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https://github.com/MarioSpore/Grinch-AP.git
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variable-progression-balancing (#356)
This commit is contained in:
50
Fill.py
50
Fill.py
@@ -305,16 +305,21 @@ def flood_items(world: MultiWorld) -> None:
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def balance_multiworld_progression(world: MultiWorld) -> None:
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# A system to reduce situations where players have no checks remaining, popularly known as "BK mode."
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# Overall progression balancing algorithm:
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# Overall progression balancing algorithm:
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# Gather up all locations in a sphere.
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# Define a threshold value based on the player with the most available locations.
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# If other players are below the threshold value, swap progression in this sphere into earlier spheres,
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# which gives more locations available by this sphere.
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balanceable_players: typing.Set[int] = {player for player in world.player_ids if world.progression_balancing[player]}
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balanceable_players: typing.Dict[int, float] = {
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player: world.progression_balancing[player] / 100
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for player in world.player_ids
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if world.progression_balancing[player] > 0
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}
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if not balanceable_players:
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logging.info('Skipping multiworld progression balancing.')
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else:
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logging.info(f'Balancing multiworld progression for {len(balanceable_players)} Players.')
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logging.debug(balanceable_players)
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state: CollectionState = CollectionState(world)
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checked_locations: typing.Set[Location] = set()
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unchecked_locations: typing.Set[Location] = set(world.get_locations())
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@@ -324,10 +329,16 @@ def balance_multiworld_progression(world: MultiWorld) -> None:
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for player in world.player_ids
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if len(world.get_filled_locations(player)) != 0
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}
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total_locations_count: Counter = Counter(location.player for location in world.get_locations() if
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not location.locked)
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balanceable_players = {player for player in balanceable_players if
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total_locations_count[player]}
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total_locations_count: typing.Counter[int] = Counter(
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location.player
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for location in world.get_locations()
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if not location.locked
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)
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balanceable_players = {
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player: balanceable_players[player]
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for player in balanceable_players
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if total_locations_count[player]
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}
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sphere_num: int = 1
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moved_item_count: int = 0
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@@ -359,13 +370,19 @@ def balance_multiworld_progression(world: MultiWorld) -> None:
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sphere_num += 1
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if checked_locations:
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# The 10% threshold can be modified for "progression balancing strength"
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# right now it approximates the old 20/216 bound.
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threshold_percentage = max(map(lambda p: item_percentage(p, reachable_locations_count[p]),
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reachable_locations_count)) - 0.10
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logging.debug(f"Threshold: {threshold_percentage}")
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balancing_players = {player for player, reachables in reachable_locations_count.items() if
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item_percentage(player, reachables) < threshold_percentage and player in balanceable_players}
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max_percentage = max(map(lambda p: item_percentage(p, reachable_locations_count[p]),
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reachable_locations_count))
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threshold_percentages = {
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player: max_percentage * balanceable_players[player]
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for player in balanceable_players
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}
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logging.debug(f"Thresholds: {threshold_percentages}")
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balancing_players = {
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player
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for player, reachables in reachable_locations_count.items()
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if (player in threshold_percentages
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and item_percentage(player, reachables) < threshold_percentages[player])
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}
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if balancing_players:
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balancing_state = state.copy()
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balancing_unchecked_locations = unchecked_locations.copy()
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@@ -391,8 +408,9 @@ def balance_multiworld_progression(world: MultiWorld) -> None:
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if not location.locked:
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balancing_reachables[location.player] += 1
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if world.has_beaten_game(balancing_state) or all(
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item_percentage(player, reachables) >= threshold_percentage
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for player, reachables in balancing_reachables.items()):
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item_percentage(player, reachables) >= threshold_percentages[player]
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for player, reachables in balancing_reachables.items()
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if player in threshold_percentages):
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break
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elif not balancing_sphere:
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raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
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@@ -424,7 +442,7 @@ def balance_multiworld_progression(world: MultiWorld) -> None:
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else:
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reduced_sphere = get_sphere_locations(reducing_state, locations_to_test)
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p = item_percentage(player, reachable_locations_count[player] + len(reduced_sphere))
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if p < threshold_percentage:
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if p < threshold_percentages[player]:
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items_to_replace.append(testing)
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replaced_items = False
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