418 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			418 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import random
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| import logging
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| 
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| from BaseClasses import CollectionState
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| 
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| 
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| class FillError(RuntimeError):
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|     pass
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| 
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| def distribute_items_cutoff(world, cutoffrate=0.33):
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|     # get list of locations to fill in
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|     fill_locations = world.get_unfilled_locations()
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|     random.shuffle(fill_locations)
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| 
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|     # get items to distribute
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|     random.shuffle(world.itempool)
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|     itempool = world.itempool
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| 
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|     total_advancement_items = len([item for item in itempool if item.advancement])
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|     placed_advancement_items = 0
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| 
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|     progress_done = False
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|     advancement_placed = False
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| 
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|     # sweep once to pick up preplaced items
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|     world.state.sweep_for_events()
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| 
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|     while itempool and fill_locations:
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|         candidate_item_to_place = None
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|         item_to_place = None
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|         for item in itempool:
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|             if advancement_placed or (progress_done and (item.advancement or item.priority)):
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|                 item_to_place = item
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|                 break
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|             if item.advancement:
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|                 candidate_item_to_place = item
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|                 if world.unlocks_new_location(item):
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|                     item_to_place = item
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|                     placed_advancement_items += 1
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|                     break
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| 
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|         if item_to_place is None:
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|             # check if we can reach all locations and that is why we find no new locations to place
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|             if not progress_done and len(world.get_reachable_locations()) == len(world.get_locations()):
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|                 progress_done = True
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|                 continue
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|             # check if we have now placed all advancement items
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|             if progress_done:
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|                 advancement_placed = True
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|                 continue
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|             # 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
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|             if candidate_item_to_place is not None:
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|                 item_to_place = candidate_item_to_place
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|                 placed_advancement_items += 1
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|             else:
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|                 # we placed all available progress items. Maybe the game can be beaten anyway?
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|                 if world.can_beat_game():
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|                     logging.getLogger('').warning('Not all locations reachable. Game beatable anyway.')
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|                     progress_done = True
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|                     continue
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|                 raise FillError('No more progress items left to place.')
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| 
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|         spot_to_fill = None
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|         for location in fill_locations if placed_advancement_items / total_advancement_items < cutoffrate else reversed(fill_locations):
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|             if location.can_fill(world.state, item_to_place):
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|                 spot_to_fill = location
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|                 break
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| 
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|         if spot_to_fill is None:
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|             # we filled all reachable spots. Maybe the game can be beaten anyway?
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|             if world.can_beat_game():
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|                 logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
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|                 break
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|             raise FillError('No more spots to place %s' % item_to_place)
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| 
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|         world.push_item(spot_to_fill, item_to_place, True)
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|         itempool.remove(item_to_place)
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|         fill_locations.remove(spot_to_fill)
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| 
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|     logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s', [item.name for item in itempool], [location.name for location in fill_locations])
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| 
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| 
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| def distribute_items_staleness(world):
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|     # get list of locations to fill in
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|     fill_locations = world.get_unfilled_locations()
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|     random.shuffle(fill_locations)
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| 
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|     # get items to distribute
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|     random.shuffle(world.itempool)
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|     itempool = world.itempool
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| 
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|     progress_done = False
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|     advancement_placed = False
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| 
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|     # sweep once to pick up preplaced items
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|     world.state.sweep_for_events()
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| 
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|     while itempool and fill_locations:
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|         candidate_item_to_place = None
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|         item_to_place = None
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|         for item in itempool:
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|             if advancement_placed or (progress_done and (item.advancement or item.priority)):
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|                 item_to_place = item
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|                 break
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|             if item.advancement:
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|                 candidate_item_to_place = item
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|                 if world.unlocks_new_location(item):
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|                     item_to_place = item
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|                     break
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| 
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|         if item_to_place is None:
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|             # check if we can reach all locations and that is why we find no new locations to place
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|             if not progress_done and len(world.get_reachable_locations()) == len(world.get_locations()):
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|                 progress_done = True
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|                 continue
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|             # check if we have now placed all advancement items
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|             if progress_done:
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|                 advancement_placed = True
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|                 continue
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|             # 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
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|             if candidate_item_to_place is not None:
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|                 item_to_place = candidate_item_to_place
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|             else:
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|                 # we placed all available progress items. Maybe the game can be beaten anyway?
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|                 if world.can_beat_game():
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|                     logging.getLogger('').warning('Not all locations reachable. Game beatable anyway.')
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|                     progress_done = True
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|                     continue
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|                 raise FillError('No more progress items left to place.')
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| 
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|         spot_to_fill = None
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|         for location in fill_locations:
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|             # increase likelyhood of skipping a location if it has been found stale
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|             if not progress_done and random.randint(0, location.staleness_count) > 2:
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|                 continue
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| 
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|             if location.can_fill(world.state, item_to_place):
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|                 spot_to_fill = location
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|                 break
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|             else:
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|                 location.staleness_count += 1
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| 
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|         # might have skipped too many locations due to potential staleness. Do not check for staleness now to find a candidate
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|         if spot_to_fill is None:
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|             for location in fill_locations:
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|                 if location.can_fill(world.state, item_to_place):
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|                     spot_to_fill = location
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|                     break
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| 
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|         if spot_to_fill is None:
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|             # we filled all reachable spots. Maybe the game can be beaten anyway?
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|             if world.can_beat_game():
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|                 logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
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|                 break
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|             raise FillError('No more spots to place %s' % item_to_place)
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| 
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|         world.push_item(spot_to_fill, item_to_place, True)
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|         itempool.remove(item_to_place)
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|         fill_locations.remove(spot_to_fill)
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| 
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|     logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s', [item.name for item in itempool], [location.name for location in fill_locations])
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| 
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| 
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| def fill_restrictive(world, base_state, locations, itempool, single_player_placement = False):
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|     def sweep_from_pool():
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|         new_state = base_state.copy()
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|         for item in itempool:
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|             new_state.collect(item, True)
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|         new_state.sweep_for_events()
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|         return new_state
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| 
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|     unplaced_items = []
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| 
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|     player_items = {}
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|     for item in itempool:
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|         player_items.setdefault(item.player, []).append(item)
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| 
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|     while any(player_items.values()) and locations:
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|         items_to_place = [[itempool.remove(items[-1]), items.pop()][-1] for items in player_items.values() if items]
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| 
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|         maximum_exploration_state = sweep_from_pool()
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| 
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|         perform_access_check = True
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|         if world.accessibility == 'none' and not single_player_placement:
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|             perform_access_check = not world.has_beaten_game(maximum_exploration_state)
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| 
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|         for item_to_place in items_to_place:
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|             if single_player_placement and world.accessibility == 'none':
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|                 perform_access_check = not world.has_beaten_game(maximum_exploration_state, item_to_place.player)
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| 
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|             spot_to_fill = None
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|             for location in locations:
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|                 if (not single_player_placement or location.player == item_to_place.player)\
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|                         and location.can_fill(maximum_exploration_state, item_to_place, perform_access_check):
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|                     spot_to_fill = location
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|                     break
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| 
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|             if spot_to_fill is None:
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|                 # we filled all reachable spots. Maybe the game can be beaten anyway?
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|                 unplaced_items.insert(0, item_to_place)
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|                 if world.can_beat_game():
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|                     if world.accessibility != 'none':
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|                         logging.getLogger('').warning('Not all items placed. Game beatable anyway. (Could not place %s)' % item_to_place)
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|                     continue
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|                 raise FillError('No more spots to place %s' % item_to_place)
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| 
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|             world.push_item(spot_to_fill, item_to_place, False)
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|             locations.remove(spot_to_fill)
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|             spot_to_fill.event = True
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| 
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|     itempool.extend(unplaced_items)
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| 
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| def distribute_items_restrictive(world, gftower_trash_count=0, 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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|         random.shuffle(fill_locations)
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| 
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|     # get items to distribute
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|     random.shuffle(world.itempool)
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|     progitempool = [item for item in world.itempool if item.advancement]
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|     prioitempool = [item for item in world.itempool if not item.advancement and item.priority]
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|     restitempool = [item for item in world.itempool if not item.advancement and not item.priority]
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| 
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|     # fill in gtower locations with trash first
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|     for player in range(1, world.players + 1):
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|         if world.ganonstower_vanilla[player]:
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|             gtower_locations = [location for location in fill_locations if 'Ganons Tower' in location.name and location.player == player]
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|             random.shuffle(gtower_locations)
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|             trashcnt = 0
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|             while gtower_locations and restitempool and trashcnt < gftower_trash_count:
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|                 spot_to_fill = gtower_locations.pop()
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|                 item_to_place = restitempool.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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|                 trashcnt += 1
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| 
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|     random.shuffle(fill_locations)
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|     fill_locations.reverse()
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| 
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|     # Make sure the escape small key is placed first in standard with key shuffle to prevent running out of spots
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|     if world.keyshuffle and world.mode == 'standard':
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|         progitempool.sort(key=lambda item: 1 if item.name == 'Small Key (Escape)' else 0)
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| 
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|     fill_restrictive(world, world.state, fill_locations, progitempool)
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| 
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|     random.shuffle(fill_locations)
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| 
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|     fast_fill(world, prioitempool, fill_locations)
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| 
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|     fast_fill(world, restitempool, fill_locations)
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| 
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|     logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s', [item.name for item in progitempool + prioitempool + restitempool], [location.name for location in fill_locations])
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| 
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| 
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| def fast_fill(world, item_pool, fill_locations):
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|     while item_pool and fill_locations:
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|         spot_to_fill = fill_locations.pop()
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|         item_to_place = item_pool.pop()
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|         world.push_item(spot_to_fill, item_to_place, False)
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| 
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| 
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| def flood_items(world):
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|     # get items to distribute
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|     random.shuffle(world.itempool)
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|     itempool = world.itempool
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|     progress_done = False
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| 
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|     # sweep once to pick up preplaced items
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|     world.state.sweep_for_events()
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| 
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|     # fill world from top of itempool while we can
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|     while not progress_done:
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|         location_list = world.get_unfilled_locations()
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|         random.shuffle(location_list)
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|         spot_to_fill = None
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|         for location in location_list:
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|             if location.can_fill(world.state, itempool[0]):
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|                 spot_to_fill = location
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|                 break
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| 
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|         if spot_to_fill:
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|             item = itempool.pop(0)
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|             world.push_item(spot_to_fill, item, True)
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|             continue
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| 
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|         # ran out of spots, check if we need to step in and correct things
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|         if len(world.get_reachable_locations()) == len(world.get_locations()):
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|             progress_done = True
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|             continue
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| 
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|         # need to place a progress item instead of an already placed item, find candidate
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|         item_to_place = None
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|         candidate_item_to_place = None
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|         for item in itempool:
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|             if item.advancement:
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|                 candidate_item_to_place = item
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|                 if world.unlocks_new_location(item):
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|                     item_to_place = item
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|                     break
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| 
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|         # 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
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|         if item_to_place is None:
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|             if candidate_item_to_place is not None:
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|                 item_to_place = candidate_item_to_place
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|             else:
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|                 raise FillError('No more progress items left to place.')
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| 
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|         # find item to replace with progress item
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|         location_list = world.get_reachable_locations()
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|         random.shuffle(location_list)
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|         for location in location_list:
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|             if location.item is not None and not location.item.advancement and not location.item.priority and not location.item.smallkey and not location.item.bigkey:
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|                 # safe to replace
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|                 replace_item = location.item
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|                 replace_item.location = None
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|                 itempool.append(replace_item)
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|                 world.push_item(location, item_to_place, True)
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|                 itempool.remove(item_to_place)
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|                 break
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| 
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| def balance_multiworld_progression(world):
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|     state = CollectionState(world)
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|     checked_locations = []
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|     unchecked_locations = world.get_locations().copy()
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|     random.shuffle(unchecked_locations)
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| 
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|     reachable_locations_count = {}
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|     for player in range(1, world.players + 1):
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|         reachable_locations_count[player] = 0
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| 
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|     def get_sphere_locations(sphere_state, locations):
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|         sphere_state.sweep_for_events(key_only=True, locations=locations)
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|         return [loc for loc in locations if sphere_state.can_reach(loc)]
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| 
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|     while True:
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|         sphere_locations = get_sphere_locations(state, unchecked_locations)
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|         for location in sphere_locations:
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|             unchecked_locations.remove(location)
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|             reachable_locations_count[location.player] += 1
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| 
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|         if checked_locations:
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|             threshold = max(reachable_locations_count.values()) - 20
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| 
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|             balancing_players = [player for player, reachables in reachable_locations_count.items() if reachables < threshold]
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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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|                 balancing_reachables = reachable_locations_count.copy()
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|                 balancing_sphere = sphere_locations.copy()
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|                 candidate_items = []
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|                 while True:
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|                     for location in balancing_sphere:
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|                         if location.event and (world.keyshuffle or not location.item.smallkey) and (world.bigkeyshuffle or not location.item.bigkey):
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|                             balancing_state.collect(location.item, True, location)
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|                             if location.item.player in balancing_players and not location.locked:
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|                                 candidate_items.append(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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|                         balancing_unchecked_locations.remove(location)
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|                         balancing_reachables[location.player] += 1
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|                     if world.has_beaten_game(balancing_state) or all([reachables >= threshold for reachables in balancing_reachables.values()]):
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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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| 
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|                 unlocked_locations = [l for l in unchecked_locations if l not in balancing_unchecked_locations]
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|                 items_to_replace = []
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|                 for player in balancing_players:
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|                     locations_to_test = [l for l in unlocked_locations if l.player == player]
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|                     # only replace items that end up in another player's world
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|                     items_to_test = [l for l in candidate_items if l.item.player == player and l.player != player]
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|                     while items_to_test:
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|                         testing = items_to_test.pop()
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|                         reducing_state = state.copy()
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|                         for location in [*[l for l in items_to_replace if l.item.player == player], *items_to_test]:
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|                             reducing_state.collect(location.item, True, location)
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| 
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|                         reducing_state.sweep_for_events(locations=locations_to_test)
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| 
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|                         if world.has_beaten_game(balancing_state):
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|                             if not world.has_beaten_game(reducing_state):
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|                                 items_to_replace.append(testing)
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|                         else:
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|                             reduced_sphere = get_sphere_locations(reducing_state, locations_to_test)
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|                             if reachable_locations_count[player] + len(reduced_sphere) < threshold:
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|                                 items_to_replace.append(testing)
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| 
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|                 replaced_items = False
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|                 replacement_locations = [l for l in checked_locations if not l.event and not l.locked]
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|                 while replacement_locations and items_to_replace:
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|                     new_location = replacement_locations.pop()
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|                     old_location = items_to_replace.pop()
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| 
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|                     while not new_location.can_fill(state, old_location.item, False) or (new_location.item and not old_location.can_fill(state, new_location.item, False)):
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|                         replacement_locations.insert(0, new_location)
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|                         new_location = replacement_locations.pop()
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| 
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|                     new_location.item, old_location.item = old_location.item, new_location.item
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|                     new_location.event, old_location.event = True, False
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|                     state.collect(new_location.item, True, new_location)
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|                     replaced_items = True
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|                 if replaced_items:
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|                     for location in get_sphere_locations(state, [l for l in unlocked_locations if l.player in balancing_players]):
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|                         unchecked_locations.remove(location)
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|                         reachable_locations_count[location.player] += 1
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|                         sphere_locations.append(location)
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| 
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|         for location in sphere_locations:
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|             if location.event and (world.keyshuffle or not location.item.smallkey) and (world.bigkeyshuffle or not location.item.bigkey):
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|                 state.collect(location.item, True, location)
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|         checked_locations.extend(sphere_locations)
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| 
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|         if world.has_beaten_game(state):
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|             break
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|         elif not sphere_locations:
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|             raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
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