_world)
if location.item:
raise Exception(f"Cannot place item into already filled location {location}.")
item = ItemFactory(placement.item, player)
if placement.from_pool:
try:
world.itempool.remove(item)
except ValueError:
logger.warning(f"Could not remove {item} from pool as it's already missing from it.")
if location.can_fill(world.state, item, False):
world.push_item(location, item, collect=False)
location.event = True # flag location to be checked during fill
location.locked = True
logger.debug(f"Plando placed {item} at {location}")
else:
raise Exception(f"Can't place {item} at {location} due to fill condition not met.")
distribute_planned(world)
logger.info('Placing Dungeon Items.')