* Introduce 'Hint Priority' concept * fix error when sorting hints while not connected * fix 'found' -> 'status' kivy stuff * remove extraneous warning this warning fired if you clicked to select or toggle priority of any hint, as you weren't clicking on the header... * skip scanning individual header widgets when not clicking on the header * update hints on disconnection * minor cleanup * minor fixes/cleanup * fix: hints not updating properly for receiving player * update re: review * 'type() is' -> 'isinstance()' * cleanup, re: Jouramie's review * Change 'priority' to 'status', add 'Unspecified' and 'Avoid' statuses, update colors * cleanup * move dicts out of functions * fix: new hints being returned when hint already exists * fix: show `Found` properly when hinting already-found hints * import `Hint` and `HintStatus` directly from `NetUtils` * Default any hinted `Trap` item to be classified as `Avoid` by default * add some sanity checks * re: Vi's feedback * move dict out of function * Update kvui.py * remove unneeded dismiss message * allow lclick to drop hint status dropdown * underline hint statuses to indicate clickability * only underline clickable statuses * Update kvui.py * Update kvui.py --------- Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com> Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
		
			
				
	
	
		
			380 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			380 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import collections
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import concurrent.futures
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import logging
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import os
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import pickle
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import tempfile
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import time
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import zipfile
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import zlib
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from typing import Dict, List, Optional, Set, Tuple, Union
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import worlds
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from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld, Region
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from Fill import FillError, balance_multiworld_progression, distribute_items_restrictive, distribute_planned, \
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    flood_items
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from Options import StartInventoryPool
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from Utils import __version__, output_path, version_tuple, get_settings
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from settings import get_settings
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from worlds import AutoWorld
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from worlds.generic.Rules import exclusion_rules, locality_rules
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__all__ = ["main"]
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def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = None):
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    if not baked_server_options:
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        baked_server_options = get_settings().server_options.as_dict()
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    assert isinstance(baked_server_options, dict)
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    if args.outputpath:
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        os.makedirs(args.outputpath, exist_ok=True)
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        output_path.cached_path = args.outputpath
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    start = time.perf_counter()
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    # initialize the multiworld
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    multiworld = MultiWorld(args.multi)
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    logger = logging.getLogger()
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    multiworld.set_seed(seed, args.race, str(args.outputname) if args.outputname else None)
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    multiworld.plando_options = args.plando_options
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    multiworld.plando_items = args.plando_items.copy()
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    multiworld.plando_texts = args.plando_texts.copy()
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    multiworld.plando_connections = args.plando_connections.copy()
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    multiworld.game = args.game.copy()
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    multiworld.player_name = args.name.copy()
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    multiworld.sprite = args.sprite.copy()
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    multiworld.sprite_pool = args.sprite_pool.copy()
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    multiworld.set_options(args)
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    if args.csv_output:
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        from Options import dump_player_options
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        dump_player_options(multiworld)
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    multiworld.set_item_links()
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    multiworld.state = CollectionState(multiworld)
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    logger.info('Archipelago Version %s  -  Seed: %s\n', __version__, multiworld.seed)
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    logger.info(f"Found {len(AutoWorld.AutoWorldRegister.world_types)} World Types:")
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    longest_name = max(len(text) for text in AutoWorld.AutoWorldRegister.world_types)
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    max_item = 0
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    max_location = 0
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    for cls in AutoWorld.AutoWorldRegister.world_types.values():
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        if cls.item_id_to_name:
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            max_item = max(max_item, max(cls.item_id_to_name))
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            max_location = max(max_location, max(cls.location_id_to_name))
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    item_digits = len(str(max_item))
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    location_digits = len(str(max_location))
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    item_count = len(str(max(len(cls.item_names) for cls in AutoWorld.AutoWorldRegister.world_types.values())))
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    location_count = len(str(max(len(cls.location_names) for cls in AutoWorld.AutoWorldRegister.world_types.values())))
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    del max_item, max_location
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    for name, cls in AutoWorld.AutoWorldRegister.world_types.items():
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        if not cls.hidden and len(cls.item_names) > 0:
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            logger.info(f" {name:{longest_name}}: {len(cls.item_names):{item_count}} "
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                        f"Items (IDs: {min(cls.item_id_to_name):{item_digits}} - "
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                        f"{max(cls.item_id_to_name):{item_digits}}) | "
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                        f"{len(cls.location_names):{location_count}} "
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                        f"Locations (IDs: {min(cls.location_id_to_name):{location_digits}} - "
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                        f"{max(cls.location_id_to_name):{location_digits}})")
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    del item_digits, location_digits, item_count, location_count
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    # This assertion method should not be necessary to run if we are not outputting any multidata.
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    if not args.skip_output:
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        AutoWorld.call_stage(multiworld, "assert_generate")
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    AutoWorld.call_all(multiworld, "generate_early")
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    logger.info('')
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    for player in multiworld.player_ids:
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        for item_name, count in multiworld.worlds[player].options.start_inventory.value.items():
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            for _ in range(count):
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                multiworld.push_precollected(multiworld.create_item(item_name, player))
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        for item_name, count in getattr(multiworld.worlds[player].options,
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                                        "start_inventory_from_pool",
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                                        StartInventoryPool({})).value.items():
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            for _ in range(count):
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                multiworld.push_precollected(multiworld.create_item(item_name, player))
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            # remove from_pool items also from early items handling, as starting is plenty early.
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            early = multiworld.early_items[player].get(item_name, 0)
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            if early:
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                multiworld.early_items[player][item_name] = max(0, early-count)
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                remaining_count = count-early
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                if remaining_count > 0:
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                    local_early = multiworld.local_early_items[player].get(item_name, 0)
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                    if local_early:
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                        multiworld.early_items[player][item_name] = max(0, local_early - remaining_count)
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                    del local_early
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            del early
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    logger.info('Creating MultiWorld.')
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    AutoWorld.call_all(multiworld, "create_regions")
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    logger.info('Creating Items.')
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    AutoWorld.call_all(multiworld, "create_items")
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    logger.info('Calculating Access Rules.')
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    for player in multiworld.player_ids:
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        # items can't be both local and non-local, prefer local
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        multiworld.worlds[player].options.non_local_items.value -= multiworld.worlds[player].options.local_items.value
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        multiworld.worlds[player].options.non_local_items.value -= set(multiworld.local_early_items[player])
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    AutoWorld.call_all(multiworld, "set_rules")
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    for player in multiworld.player_ids:
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        exclusion_rules(multiworld, player, multiworld.worlds[player].options.exclude_locations.value)
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        multiworld.worlds[player].options.priority_locations.value -= multiworld.worlds[player].options.exclude_locations.value
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        world_excluded_locations = set()
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        for location_name in multiworld.worlds[player].options.priority_locations.value:
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            try:
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                location = multiworld.get_location(location_name, player)
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            except KeyError:
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                continue
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            if location.progress_type != LocationProgressType.EXCLUDED:
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                location.progress_type = LocationProgressType.PRIORITY
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            else:
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                logger.warning(f"Unable to prioritize location \"{location_name}\" in player {player}'s world because the world excluded it.")
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                world_excluded_locations.add(location_name)
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        multiworld.worlds[player].options.priority_locations.value -= world_excluded_locations
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    # Set local and non-local item rules.
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    if multiworld.players > 1:
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        locality_rules(multiworld)
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    else:
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        multiworld.worlds[1].options.non_local_items.value = set()
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        multiworld.worlds[1].options.local_items.value = set()
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    AutoWorld.call_all(multiworld, "generate_basic")
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    # remove starting inventory from pool items.
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    # Because some worlds don't actually create items during create_items this has to be as late as possible.
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    if any(getattr(multiworld.worlds[player].options, "start_inventory_from_pool", None) for player in multiworld.player_ids):
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        new_items: List[Item] = []
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        old_items: List[Item] = []
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        depletion_pool: Dict[int, Dict[str, int]] = {
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            player: getattr(multiworld.worlds[player].options,
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                            "start_inventory_from_pool",
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                            StartInventoryPool({})).value.copy()
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            for player in multiworld.player_ids
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        }
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        for player, items in depletion_pool.items():
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            player_world: AutoWorld.World = multiworld.worlds[player]
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            for count in items.values():
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                for _ in range(count):
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                    new_items.append(player_world.create_filler())
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        target: int = sum(sum(items.values()) for items in depletion_pool.values())
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        for i, item in enumerate(multiworld.itempool):
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            if depletion_pool[item.player].get(item.name, 0):
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                target -= 1
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                depletion_pool[item.player][item.name] -= 1
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                # quick abort if we have found all items
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                if not target:
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                    old_items.extend(multiworld.itempool[i+1:])
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                    break
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            else:
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                old_items.append(item)
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        # leftovers?
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        if target:
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            for player, remaining_items in depletion_pool.items():
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                remaining_items = {name: count for name, count in remaining_items.items() if count}
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                if remaining_items:
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                    logger.warning(f"{multiworld.get_player_name(player)}"
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                                    f" is trying to remove items from their pool that don't exist: {remaining_items}")
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                    # find all filler we generated for the current player and remove until it matches 
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                    removables = [item for item in new_items if item.player == player]
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                    for _ in range(sum(remaining_items.values())):
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                        new_items.remove(removables.pop())
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        assert len(multiworld.itempool) == len(new_items + old_items), "Item Pool amounts should not change."
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        multiworld.itempool[:] = new_items + old_items
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    multiworld.link_items()
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    if any(multiworld.item_links.values()):
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        multiworld._all_state = None
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    logger.info("Running Item Plando.")
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    distribute_planned(multiworld)
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    logger.info('Running Pre Main Fill.')
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    AutoWorld.call_all(multiworld, "pre_fill")
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    logger.info(f'Filling the multiworld with {len(multiworld.itempool)} items.')
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    if multiworld.algorithm == 'flood':
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        flood_items(multiworld)  # different algo, biased towards early game progress items
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    elif multiworld.algorithm == 'balanced':
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        distribute_items_restrictive(multiworld, get_settings().generator.panic_method)
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    AutoWorld.call_all(multiworld, 'post_fill')
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    if multiworld.players > 1 and not args.skip_prog_balancing:
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        balance_multiworld_progression(multiworld)
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    else:
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        logger.info("Progression balancing skipped.")
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    # we're about to output using multithreading, so we're removing the global random state to prevent accidental use
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    multiworld.random.passthrough = False
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    if args.skip_output:
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        logger.info('Done. Skipped output/spoiler generation. Total Time: %s', time.perf_counter() - start)
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        return multiworld
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    logger.info(f'Beginning output...')
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    outfilebase = 'AP_' + multiworld.seed_name
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    output = tempfile.TemporaryDirectory()
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    with output as temp_dir:
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        output_players = [player for player in multiworld.player_ids if AutoWorld.World.generate_output.__code__
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                          is not multiworld.worlds[player].generate_output.__code__]
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        with concurrent.futures.ThreadPoolExecutor(len(output_players) + 2) as pool:
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            check_accessibility_task = pool.submit(multiworld.fulfills_accessibility)
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            output_file_futures = [pool.submit(AutoWorld.call_stage, multiworld, "generate_output", temp_dir)]
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            for player in output_players:
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                # skip starting a thread for methods that say "pass".
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                output_file_futures.append(
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                    pool.submit(AutoWorld.call_single, multiworld, "generate_output", player, temp_dir))
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            # collect ER hint info
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            er_hint_data: Dict[int, Dict[int, str]] = {}
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            AutoWorld.call_all(multiworld, 'extend_hint_information', er_hint_data)
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            def write_multidata():
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                import NetUtils
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                slot_data = {}
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                client_versions = {}
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                games = {}
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                minimum_versions = {"server": AutoWorld.World.required_server_version, "clients": client_versions}
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                slot_info = {}
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                names = [[name for player, name in sorted(multiworld.player_name.items())]]
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                for slot in multiworld.player_ids:
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                    player_world: AutoWorld.World = multiworld.worlds[slot]
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                    minimum_versions["server"] = max(minimum_versions["server"], player_world.required_server_version)
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                    client_versions[slot] = player_world.required_client_version
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                    games[slot] = multiworld.game[slot]
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                    slot_info[slot] = NetUtils.NetworkSlot(names[0][slot - 1], multiworld.game[slot],
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                                                           multiworld.player_types[slot])
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                for slot, group in multiworld.groups.items():
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                    games[slot] = multiworld.game[slot]
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                    slot_info[slot] = NetUtils.NetworkSlot(group["name"], multiworld.game[slot], multiworld.player_types[slot],
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                                                           group_members=sorted(group["players"]))
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                precollected_items = {player: [item.code for item in world_precollected if type(item.code) == int]
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                                      for player, world_precollected in multiworld.precollected_items.items()}
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                precollected_hints = {player: set() for player in range(1, multiworld.players + 1 + len(multiworld.groups))}
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                for slot in multiworld.player_ids:
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                    slot_data[slot] = multiworld.worlds[slot].fill_slot_data()
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                def precollect_hint(location):
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                    entrance = er_hint_data.get(location.player, {}).get(location.address, "")
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                    hint = NetUtils.Hint(location.item.player, location.player, location.address,
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                                         location.item.code, False, entrance, location.item.flags, False)
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                    precollected_hints[location.player].add(hint)
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                    if location.item.player not in multiworld.groups:
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                        precollected_hints[location.item.player].add(hint)
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                    else:
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                        for player in multiworld.groups[location.item.player]["players"]:
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                            precollected_hints[player].add(hint)
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                locations_data: Dict[int, Dict[int, Tuple[int, int, int]]] = {player: {} for player in multiworld.player_ids}
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                for location in multiworld.get_filled_locations():
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                    if type(location.address) == int:
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                        assert location.item.code is not None, "item code None should be event, " \
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                                                               "location.address should then also be None. Location: " \
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                                                               f" {location}"
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                        assert location.address not in locations_data[location.player], (
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                            f"Locations with duplicate address. {location} and "
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                            f"{locations_data[location.player][location.address]}")
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                        locations_data[location.player][location.address] = \
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                            location.item.code, location.item.player, location.item.flags
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                        if location.name in multiworld.worlds[location.player].options.start_location_hints:
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                            precollect_hint(location)
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                        elif location.item.name in multiworld.worlds[location.item.player].options.start_hints:
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                            precollect_hint(location)
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                        elif any([location.item.name in multiworld.worlds[player].options.start_hints
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                                  for player in multiworld.groups.get(location.item.player, {}).get("players", [])]):
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                            precollect_hint(location)
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                # embedded data package
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                data_package = {
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                    game_world.game: worlds.network_data_package["games"][game_world.game]
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                    for game_world in multiworld.worlds.values()
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                }
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                checks_in_area: Dict[int, Dict[str, Union[int, List[int]]]] = {}
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                # get spheres -> filter address==None -> skip empty
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                spheres: List[Dict[int, Set[int]]] = []
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                for sphere in multiworld.get_spheres():
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                    current_sphere: Dict[int, Set[int]] = collections.defaultdict(set)
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                    for sphere_location in sphere:
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                        if type(sphere_location.address) is int:
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                            current_sphere[sphere_location.player].add(sphere_location.address)
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                    if current_sphere:
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                        spheres.append(dict(current_sphere))
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                multidata = {
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                    "slot_data": slot_data,
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                    "slot_info": slot_info,
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                    "connect_names": {name: (0, player) for player, name in multiworld.player_name.items()},
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                    "locations": locations_data,
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                    "checks_in_area": checks_in_area,
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                    "server_options": baked_server_options,
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                    "er_hint_data": er_hint_data,
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                    "precollected_items": precollected_items,
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                    "precollected_hints": precollected_hints,
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                    "version": tuple(version_tuple),
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                    "tags": ["AP"],
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                    "minimum_versions": minimum_versions,
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                    "seed_name": multiworld.seed_name,
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                    "spheres": spheres,
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                    "datapackage": data_package,
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                    "race_mode": int(multiworld.is_race),
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                }
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                AutoWorld.call_all(multiworld, "modify_multidata", multidata)
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                multidata = zlib.compress(pickle.dumps(multidata), 9)
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                with open(os.path.join(temp_dir, f'{outfilebase}.archipelago'), 'wb') as f:
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                    f.write(bytes([3]))  # version of format
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                    f.write(multidata)
 | 
						|
 | 
						|
            output_file_futures.append(pool.submit(write_multidata))
 | 
						|
            if not check_accessibility_task.result():
 | 
						|
                if not multiworld.can_beat_game():
 | 
						|
                    raise FillError("Game appears as unbeatable. Aborting.", multiworld=multiworld)
 | 
						|
                else:
 | 
						|
                    logger.warning("Location Accessibility requirements not fulfilled.")
 | 
						|
 | 
						|
            # retrieve exceptions via .result() if they occurred.
 | 
						|
            for i, future in enumerate(concurrent.futures.as_completed(output_file_futures), start=1):
 | 
						|
                if i % 10 == 0 or i == len(output_file_futures):
 | 
						|
                    logger.info(f'Generating output files ({i}/{len(output_file_futures)}).')
 | 
						|
                future.result()
 | 
						|
 | 
						|
        if args.spoiler > 1:
 | 
						|
            logger.info('Calculating playthrough.')
 | 
						|
            multiworld.spoiler.create_playthrough(create_paths=args.spoiler > 2)
 | 
						|
 | 
						|
        if args.spoiler:
 | 
						|
            multiworld.spoiler.to_file(os.path.join(temp_dir, '%s_Spoiler.txt' % outfilebase))
 | 
						|
 | 
						|
        zipfilename = output_path(f"AP_{multiworld.seed_name}.zip")
 | 
						|
        logger.info(f"Creating final archive at {zipfilename}")
 | 
						|
        with zipfile.ZipFile(zipfilename, mode="w", compression=zipfile.ZIP_DEFLATED,
 | 
						|
                             compresslevel=9) as zf:
 | 
						|
            for file in os.scandir(temp_dir):
 | 
						|
                zf.write(file.path, arcname=file.name)
 | 
						|
 | 
						|
    logger.info('Done. Enjoy. Total Time: %s', time.perf_counter() - start)
 | 
						|
    return multiworld
 |