Item Plando overhaul (#205)

This commit is contained in:
Alchav
2022-01-20 13:34:17 -05:00
committed by GitHub
parent fc8e3d1787
commit dc6f1c4dd2
5 changed files with 230 additions and 129 deletions

230
Fill.py
View File

@@ -6,7 +6,7 @@ from collections import Counter, deque
from BaseClasses import CollectionState, Location, LocationProgressType, MultiWorld, Item
from worlds.generic import PlandoItem
from worlds.AutoWorld import call_all
@@ -407,80 +407,182 @@ def swap_location_item(location_1: Location, location_2: Location, check_locked=
location_1.item.location = location_1
location_2.item.location = location_2
location_1.event, location_2.event = location_2.event, location_1.event
def distribute_planned(world: MultiWorld):
def warn(warning: str, force):
if force in ['true', 'fail', 'failure', 'none', 'false', 'warn', 'warning']:
logging.warning(f'{warning}')
else:
logging.debug(f'{warning}')
def failed(warning: str, force):
if force in ['true', 'fail', 'failure']:
raise Exception(warning)
else:
warn(warning, force)
# TODO: remove. Preferably by implementing key drop
from worlds.alttp.Regions import key_drop_data
world_name_lookup = world.world_name_lookup
for player in world.player_ids:
plando_blocks = []
player_ids = set(world.player_ids)
for player in player_ids:
for block in world.plando_items[player]:
block['player'] = player
if 'force' not in block:
block['force'] = 'silent'
if 'from_pool' not in block:
block['from_pool'] = True
if 'world' not in block:
block['world'] = False
items = []
if "items" in block:
items = block["items"]
if 'count' not in block:
block['count'] = False
elif "item" in block:
items = block["item"]
if 'count' not in block:
block['count'] = 1
else:
failed("You must specify at least one item to place items with plando.", block['forced'])
if isinstance(items, dict):
item_list = []
for key, value in items.items():
item_list += [key] * value
items = item_list
if isinstance(items, str):
items = [items]
block['items'] = items
locations = []
if 'locations' in block:
locations.extend(block['locations'])
elif 'location' in block:
locations.extend(block['location'])
if isinstance(locations, dict):
location_list = []
for key, value in locations.items():
location_list += [key] * value
locations = location_list
if isinstance(locations, str):
locations = [locations]
block['locations'] = locations
c = block['count']
if not block['count']:
block['count'] = (min(len(block['items']), len(block['locations'])) if len(block['locations'])
> 0 else len(block['items']))
if isinstance(block['count'], int):
block['count'] = {'min': block['count'], 'max': block['count']}
if 'min' not in block['count']:
block['count']['min'] = 0
if 'max' not in block['count']:
block['count']['max'] = (min(len(block['items']), len(block['locations'])) if len(block['locations'])
> 0 else len(block['items']))
if block['count']['max'] > len(block['items']):
count = block['count']
failed(f"Plando count {count} greater than items specified", block['force'])
block['count'] = len(block['items'])
if block['count']['max'] > len(block['locations']) > 0:
count = block['count']
failed(f"Plando count {count} greater than locations specified for player ", block['force'])
block['count'] = len(block['locations'])
block['count']['target'] = world.random.randint(block['count']['min'], block['count']['max'])
c = block['count']
if block['count']['target'] > 0:
plando_blocks.append(block)
# shuffle, but then sort blocks by number of items, so blocks with fewer items get priority
world.random.shuffle(plando_blocks)
plando_blocks.sort(key=lambda block: block['count']['target'])
for placement in plando_blocks:
player = placement['player']
try:
placement: PlandoItem
for placement in world.plando_items[player]:
if placement.location in key_drop_data:
placement.warn(
f"Can't place '{placement.item}' at '{placement.location}', as key drop shuffle locations are not supported yet.")
target_world = placement['world']
locations = placement['locations']
items = placement['items']
maxcount = placement['count']['target']
from_pool = placement['from_pool']
if target_world is False or world.players == 1:
worlds = {player}
elif target_world is True:
worlds = set(world.player_ids) - {player}
elif target_world is None:
worlds = set(world.player_ids)
elif type(target_world) == list:
worlds = []
for listed_world in target_world:
if listed_world not in world_name_lookup:
failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
placement['force'])
continue
worlds.append(world_name_lookup[listed_world])
worlds = set(worlds)
elif type(target_world) == int:
if target_world not in range(1, world.players + 1):
failed(
f"Cannot place item in world {target_world} as it is not in range of (1, {world.players})",
placement['forced'])
continue
item = world.worlds[player].create_item(placement.item)
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
unfilled = list(location for location in world.get_unfilled_locations_for_players(
placement.location,
set(world.player_ids) - {player}) if location.item_rule(item)
)
if not unfilled:
placement.failed(f"Could not find a world with an unfilled location {placement.location}",
FillError)
continue
target_world = world.random.choice(unfilled).player
elif target_world is None: # any random world
unfilled = list(location for location in world.get_unfilled_locations_for_players(
placement.location,
set(world.player_ids)) if location.item_rule(item)
)
if not unfilled:
placement.failed(f"Could not find a world with an unfilled location {placement.location}",
FillError)
continue
target_world = world.random.choice(unfilled).player
elif type(target_world) == int: # target world by player id
if target_world not in range(1, world.players + 1):
placement.failed(
f"Cannot place item in world {target_world} as it is not in range of (1, {world.players})",
ValueError)
continue
else: # find world by name
if target_world not in world_name_lookup:
placement.failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
ValueError)
continue
target_world = world_name_lookup[target_world]
location = world.get_location(placement.location, target_world)
if location.item:
placement.failed(f"Cannot place item into already filled location {location}.")
worlds = {target_world}
else: # find world by name
if target_world not in world_name_lookup:
failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
placement['force'])
continue
worlds = {world_name_lookup[target_world]}
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
logging.debug(f"Plando placed {item} at {location}")
else:
placement.failed(f"Can't place {item} at {location} due to fill condition not met.")
continue
candidates = list(location for location in world.get_unfilled_locations_for_players(locations,
worlds))
if placement.from_pool: # Should happen AFTER the item is placed, in case it was allowed to skip failed placement.
world.random.shuffle(candidates)
world.random.shuffle(items)
count = 0
err = "Unknown error"
successful_pairs = []
for item_name in items:
item = world.worlds[player].create_item(item_name)
for location in reversed(candidates):
if location in key_drop_data:
warn(
f"Can't place '{item_name}' at '{placement.location}', as key drop shuffle locations are not supported yet.")
if not location.item:
if location.item_rule(item):
if location.can_fill(world.state, item, False):
successful_pairs.append([item, location])
candidates.remove(location)
count = count + 1
break
else:
err = f"Can't place item at {location} due to fill condition not met."
else:
err = f"{item_name} not allowed at {location}."
else:
err = f"Cannot place {item_name} into already filled location {location}."
if count == maxcount:
break
if count < placement['count']['min']:
failed(
f"Plando block failed to place item(s) for {world.player_name[player]}, most recent cause: {err}",
placement['force'])
continue
for (item, location) in successful_pairs:
world.push_item(location, item, collect=False)
location.event = True # flag location to be checked during fill
location.locked = True
logging.debug(f"Plando placed {item} at {location}")
if from_pool:
try:
world.itempool.remove(item)
except ValueError:
placement.warn(f"Could not remove {item} from pool as it's already missing from it.")
warn(
f"Could not remove {item} from pool for {world.player_name[player]} as it's already missing from it.",
placement['force'])
except Exception as e:
raise Exception(f"Error running plando for player {player} ({world.player_name[player]})") from e
raise Exception(
f"Error running plando for player {player} ({world.player_name[player]})") from e