699 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			699 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import logging
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import typing
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import collections
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import itertools
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from collections import Counter, deque
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from BaseClasses import CollectionState, Location, LocationProgressType, MultiWorld, Item
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from worlds.AutoWorld import call_all
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class FillError(RuntimeError):
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    pass
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def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item] = tuple()) -> CollectionState:
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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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def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations: typing.List[Location],
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                     itempool: typing.List[Item], single_player_placement: bool = False, lock: bool = False) -> None:
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    unplaced_items: typing.List[Item] = []
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    placements: typing.List[Location] = []
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    swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
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    reachable_items: typing.Dict[int, typing.Deque[Item]] = {}
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    for item in itempool:
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        reachable_items.setdefault(item.player, deque()).append(item)
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    while any(reachable_items.values()) and locations:
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        # grab one item per player
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        items_to_place = [items.pop()
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                          for items in reachable_items.values() if items]
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        for item in items_to_place:
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            itempool.remove(item)
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        maximum_exploration_state = sweep_from_pool(
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            base_state, itempool + unplaced_items)
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        has_beaten_game = world.has_beaten_game(maximum_exploration_state)
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        while items_to_place:
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            # if we have run out of locations to fill,break out of this loop
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            if not locations:
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                unplaced_items += items_to_place
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                break
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            item_to_place = items_to_place.pop(0)
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            spot_to_fill: typing.Optional[Location] = None
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            # if minimal accessibility, only check whether location is reachable if game not beatable
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            if world.accessibility[item_to_place.player] == 'minimal':
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                perform_access_check = not world.has_beaten_game(maximum_exploration_state,
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                                                                 item_to_place.player) \
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                    if single_player_placement else not has_beaten_game
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            else:
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                perform_access_check = True
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            for i, location in enumerate(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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                    # popping by index is faster than removing by content,
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                    spot_to_fill = locations.pop(i)
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                    # skipping a scan for the element
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                    break
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            else:
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                # we filled all reachable spots.
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                # try swapping this item with previously placed items
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                for (i, location) in enumerate(placements):
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                    placed_item = location.item
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                    # Unplaceable items can sometimes be swapped infinitely. Limit the
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                    # number of times we will swap an individual item to prevent this
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                    swap_count = swapped_items[placed_item.player,
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                                               placed_item.name]
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                    if swap_count > 1:
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                        continue
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                    location.item = None
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                    placed_item.location = None
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                    swap_state = sweep_from_pool(base_state)
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                    if (not single_player_placement or location.player == item_to_place.player) \
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                            and location.can_fill(swap_state, item_to_place, perform_access_check):
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                        # Verify that placing this item won't reduce available locations
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                        prev_state = swap_state.copy()
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                        prev_state.collect(placed_item)
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                        prev_loc_count = len(
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                            world.get_reachable_locations(prev_state))
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                        swap_state.collect(item_to_place, True)
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                        new_loc_count = len(
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                            world.get_reachable_locations(swap_state))
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                        if new_loc_count >= prev_loc_count:
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                            # Add this item to the existing placement, and
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                            # add the old item to the back of the queue
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                            spot_to_fill = placements.pop(i)
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                            swap_count += 1
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                            swapped_items[placed_item.player,
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                                          placed_item.name] = swap_count
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                            reachable_items[placed_item.player].appendleft(
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                                placed_item)
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                            itempool.append(placed_item)
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                            break
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                    # Item can't be placed here, restore original item
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                    location.item = placed_item
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                    placed_item.location = location
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                if spot_to_fill is None:
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                    # Can't place this item, move on to the next
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                    unplaced_items.append(item_to_place)
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                    continue
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            world.push_item(spot_to_fill, item_to_place, False)
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            spot_to_fill.locked = lock
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            placements.append(spot_to_fill)
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            spot_to_fill.event = item_to_place.advancement
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    if len(unplaced_items) > 0 and len(locations) > 0:
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        # There are leftover unplaceable items and locations that won't accept them
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        if world.can_beat_game():
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            logging.warning(
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                f'Not all items placed. Game beatable anyway. (Could not place {unplaced_items})')
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        else:
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            raise FillError(f'No more spots to place {unplaced_items}, locations {locations} are invalid. '
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                            f'Already placed {len(placements)}: {", ".join(str(place) for place in placements)}')
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    itempool.extend(unplaced_items)
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def distribute_items_restrictive(world: MultiWorld) -> None:
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    fill_locations = sorted(world.get_unfilled_locations())
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    world.random.shuffle(fill_locations)
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    # get items to distribute
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    itempool = sorted(world.itempool)
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    world.random.shuffle(itempool)
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    progitempool: typing.List[Item] = []
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    nonexcludeditempool: typing.List[Item] = []
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    localrestitempool: typing.Dict[int, typing.List[Item]] = {player: [] for player in range(1, world.players + 1)}
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    nonlocalrestitempool: typing.List[Item] = []
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    restitempool: typing.List[Item] = []
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    for item in itempool:
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        if item.advancement:
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            progitempool.append(item)
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        elif item.useful:  # this only gets nonprogression items which should not appear in excluded locations
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            nonexcludeditempool.append(item)
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        elif item.name in world.local_items[item.player].value:
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            localrestitempool[item.player].append(item)
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        elif item.name in world.non_local_items[item.player].value:
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            nonlocalrestitempool.append(item)
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        else:
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            restitempool.append(item)
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    call_all(world, "fill_hook", progitempool, nonexcludeditempool,
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             localrestitempool, nonlocalrestitempool, restitempool, fill_locations)
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    locations: typing.Dict[LocationProgressType, typing.List[Location]] = {
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        loc_type: [] for loc_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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    fill_restrictive(world, world.state, prioritylocations, progitempool, lock=True)
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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 progitempool:
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            raise FillError(
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                f'Not enough locations for progress items. There are {len(progitempool)} more items than locations')
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    if nonexcludeditempool:
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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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        fill_restrictive(
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            world, world.state, defaultlocations, nonexcludeditempool)
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        if nonexcludeditempool:
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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: typing.Dict[int, typing.List[Location]] = {player: [] for player in world.player_ids}
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        for location in defaultlocations:
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            local_locations[location.player].append(location)
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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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            for item_to_place in items:
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                if not player_local_locations:
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                    logging.warning(f"Ran out of local locations for player {player}, "
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                                    f"cannot place {item_to_place}.")
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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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                defaultlocations.remove(spot_to_fill)
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    for item_to_place in nonlocalrestitempool:
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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(defaultlocations.pop(i), item_to_place, False)
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                break
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        else:
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            raise Exception(f"Could not place non_local_item {item_to_place} among {defaultlocations}. "
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                            f"Too many non-local items for too few remaining locations.")
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    world.random.shuffle(defaultlocations)
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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 = defaultlocations
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    if unplaced or 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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        items_counter = Counter(location.item.player for location in world.get_locations() if location.item)
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        locations_counter = Counter(location.player for location in world.get_locations())
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        items_counter.update(item.player for item in unplaced)
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        locations_counter.update(location.player for location in unfilled)
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        print_data = {"items": items_counter, "locations": locations_counter}
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        logging.info(f'Per-Player counts: {print_data})')
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def fast_fill(world: MultiWorld,
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              item_pool: typing.List[Item],
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              fill_locations: typing.List[Location]) -> typing.Tuple[typing.List[Item], typing.List[Location]]:
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    placing = min(len(item_pool), len(fill_locations))
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    for item, location in zip(item_pool, fill_locations):
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        world.push_item(location, item, False)
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    return item_pool[placing:], fill_locations[placing:]
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def flood_items(world: MultiWorld) -> None:
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    # get items to distribute
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    world.random.shuffle(world.itempool)
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    itempool = world.itempool
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    progress_done = False
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    # sweep once to pick up preplaced items
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    world.state.sweep_for_events()
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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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        world.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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        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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        # 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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        # 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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        # we might be in a situation where all new locations require multiple items to reach.
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        # 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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        # find item to replace with progress item
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        location_list = world.get_reachable_locations()
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        world.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:
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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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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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    # 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.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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        reachable_locations_count: typing.Dict[int, int] = {
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            player: 0
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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: 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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        def get_sphere_locations(sphere_state: CollectionState,
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                                 locations: typing.Set[Location]) -> typing.Set[Location]:
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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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        def item_percentage(player: int, num: int) -> float:
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            return num / total_locations_count[player]
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        while True:
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            # Gather non-locked locations.
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            # This ensures that only shuffled locations get counted for progression balancing,
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            #   i.e. the items the players will be checking.
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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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                if not location.locked:
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                    reachable_locations_count[location.player] += 1
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            logging.debug(f"Sphere {sphere_num}")
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            logging.debug(f"Reachable locations: {reachable_locations_count}")
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            debug_percentages = {
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                player: round(item_percentage(player, num), 2)
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                for player, num in reachable_locations_count.items()
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            }
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            logging.debug(f"Reachable percentages: {debug_percentages}\n")
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            sphere_num += 1
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            if checked_locations:
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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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                    balancing_reachables = reachable_locations_count.copy()
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                    balancing_sphere = sphere_locations.copy()
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                    candidate_items: typing.Dict[int, typing.Set[Location]] = collections.defaultdict(set)
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                    while True:
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                        # Check locations in the current sphere and gather progression items to swap earlier
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                        for location in balancing_sphere:
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                            if location.event:
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                                balancing_state.collect(location.item, True, location)
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						|
                                player = location.item.player
 | 
						|
                                # only replace items that end up in another player's world
 | 
						|
                                if (not location.locked and not location.item.skip_in_prog_balancing and
 | 
						|
                                        player in balancing_players and
 | 
						|
                                        location.player != player and
 | 
						|
                                        location.progress_type != LocationProgressType.PRIORITY):
 | 
						|
                                    candidate_items[player].add(location)
 | 
						|
                                    logging.debug(f"Candidate item: {location.name}, {location.item.name}")
 | 
						|
                        balancing_sphere = get_sphere_locations(balancing_state, balancing_unchecked_locations)
 | 
						|
                        for location in balancing_sphere:
 | 
						|
                            balancing_unchecked_locations.remove(location)
 | 
						|
                            if not location.locked:
 | 
						|
                                balancing_reachables[location.player] += 1
 | 
						|
                        if world.has_beaten_game(balancing_state) or all(
 | 
						|
                                item_percentage(player, reachables) >= threshold_percentages[player]
 | 
						|
                                for player, reachables in balancing_reachables.items()
 | 
						|
                                if player in threshold_percentages):
 | 
						|
                            break
 | 
						|
                        elif not balancing_sphere:
 | 
						|
                            raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
 | 
						|
                    # Gather a set of locations which we can swap items into
 | 
						|
                    unlocked_locations: typing.Dict[int, typing.Set[Location]] = collections.defaultdict(set)
 | 
						|
                    for l in unchecked_locations:
 | 
						|
                        if l not in balancing_unchecked_locations:
 | 
						|
                            unlocked_locations[l.player].add(l)
 | 
						|
                    items_to_replace: typing.List[Location] = []
 | 
						|
                    for player in balancing_players:
 | 
						|
                        locations_to_test = unlocked_locations[player]
 | 
						|
                        items_to_test = list(candidate_items[player])
 | 
						|
                        items_to_test.sort()
 | 
						|
                        world.random.shuffle(items_to_test)
 | 
						|
                        while items_to_test:
 | 
						|
                            testing = items_to_test.pop()
 | 
						|
                            reducing_state = state.copy()
 | 
						|
                            for location in itertools.chain((
 | 
						|
                                l for l in items_to_replace
 | 
						|
                                if l.item.player == player
 | 
						|
                            ), items_to_test):
 | 
						|
                                reducing_state.collect(location.item, True, location)
 | 
						|
 | 
						|
                            reducing_state.sweep_for_events(locations=locations_to_test)
 | 
						|
 | 
						|
                            if world.has_beaten_game(balancing_state):
 | 
						|
                                if not world.has_beaten_game(reducing_state):
 | 
						|
                                    items_to_replace.append(testing)
 | 
						|
                            else:
 | 
						|
                                reduced_sphere = get_sphere_locations(reducing_state, locations_to_test)
 | 
						|
                                p = item_percentage(player, reachable_locations_count[player] + len(reduced_sphere))
 | 
						|
                                if p < threshold_percentages[player]:
 | 
						|
                                    items_to_replace.append(testing)
 | 
						|
 | 
						|
                    replaced_items = False
 | 
						|
 | 
						|
                    # sort then shuffle to maintain deterministic behaviour,
 | 
						|
                    # while allowing use of set for better algorithm growth behaviour elsewhere
 | 
						|
                    replacement_locations = sorted(l for l in checked_locations if not l.event and not l.locked)
 | 
						|
                    world.random.shuffle(replacement_locations)
 | 
						|
                    items_to_replace.sort()
 | 
						|
                    world.random.shuffle(items_to_replace)
 | 
						|
 | 
						|
                    # Start swapping items. Since we swap into earlier spheres, no need for accessibility checks. 
 | 
						|
                    while replacement_locations and items_to_replace:
 | 
						|
                        old_location = items_to_replace.pop()
 | 
						|
                        for new_location in replacement_locations:
 | 
						|
                            if new_location.can_fill(state, old_location.item, False) and \
 | 
						|
                                    old_location.can_fill(state, new_location.item, False):
 | 
						|
                                replacement_locations.remove(new_location)
 | 
						|
                                swap_location_item(old_location, new_location)
 | 
						|
                                logging.debug(f"Progression balancing moved {new_location.item} to {new_location}, "
 | 
						|
                                              f"displacing {old_location.item} into {old_location}")
 | 
						|
                                moved_item_count += 1
 | 
						|
                                state.collect(new_location.item, True, new_location)
 | 
						|
                                replaced_items = True
 | 
						|
                                break
 | 
						|
                        else:
 | 
						|
                            logging.warning(f"Could not Progression Balance {old_location.item}")
 | 
						|
 | 
						|
                    if replaced_items:
 | 
						|
                        logging.debug(f"Moved {moved_item_count} items so far\n")
 | 
						|
                        unlocked = {fresh for player in balancing_players for fresh in unlocked_locations[player]}
 | 
						|
                        for location in get_sphere_locations(state, unlocked):
 | 
						|
                            unchecked_locations.remove(location)
 | 
						|
                            if not location.locked:
 | 
						|
                                reachable_locations_count[location.player] += 1
 | 
						|
                            sphere_locations.add(location)
 | 
						|
 | 
						|
            for location in sphere_locations:
 | 
						|
                if location.event:
 | 
						|
                    state.collect(location.item, True, location)
 | 
						|
            checked_locations |= sphere_locations
 | 
						|
 | 
						|
            if world.has_beaten_game(state):
 | 
						|
                break
 | 
						|
            elif not sphere_locations:
 | 
						|
                logging.warning("Progression Balancing ran out of paths.")
 | 
						|
                break
 | 
						|
 | 
						|
 | 
						|
def swap_location_item(location_1: Location, location_2: Location, check_locked: bool = True) -> None:
 | 
						|
    """Swaps Items of locations. Does NOT swap flags like shop_slot or locked, but does swap event"""
 | 
						|
    if check_locked:
 | 
						|
        if location_1.locked:
 | 
						|
            logging.warning(f"Swapping {location_1}, which is marked as locked.")
 | 
						|
        if location_2.locked:
 | 
						|
            logging.warning(f"Swapping {location_2}, which is marked as locked.")
 | 
						|
    location_2.item, location_1.item = location_1.item, location_2.item
 | 
						|
    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) -> None:
 | 
						|
    def warn(warning: str, force: typing.Union[bool, str]) -> None:
 | 
						|
        if force in [True, 'fail', 'failure', 'none', False, 'warn', 'warning']:
 | 
						|
            logging.warning(f'{warning}')
 | 
						|
        else:
 | 
						|
            logging.debug(f'{warning}')
 | 
						|
 | 
						|
    def failed(warning: str, force: typing.Union[bool, str]) -> None:
 | 
						|
        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
 | 
						|
 | 
						|
    block_value = typing.Union[typing.List[str], typing.Dict[str, typing.Any], str]
 | 
						|
    plando_blocks: typing.List[typing.Dict[str, typing.Any]] = []
 | 
						|
    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: block_value = []
 | 
						|
            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['force'])
 | 
						|
                continue
 | 
						|
            if isinstance(items, dict):
 | 
						|
                item_list: typing.List[str] = []
 | 
						|
                for key, value in items.items():
 | 
						|
                    if value is True:
 | 
						|
                        value = world.itempool.count(world.worlds[player].create_item(key))
 | 
						|
                    item_list += [key] * value
 | 
						|
                items = item_list
 | 
						|
            if isinstance(items, str):
 | 
						|
                items = [items]
 | 
						|
            block['items'] = items
 | 
						|
 | 
						|
            locations: block_value = []
 | 
						|
            if 'location' in block:
 | 
						|
                locations = block['location']  # just allow 'location' to keep old yamls compatible
 | 
						|
            elif 'locations' in block:
 | 
						|
                locations = block['locations']
 | 
						|
            if isinstance(locations, str):
 | 
						|
                locations = [locations]
 | 
						|
 | 
						|
            if isinstance(locations, dict):
 | 
						|
                location_list = []
 | 
						|
                for key, value in locations.items():
 | 
						|
                    location_list += [key] * value
 | 
						|
                locations = location_list
 | 
						|
            block['locations'] = locations
 | 
						|
 | 
						|
            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", block['force'])
 | 
						|
                block['count'] = len(block['locations'])
 | 
						|
            block['count']['target'] = world.random.randint(block['count']['min'], block['count']['max'])
 | 
						|
 | 
						|
            if block['count']['target'] > 0:
 | 
						|
                plando_blocks.append(block)
 | 
						|
 | 
						|
    # shuffle, but then sort blocks by number of locations minus number of items,
 | 
						|
    # so less-flexible blocks get priority
 | 
						|
    world.random.shuffle(plando_blocks)
 | 
						|
    plando_blocks.sort(key=lambda block: (len(block['locations']) - block['count']['target']
 | 
						|
                                          if len(block['locations']) > 0
 | 
						|
                                          else len(world.get_unfilled_locations(player)) - block['count']['target']))
 | 
						|
 | 
						|
    for placement in plando_blocks:
 | 
						|
        player = placement['player']
 | 
						|
        try:
 | 
						|
            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:  # target own world
 | 
						|
                worlds: typing.Set[int] = {player}
 | 
						|
            elif target_world is True:  # target any worlds besides own
 | 
						|
                worlds = set(world.player_ids) - {player}
 | 
						|
            elif target_world is None:  # target all worlds
 | 
						|
                worlds = set(world.player_ids)
 | 
						|
            elif type(target_world) == list:  # list of target worlds
 | 
						|
                worlds = set()
 | 
						|
                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.add(world_name_lookup[listed_world])
 | 
						|
            elif type(target_world) == int:  # target world by slot number
 | 
						|
                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['force'])
 | 
						|
                    continue
 | 
						|
                worlds = {target_world}
 | 
						|
            else:  # target world by slot 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]}
 | 
						|
 | 
						|
            candidates = list(location for location in world.get_unfilled_locations_for_players(locations,
 | 
						|
                                                                                                worlds))
 | 
						|
            world.random.shuffle(candidates)
 | 
						|
            world.random.shuffle(items)
 | 
						|
            count = 0
 | 
						|
            err: typing.List[str] = []
 | 
						|
            successful_pairs: typing.List[typing.Tuple[Item, Location]] = []
 | 
						|
            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.")
 | 
						|
                        continue
 | 
						|
                    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.append(f"Can't place item at {location} due to fill condition not met.")
 | 
						|
                        else:
 | 
						|
                            err.append(f"{item_name} not allowed at {location}.")
 | 
						|
                    else:
 | 
						|
                        err.append(f"Cannot place {item_name} into already filled location {location}.")
 | 
						|
                if count == maxcount:
 | 
						|
                    break
 | 
						|
            if count < placement['count']['min']:
 | 
						|
                m = placement['count']['min']
 | 
						|
                failed(
 | 
						|
                    f"Plando block failed to place {m - count} of {m} item(s) for {world.player_name[player]}, error(s): {' '.join(err)}",
 | 
						|
                    placement['force'])
 | 
						|
            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:
 | 
						|
                        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
 |