Remove old fill algorithms that I have no intention to optimize or support in the future

This commit is contained in:
Fabian Dill
2020-08-25 17:44:03 +02:00
parent 6d38e87527
commit d86eb69b4c
5 changed files with 4 additions and 174 deletions

154
Fill.py
View File

@@ -7,160 +7,6 @@ from BaseClasses import CollectionState
class FillError(RuntimeError):
pass
def distribute_items_cutoff(world, cutoffrate=0.33):
# get list of locations to fill in
fill_locations = world.get_unfilled_locations()
world.random.shuffle(fill_locations)
# get items to distribute
world.random.shuffle(world.itempool)
itempool = world.itempool
total_advancement_items = len([item for item in itempool if item.advancement])
placed_advancement_items = 0
progress_done = False
advancement_placed = False
# sweep once to pick up preplaced items
world.state.sweep_for_events()
while itempool and fill_locations:
candidate_item_to_place = None
item_to_place = None
for item in itempool:
if advancement_placed or (progress_done and (item.advancement or item.priority)):
item_to_place = item
break
if item.advancement:
candidate_item_to_place = item
if world.unlocks_new_location(item):
item_to_place = item
placed_advancement_items += 1
break
if item_to_place is None:
# check if we can reach all locations and that is why we find no new locations to place
if not progress_done and len(world.get_reachable_locations()) == len(world.get_locations()):
progress_done = True
continue
# check if we have now placed all advancement items
if progress_done:
advancement_placed = True
continue
# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
if candidate_item_to_place is not None:
item_to_place = candidate_item_to_place
placed_advancement_items += 1
else:
# we placed all available progress items. Maybe the game can be beaten anyway?
if world.can_beat_game():
logging.getLogger('').warning('Not all locations reachable. Game beatable anyway.')
progress_done = True
continue
raise FillError('No more progress items left to place.')
spot_to_fill = None
for location in fill_locations if placed_advancement_items / total_advancement_items < cutoffrate else reversed(fill_locations):
if location.can_fill(world.state, item_to_place):
spot_to_fill = location
break
if spot_to_fill is None:
# we filled all reachable spots. Maybe the game can be beaten anyway?
if world.can_beat_game():
logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
break
raise FillError('No more spots to place %s' % item_to_place)
world.push_item(spot_to_fill, item_to_place, True)
itempool.remove(item_to_place)
fill_locations.remove(spot_to_fill)
logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s', [item.name for item in itempool], [location.name for location in fill_locations])
def distribute_items_staleness(world):
# get list of locations to fill in
fill_locations = world.get_unfilled_locations()
world.random.shuffle(fill_locations)
# get items to distribute
world.random.shuffle(world.itempool)
itempool = world.itempool
progress_done = False
advancement_placed = False
# sweep once to pick up preplaced items
world.state.sweep_for_events()
while itempool and fill_locations:
candidate_item_to_place = None
item_to_place = None
for item in itempool:
if advancement_placed or (progress_done and (item.advancement or item.priority)):
item_to_place = item
break
if item.advancement:
candidate_item_to_place = item
if world.unlocks_new_location(item):
item_to_place = item
break
if item_to_place is None:
# check if we can reach all locations and that is why we find no new locations to place
if not progress_done and len(world.get_reachable_locations()) == len(world.get_locations()):
progress_done = True
continue
# check if we have now placed all advancement items
if progress_done:
advancement_placed = True
continue
# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
if candidate_item_to_place is not None:
item_to_place = candidate_item_to_place
else:
# we placed all available progress items. Maybe the game can be beaten anyway?
if world.can_beat_game():
logging.getLogger('').warning('Not all locations reachable. Game beatable anyway.')
progress_done = True
continue
raise FillError('No more progress items left to place.')
spot_to_fill = None
for location in fill_locations:
# increase likelyhood of skipping a location if it has been found stale
if not progress_done and world.random.randint(0, location.staleness_count) > 2:
continue
if location.can_fill(world.state, item_to_place):
spot_to_fill = location
break
else:
location.staleness_count += 1
# might have skipped too many locations due to potential staleness. Do not check for staleness now to find a candidate
if spot_to_fill is None:
for location in fill_locations:
if location.can_fill(world.state, item_to_place):
spot_to_fill = location
break
if spot_to_fill is None:
# we filled all reachable spots. Maybe the game can be beaten anyway?
if world.can_beat_game():
logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
break
raise FillError('No more spots to place %s' % item_to_place)
world.push_item(spot_to_fill, item_to_place, True)
itempool.remove(item_to_place)
fill_locations.remove(spot_to_fill)
logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s', [item.name for item in itempool], [location.name for location in fill_locations])
def fill_restrictive(world, base_state: CollectionState, locations, itempool, single_player_placement=False):
def sweep_from_pool():
new_state = base_state.copy()