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https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
Allow locations to be prioritized for progress item placement (#189)
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78
Fill.py
78
Fill.py
@@ -5,7 +5,7 @@ import itertools
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from collections import Counter, deque
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from BaseClasses import CollectionState, Location, MultiWorld, Item
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from BaseClasses import CollectionState, Location, LocationProgressType, MultiWorld, Item
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from worlds.generic import PlandoItem
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from worlds.AutoWorld import call_all
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@@ -106,8 +106,19 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations,
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def distribute_items_restrictive(world: MultiWorld, fill_locations=None):
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# If not passed in, then get a shuffled list of locations to fill in
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if not fill_locations:
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fill_locations = world.get_unfilled_locations()
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world.random.shuffle(fill_locations)
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fill_locations = world.get_locations()
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world.random.shuffle(fill_locations)
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locations: dict[LocationProgressType, list[Location]] = {
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type: [] for type in LocationProgressType}
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for loc in fill_locations:
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locations[loc.progress_type].append(loc)
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prioritylocations = locations[LocationProgressType.PRIORITY]
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defaultlocations = locations[LocationProgressType.DEFAULT]
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excludedlocations = locations[LocationProgressType.EXCLUDED]
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# get items to distribute
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world.random.shuffle(world.itempool)
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@@ -129,21 +140,42 @@ def distribute_items_restrictive(world: MultiWorld, fill_locations=None):
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else:
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restitempool.append(item)
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world.random.shuffle(fill_locations)
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call_all(world, "fill_hook", progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool, restitempool, fill_locations)
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call_all(world, "fill_hook", progitempool, nonexcludeditempool,
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localrestitempool, nonlocalrestitempool, restitempool, fill_locations)
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fill_restrictive(world, world.state, fill_locations, progitempool)
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locationDeficit = len(progitempool) - len(prioritylocations)
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if locationDeficit > 0:
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if locationDeficit > len(defaultlocations):
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raise FillError(
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f'Not enough locations for advancement items. There are {len(progitempool)} advancement items with {len(prioritylocations)} priority locations and {len(defaultlocations)} default locations')
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prioritylocations += defaultlocations[:locationDeficit]
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defaultlocations = defaultlocations[locationDeficit:]
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fill_restrictive(world, world.state, prioritylocations, progitempool)
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if prioritylocations:
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defaultlocations = prioritylocations + defaultlocations
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if progitempool:
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fill_restrictive(world, world.state, defaultlocations, progitempool)
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if nonexcludeditempool:
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world.random.shuffle(fill_locations)
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fill_restrictive(world, world.state, fill_locations, nonexcludeditempool) # needs logical fill to not conflict with local items
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world.random.shuffle(defaultlocations)
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# needs logical fill to not conflict with local items
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nonexcludeditempool, defaultlocations = fast_fill(
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world, nonexcludeditempool, defaultlocations)
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if(len(nonexcludeditempool) > 0):
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raise FillError(
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f'Not enough locations for non-excluded items. There are {len(nonexcludeditempool)} more items than locations')
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defaultlocations = defaultlocations + excludedlocations
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world.random.shuffle(defaultlocations)
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if any(localrestitempool.values()): # we need to make sure some fills are limited to certain worlds
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local_locations = {player: [] for player in world.player_ids}
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for location in fill_locations:
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for location in defaultlocations:
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local_locations[location.player].append(location)
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for locations in local_locations.values():
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world.random.shuffle(locations)
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for player_locations in local_locations.values():
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world.random.shuffle(player_locations)
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for player, items in localrestitempool.items(): # items already shuffled
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player_local_locations = local_locations[player]
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@@ -154,24 +186,27 @@ def distribute_items_restrictive(world: MultiWorld, fill_locations=None):
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break
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spot_to_fill = player_local_locations.pop()
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world.push_item(spot_to_fill, item_to_place, False)
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fill_locations.remove(spot_to_fill)
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defaultlocations.remove(spot_to_fill)
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for item_to_place in nonlocalrestitempool:
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for i, location in enumerate(fill_locations):
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for i, location in enumerate(defaultlocations):
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if location.player != item_to_place.player:
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world.push_item(fill_locations.pop(i), item_to_place, False)
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world.push_item(defaultlocations.pop(i), item_to_place, False)
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break
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else:
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logging.warning(f"Could not place non_local_item {item_to_place} among {fill_locations}, tossing.")
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logging.warning(
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f"Could not place non_local_item {item_to_place} among {defaultlocations}, tossing.")
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world.random.shuffle(fill_locations)
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world.random.shuffle(defaultlocations)
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restitempool, fill_locations = fast_fill(world, restitempool, fill_locations)
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restitempool, defaultlocations = fast_fill(
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world, restitempool, defaultlocations)
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unplaced = progitempool + restitempool
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unfilled = [location.name for location in fill_locations]
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unfilled = [location.name for location in defaultlocations]
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if unplaced or unfilled:
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logging.warning(f'Unplaced items({len(unplaced)}): {unplaced} - Unfilled Locations({len(unfilled)}): {unfilled}')
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logging.warning(
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f'Unplaced items({len(unplaced)}): {unplaced} - Unfilled Locations({len(unfilled)}): {unfilled}')
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def fast_fill(world: MultiWorld, item_pool: typing.List, fill_locations: typing.List) -> typing.Tuple[typing.List, typing.List]:
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@@ -279,7 +314,10 @@ def balance_multiworld_progression(world: MultiWorld):
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balancing_state.collect(location.item, True, location)
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player = location.item.player
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# only replace items that end up in another player's world
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if not location.locked and player in balancing_players and location.player != player:
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if(not location.locked and
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player in balancing_players and
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location.player != player and
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location.progress_type != LocationProgressType.PRIORITY):
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candidate_items[player].add(location)
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balancing_sphere = get_sphere_locations(balancing_state, balancing_unchecked_locations)
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for location in balancing_sphere:
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