1019 lines
		
	
	
		
			51 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			1019 lines
		
	
	
		
			51 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import collections
 | |
| import itertools
 | |
| import logging
 | |
| import typing
 | |
| from collections import Counter, deque
 | |
| 
 | |
| from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld
 | |
| from Options import Accessibility
 | |
| 
 | |
| from worlds.AutoWorld import call_all
 | |
| from worlds.generic.Rules import add_item_rule
 | |
| 
 | |
| 
 | |
| class FillError(RuntimeError):
 | |
|     pass
 | |
| 
 | |
| 
 | |
| def _log_fill_progress(name: str, placed: int, total_items: int) -> None:
 | |
|     logging.info(f"Current fill step ({name}) at {placed}/{total_items} items placed.")
 | |
| 
 | |
| 
 | |
| def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item] = tuple(),
 | |
|                     locations: typing.Optional[typing.List[Location]] = None) -> CollectionState:
 | |
|     new_state = base_state.copy()
 | |
|     for item in itempool:
 | |
|         new_state.collect(item, True)
 | |
|     new_state.sweep_for_events(locations=locations)
 | |
|     return new_state
 | |
| 
 | |
| 
 | |
| def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locations: typing.List[Location],
 | |
|                      item_pool: typing.List[Item], single_player_placement: bool = False, lock: bool = False,
 | |
|                      swap: bool = True, on_place: typing.Optional[typing.Callable[[Location], None]] = None,
 | |
|                      allow_partial: bool = False, allow_excluded: bool = False, name: str = "Unknown") -> None:
 | |
|     """
 | |
|     :param multiworld: Multiworld to be filled.
 | |
|     :param base_state: State assumed before fill.
 | |
|     :param locations: Locations to be filled with item_pool, gets mutated by removing locations that get filled.
 | |
|     :param item_pool: Items to fill into the locations, gets mutated by removing items that get placed.
 | |
|     :param single_player_placement: if true, can speed up placement if everything belongs to a single player
 | |
|     :param lock: locations are set to locked as they are filled
 | |
|     :param swap: if true, swaps of already place items are done in the event of a dead end
 | |
|     :param on_place: callback that is called when a placement happens
 | |
|     :param allow_partial: only place what is possible. Remaining items will be in the item_pool list.
 | |
|     :param allow_excluded: if true and placement fails, it is re-attempted while ignoring excluded on Locations
 | |
|     :param name: name of this fill step for progress logging purposes
 | |
|     """
 | |
|     unplaced_items: typing.List[Item] = []
 | |
|     placements: typing.List[Location] = []
 | |
|     cleanup_required = False
 | |
|     swapped_items: typing.Counter[typing.Tuple[int, str, bool]] = Counter()
 | |
|     reachable_items: typing.Dict[int, typing.Deque[Item]] = {}
 | |
|     for item in item_pool:
 | |
|         reachable_items.setdefault(item.player, deque()).append(item)
 | |
| 
 | |
|     # for progress logging
 | |
|     total = min(len(item_pool), len(locations))
 | |
|     placed = 0
 | |
| 
 | |
|     while any(reachable_items.values()) and locations:
 | |
|         # grab one item per player
 | |
|         items_to_place = [items.pop()
 | |
|                           for items in reachable_items.values() if items]
 | |
|         for item in items_to_place:
 | |
|             for p, pool_item in enumerate(item_pool):
 | |
|                 if pool_item is item:
 | |
|                     item_pool.pop(p)
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|                     break
 | |
|         maximum_exploration_state = sweep_from_pool(
 | |
|             base_state, item_pool + unplaced_items, multiworld.get_filled_locations(item.player)
 | |
|             if single_player_placement else None)
 | |
| 
 | |
|         has_beaten_game = multiworld.has_beaten_game(maximum_exploration_state)
 | |
| 
 | |
|         while items_to_place:
 | |
|             # if we have run out of locations to fill,break out of this loop
 | |
|             if not locations:
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|                 unplaced_items += items_to_place
 | |
|                 break
 | |
|             item_to_place = items_to_place.pop(0)
 | |
| 
 | |
|             spot_to_fill: typing.Optional[Location] = None
 | |
| 
 | |
|             # if minimal accessibility, only check whether location is reachable if game not beatable
 | |
|             if multiworld.worlds[item_to_place.player].options.accessibility == Accessibility.option_minimal:
 | |
|                 perform_access_check = not multiworld.has_beaten_game(maximum_exploration_state,
 | |
|                                                                  item_to_place.player) \
 | |
|                     if single_player_placement else not has_beaten_game
 | |
|             else:
 | |
|                 perform_access_check = True
 | |
| 
 | |
|             for i, location in enumerate(locations):
 | |
|                 if (not single_player_placement or location.player == item_to_place.player) \
 | |
|                         and location.can_fill(maximum_exploration_state, item_to_place, perform_access_check):
 | |
|                     # popping by index is faster than removing by content,
 | |
|                     spot_to_fill = locations.pop(i)
 | |
|                     # skipping a scan for the element
 | |
|                     break
 | |
| 
 | |
|             else:
 | |
|                 # we filled all reachable spots.
 | |
|                 if swap:
 | |
|                     # try swapping this item with previously placed items in a safe way then in an unsafe way
 | |
|                     swap_attempts = ((i, location, unsafe)
 | |
|                                      for unsafe in (False, True)
 | |
|                                      for i, location in enumerate(placements))
 | |
|                     for (i, location, unsafe) in swap_attempts:
 | |
|                         placed_item = location.item
 | |
|                         # Unplaceable items can sometimes be swapped infinitely. Limit the
 | |
|                         # number of times we will swap an individual item to prevent this
 | |
|                         swap_count = swapped_items[placed_item.player, placed_item.name, unsafe]
 | |
|                         if swap_count > 1:
 | |
|                             continue
 | |
| 
 | |
|                         location.item = None
 | |
|                         placed_item.location = None
 | |
|                         swap_state = sweep_from_pool(base_state, [placed_item, *item_pool] if unsafe else item_pool,
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|                                                      multiworld.get_filled_locations(item.player)
 | |
|                                                      if single_player_placement else None)
 | |
|                         # unsafe means swap_state assumes we can somehow collect placed_item before item_to_place
 | |
|                         # by continuing to swap, which is not guaranteed. This is unsafe because there is no mechanic
 | |
|                         # to clean that up later, so there is a chance generation fails.
 | |
|                         if (not single_player_placement or location.player == item_to_place.player) \
 | |
|                                 and location.can_fill(swap_state, item_to_place, perform_access_check):
 | |
| 
 | |
|                             # Verify placing this item won't reduce available locations, which would be a useless swap.
 | |
|                             prev_state = swap_state.copy()
 | |
|                             prev_loc_count = len(
 | |
|                                 multiworld.get_reachable_locations(prev_state))
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| 
 | |
|                             swap_state.collect(item_to_place, True)
 | |
|                             new_loc_count = len(
 | |
|                                 multiworld.get_reachable_locations(swap_state))
 | |
| 
 | |
|                             if new_loc_count >= prev_loc_count:
 | |
|                                 # Add this item to the existing placement, and
 | |
|                                 # add the old item to the back of the queue
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|                                 spot_to_fill = placements.pop(i)
 | |
| 
 | |
|                                 swap_count += 1
 | |
|                                 swapped_items[placed_item.player, placed_item.name, unsafe] = swap_count
 | |
| 
 | |
|                                 reachable_items[placed_item.player].appendleft(
 | |
|                                     placed_item)
 | |
|                                 item_pool.append(placed_item)
 | |
| 
 | |
|                                 # cleanup at the end to hopefully get better errors
 | |
|                                 cleanup_required = True
 | |
| 
 | |
|                                 break
 | |
| 
 | |
|                         # Item can't be placed here, restore original item
 | |
|                         location.item = placed_item
 | |
|                         placed_item.location = location
 | |
| 
 | |
|                     if spot_to_fill is None:
 | |
|                         # Can't place this item, move on to the next
 | |
|                         unplaced_items.append(item_to_place)
 | |
|                         continue
 | |
|                 else:
 | |
|                     unplaced_items.append(item_to_place)
 | |
|                     continue
 | |
|             multiworld.push_item(spot_to_fill, item_to_place, False)
 | |
|             spot_to_fill.locked = lock
 | |
|             placements.append(spot_to_fill)
 | |
|             placed += 1
 | |
|             if not placed % 1000:
 | |
|                 _log_fill_progress(name, placed, total)
 | |
|             if on_place:
 | |
|                 on_place(spot_to_fill)
 | |
| 
 | |
|     if total > 1000:
 | |
|         _log_fill_progress(name, placed, total)
 | |
| 
 | |
|     if cleanup_required:
 | |
|         # validate all placements and remove invalid ones
 | |
|         state = sweep_from_pool(
 | |
|             base_state, [], multiworld.get_filled_locations(item.player)
 | |
|             if single_player_placement else None)
 | |
|         for placement in placements:
 | |
|             if multiworld.worlds[placement.item.player].options.accessibility != "minimal" and not placement.can_reach(state):
 | |
|                 placement.item.location = None
 | |
|                 unplaced_items.append(placement.item)
 | |
|                 placement.item = None
 | |
|                 locations.append(placement)
 | |
| 
 | |
|     if allow_excluded:
 | |
|         # check if partial fill is the result of excluded locations, in which case retry
 | |
|         excluded_locations = [
 | |
|             location for location in locations
 | |
|             if location.progress_type == location.progress_type.EXCLUDED and not location.item
 | |
|         ]
 | |
|         if excluded_locations:
 | |
|             for location in excluded_locations:
 | |
|                 location.progress_type = location.progress_type.DEFAULT
 | |
|             fill_restrictive(multiworld, base_state, excluded_locations, unplaced_items, single_player_placement, lock,
 | |
|                              swap, on_place, allow_partial, False)
 | |
|             for location in excluded_locations:
 | |
|                 if not location.item:
 | |
|                     location.progress_type = location.progress_type.EXCLUDED
 | |
| 
 | |
|     if not allow_partial and len(unplaced_items) > 0 and len(locations) > 0:
 | |
|         # There are leftover unplaceable items and locations that won't accept them
 | |
|         if multiworld.can_beat_game():
 | |
|             logging.warning(
 | |
|                 f"Not all items placed. Game beatable anyway.\nCould not place:\n"
 | |
|                 f"{', '.join(str(item) for item in unplaced_items)}")
 | |
|         else:
 | |
|             raise FillError(f"No more spots to place {len(unplaced_items)} items. Remaining locations are invalid.\n"
 | |
|                             f"Unplaced items:\n"
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|                             f"{', '.join(str(item) for item in unplaced_items)}\n"
 | |
|                             f"Unfilled locations:\n"
 | |
|                             f"{', '.join(str(location) for location in locations)}\n"
 | |
|                             f"Already placed {len(placements)}:\n"
 | |
|                             f"{', '.join(str(place) for place in placements)}")
 | |
| 
 | |
|     item_pool.extend(unplaced_items)
 | |
| 
 | |
| 
 | |
| def remaining_fill(multiworld: MultiWorld,
 | |
|                    locations: typing.List[Location],
 | |
|                    itempool: typing.List[Item],
 | |
|                    name: str = "Remaining", 
 | |
|                    move_unplaceable_to_start_inventory: bool = False) -> None:
 | |
|     unplaced_items: typing.List[Item] = []
 | |
|     placements: typing.List[Location] = []
 | |
|     swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
 | |
|     total = min(len(itempool),  len(locations))
 | |
|     placed = 0
 | |
|     while locations and itempool:
 | |
|         item_to_place = itempool.pop()
 | |
|         spot_to_fill: typing.Optional[Location] = None
 | |
| 
 | |
|         for i, location in enumerate(locations):
 | |
|             if location.item_rule(item_to_place):
 | |
|                 # popping by index is faster than removing by content,
 | |
|                 spot_to_fill = locations.pop(i)
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|                 # skipping a scan for the element
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|                 break
 | |
| 
 | |
|         else:
 | |
|             # we filled all reachable spots.
 | |
|             # try swapping this item with previously placed items
 | |
| 
 | |
|             for (i, location) in enumerate(placements):
 | |
|                 placed_item = location.item
 | |
|                 # Unplaceable items can sometimes be swapped infinitely. Limit the
 | |
|                 # number of times we will swap an individual item to prevent this
 | |
| 
 | |
|                 if swapped_items[placed_item.player,
 | |
|                                  placed_item.name] > 1:
 | |
|                     continue
 | |
| 
 | |
|                 location.item = None
 | |
|                 placed_item.location = None
 | |
|                 if location.item_rule(item_to_place):
 | |
|                     # Add this item to the existing placement, and
 | |
|                     # add the old item to the back of the queue
 | |
|                     spot_to_fill = placements.pop(i)
 | |
| 
 | |
|                     swapped_items[placed_item.player,
 | |
|                                   placed_item.name] += 1
 | |
| 
 | |
|                     itempool.append(placed_item)
 | |
| 
 | |
|                     break
 | |
| 
 | |
|                 # Item can't be placed here, restore original item
 | |
|                 location.item = placed_item
 | |
|                 placed_item.location = location
 | |
| 
 | |
|             if spot_to_fill is None:
 | |
|                 # Can't place this item, move on to the next
 | |
|                 unplaced_items.append(item_to_place)
 | |
|                 continue
 | |
| 
 | |
|         multiworld.push_item(spot_to_fill, item_to_place, False)
 | |
|         placements.append(spot_to_fill)
 | |
|         placed += 1
 | |
|         if not placed % 1000:
 | |
|             _log_fill_progress(name, placed, total)
 | |
| 
 | |
|     if total > 1000:
 | |
|         _log_fill_progress(name, placed, total)
 | |
| 
 | |
|     if unplaced_items and locations:
 | |
|         # There are leftover unplaceable items and locations that won't accept them
 | |
|         if move_unplaceable_to_start_inventory:
 | |
|             last_batch = []
 | |
|             for item in unplaced_items:
 | |
|                 logging.debug(f"Moved {item} to start_inventory to prevent fill failure.")
 | |
|                 multiworld.push_precollected(item)
 | |
|                 last_batch.append(multiworld.worlds[item.player].create_filler())
 | |
|             remaining_fill(multiworld, locations, unplaced_items, name + " Start Inventory Retry")
 | |
|         else:
 | |
|             raise FillError(f"No more spots to place {len(unplaced_items)} items. Remaining locations are invalid.\n"
 | |
|                             f"Unplaced items:\n"
 | |
|                             f"{', '.join(str(item) for item in unplaced_items)}\n"
 | |
|                             f"Unfilled locations:\n"
 | |
|                             f"{', '.join(str(location) for location in locations)}\n"
 | |
|                             f"Already placed {len(placements)}:\n"
 | |
|                             f"{', '.join(str(place) for place in placements)}")
 | |
| 
 | |
|     itempool.extend(unplaced_items)
 | |
| 
 | |
| 
 | |
| def fast_fill(multiworld: MultiWorld,
 | |
|               item_pool: typing.List[Item],
 | |
|               fill_locations: typing.List[Location]) -> typing.Tuple[typing.List[Item], typing.List[Location]]:
 | |
|     placing = min(len(item_pool), len(fill_locations))
 | |
|     for item, location in zip(item_pool, fill_locations):
 | |
|         multiworld.push_item(location, item, False)
 | |
|     return item_pool[placing:], fill_locations[placing:]
 | |
| 
 | |
| 
 | |
| def accessibility_corrections(multiworld: MultiWorld, state: CollectionState, locations, pool=[]):
 | |
|     maximum_exploration_state = sweep_from_pool(state, pool)
 | |
|     minimal_players = {player for player in multiworld.player_ids if multiworld.worlds[player].options.accessibility == "minimal"}
 | |
|     unreachable_locations = [location for location in multiworld.get_locations() if location.player in minimal_players and
 | |
|                              not location.can_reach(maximum_exploration_state)]
 | |
|     for location in unreachable_locations:
 | |
|         if (location.item is not None and location.item.advancement and location.address is not None and not
 | |
|                 location.locked and location.item.player not in minimal_players):
 | |
|             pool.append(location.item)
 | |
|             state.remove(location.item)
 | |
|             location.item = None
 | |
|             if location in state.events:
 | |
|                 state.events.remove(location)
 | |
|             locations.append(location)
 | |
|     if pool and locations:
 | |
|         locations.sort(key=lambda loc: loc.progress_type != LocationProgressType.PRIORITY)
 | |
|         fill_restrictive(multiworld, state, locations, pool, name="Accessibility Corrections")
 | |
| 
 | |
| 
 | |
| def inaccessible_location_rules(multiworld: MultiWorld, state: CollectionState, locations):
 | |
|     maximum_exploration_state = sweep_from_pool(state)
 | |
|     unreachable_locations = [location for location in locations if not location.can_reach(maximum_exploration_state)]
 | |
|     if unreachable_locations:
 | |
|         def forbid_important_item_rule(item: Item):
 | |
|             return not ((item.classification & 0b0011) and multiworld.worlds[item.player].options.accessibility != 'minimal')
 | |
| 
 | |
|         for location in unreachable_locations:
 | |
|             add_item_rule(location, forbid_important_item_rule)
 | |
| 
 | |
| 
 | |
| def distribute_early_items(multiworld: MultiWorld,
 | |
|                            fill_locations: typing.List[Location],
 | |
|                            itempool: typing.List[Item]) -> typing.Tuple[typing.List[Location], typing.List[Item]]:
 | |
|     """ returns new fill_locations and itempool """
 | |
|     early_items_count: typing.Dict[typing.Tuple[str, int], typing.List[int]] = {}
 | |
|     for player in multiworld.player_ids:
 | |
|         items = itertools.chain(multiworld.early_items[player], multiworld.local_early_items[player])
 | |
|         for item in items:
 | |
|             early_items_count[item, player] = [multiworld.early_items[player].get(item, 0),
 | |
|                                                multiworld.local_early_items[player].get(item, 0)]
 | |
|     if early_items_count:
 | |
|         early_locations: typing.List[Location] = []
 | |
|         early_priority_locations: typing.List[Location] = []
 | |
|         loc_indexes_to_remove: typing.Set[int] = set()
 | |
|         base_state = multiworld.state.copy()
 | |
|         base_state.sweep_for_events(locations=(loc for loc in multiworld.get_filled_locations() if loc.address is None))
 | |
|         for i, loc in enumerate(fill_locations):
 | |
|             if loc.can_reach(base_state):
 | |
|                 if loc.progress_type == LocationProgressType.PRIORITY:
 | |
|                     early_priority_locations.append(loc)
 | |
|                 else:
 | |
|                     early_locations.append(loc)
 | |
|                 loc_indexes_to_remove.add(i)
 | |
|         fill_locations = [loc for i, loc in enumerate(fill_locations) if i not in loc_indexes_to_remove]
 | |
| 
 | |
|         early_prog_items: typing.List[Item] = []
 | |
|         early_rest_items: typing.List[Item] = []
 | |
|         early_local_prog_items: typing.Dict[int, typing.List[Item]] = {player: [] for player in multiworld.player_ids}
 | |
|         early_local_rest_items: typing.Dict[int, typing.List[Item]] = {player: [] for player in multiworld.player_ids}
 | |
|         item_indexes_to_remove: typing.Set[int] = set()
 | |
|         for i, item in enumerate(itempool):
 | |
|             if (item.name, item.player) in early_items_count:
 | |
|                 if item.advancement:
 | |
|                     if early_items_count[item.name, item.player][1]:
 | |
|                         early_local_prog_items[item.player].append(item)
 | |
|                         early_items_count[item.name, item.player][1] -= 1
 | |
|                     else:
 | |
|                         early_prog_items.append(item)
 | |
|                         early_items_count[item.name, item.player][0] -= 1
 | |
|                 else:
 | |
|                     if early_items_count[item.name, item.player][1]:
 | |
|                         early_local_rest_items[item.player].append(item)
 | |
|                         early_items_count[item.name, item.player][1] -= 1
 | |
|                     else:
 | |
|                         early_rest_items.append(item)
 | |
|                         early_items_count[item.name, item.player][0] -= 1
 | |
|                 item_indexes_to_remove.add(i)
 | |
|                 if early_items_count[item.name, item.player] == [0, 0]:
 | |
|                     del early_items_count[item.name, item.player]
 | |
|                     if len(early_items_count) == 0:
 | |
|                         break
 | |
|         itempool = [item for i, item in enumerate(itempool) if i not in item_indexes_to_remove]
 | |
|         for player in multiworld.player_ids:
 | |
|             player_local = early_local_rest_items[player]
 | |
|             fill_restrictive(multiworld, base_state,
 | |
|                              [loc for loc in early_locations if loc.player == player],
 | |
|                              player_local, lock=True, allow_partial=True, name=f"Local Early Items P{player}")
 | |
|             if player_local:
 | |
|                 logging.warning(f"Could not fulfill rules of early items: {player_local}")
 | |
|                 early_rest_items.extend(early_local_rest_items[player])
 | |
|         early_locations = [loc for loc in early_locations if not loc.item]
 | |
|         fill_restrictive(multiworld, base_state, early_locations, early_rest_items, lock=True, allow_partial=True,
 | |
|                          name="Early Items")
 | |
|         early_locations += early_priority_locations
 | |
|         for player in multiworld.player_ids:
 | |
|             player_local = early_local_prog_items[player]
 | |
|             fill_restrictive(multiworld, base_state,
 | |
|                              [loc for loc in early_locations if loc.player == player],
 | |
|                              player_local, lock=True, allow_partial=True, name=f"Local Early Progression P{player}")
 | |
|             if player_local:
 | |
|                 logging.warning(f"Could not fulfill rules of early items: {player_local}")
 | |
|                 early_prog_items.extend(player_local)
 | |
|         early_locations = [loc for loc in early_locations if not loc.item]
 | |
|         fill_restrictive(multiworld, base_state, early_locations, early_prog_items, lock=True, allow_partial=True,
 | |
|                          name="Early Progression")
 | |
|         unplaced_early_items = early_rest_items + early_prog_items
 | |
|         if unplaced_early_items:
 | |
|             logging.warning("Ran out of early locations for early items. Failed to place "
 | |
|                             f"{unplaced_early_items} early.")
 | |
|             itempool += unplaced_early_items
 | |
| 
 | |
|         fill_locations.extend(early_locations)
 | |
|         multiworld.random.shuffle(fill_locations)
 | |
|     return fill_locations, itempool
 | |
| 
 | |
| 
 | |
| def distribute_items_restrictive(multiworld: MultiWorld,
 | |
|                                  panic_method: typing.Literal["swap", "raise", "start_inventory"] = "swap") -> None:
 | |
|     fill_locations = sorted(multiworld.get_unfilled_locations())
 | |
|     multiworld.random.shuffle(fill_locations)
 | |
|     # get items to distribute
 | |
|     itempool = sorted(multiworld.itempool)
 | |
|     multiworld.random.shuffle(itempool)
 | |
| 
 | |
|     fill_locations, itempool = distribute_early_items(multiworld, fill_locations, itempool)
 | |
| 
 | |
|     progitempool: typing.List[Item] = []
 | |
|     usefulitempool: typing.List[Item] = []
 | |
|     filleritempool: typing.List[Item] = []
 | |
| 
 | |
|     for item in itempool:
 | |
|         if item.advancement:
 | |
|             progitempool.append(item)
 | |
|         elif item.useful:
 | |
|             usefulitempool.append(item)
 | |
|         else:
 | |
|             filleritempool.append(item)
 | |
| 
 | |
|     call_all(multiworld, "fill_hook", progitempool, usefulitempool, filleritempool, fill_locations)
 | |
| 
 | |
|     locations: typing.Dict[LocationProgressType, typing.List[Location]] = {
 | |
|         loc_type: [] for loc_type in LocationProgressType}
 | |
| 
 | |
|     for loc in fill_locations:
 | |
|         locations[loc.progress_type].append(loc)
 | |
| 
 | |
|     prioritylocations = locations[LocationProgressType.PRIORITY]
 | |
|     defaultlocations = locations[LocationProgressType.DEFAULT]
 | |
|     excludedlocations = locations[LocationProgressType.EXCLUDED]
 | |
| 
 | |
|     # can't lock due to accessibility corrections touching things, so we remember which ones got placed and lock later
 | |
|     lock_later = []
 | |
| 
 | |
|     def mark_for_locking(location: Location):
 | |
|         nonlocal lock_later
 | |
|         lock_later.append(location)
 | |
| 
 | |
|     if prioritylocations:
 | |
|         # "priority fill"
 | |
|         fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
 | |
|                          single_player_placement=multiworld.players == 1, swap=False, on_place=mark_for_locking,
 | |
|                          name="Priority")
 | |
|         accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool)
 | |
|         defaultlocations = prioritylocations + defaultlocations
 | |
| 
 | |
|     if progitempool:
 | |
|         # "advancement/progression fill"
 | |
|         if panic_method == "swap":
 | |
|             fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool,
 | |
|                              swap=True,
 | |
|                              on_place=mark_for_locking, name="Progression", single_player_placement=multiworld.players == 1)
 | |
|         elif panic_method == "raise":
 | |
|             fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool,
 | |
|                              swap=False,
 | |
|                              on_place=mark_for_locking, name="Progression", single_player_placement=multiworld.players == 1)
 | |
|         elif panic_method == "start_inventory":
 | |
|             fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool,
 | |
|                              swap=False, allow_partial=True,
 | |
|                              on_place=mark_for_locking, name="Progression", single_player_placement=multiworld.players == 1)
 | |
|             if progitempool:
 | |
|                 for item in progitempool:
 | |
|                     logging.debug(f"Moved {item} to start_inventory to prevent fill failure.")
 | |
|                     multiworld.push_precollected(item)
 | |
|                     filleritempool.append(multiworld.worlds[item.player].create_filler())
 | |
|                 logging.warning(f"{len(progitempool)} items moved to start inventory,"
 | |
|                                 f" due to failure in Progression fill step.")
 | |
|                 progitempool[:] = []
 | |
| 
 | |
|         else:
 | |
|             raise ValueError(f"Generator Panic Method {panic_method} not recognized.")
 | |
|         if progitempool:
 | |
|             raise FillError(
 | |
|                 f"Not enough locations for progression items. "
 | |
|                 f"There are {len(progitempool)} more progression items than there are available locations."
 | |
|             )
 | |
|         accessibility_corrections(multiworld, multiworld.state, defaultlocations)
 | |
| 
 | |
|     for location in lock_later:
 | |
|         if location.item:
 | |
|             location.locked = True
 | |
|     del mark_for_locking, lock_later
 | |
| 
 | |
|     inaccessible_location_rules(multiworld, multiworld.state, defaultlocations)
 | |
| 
 | |
|     remaining_fill(multiworld, excludedlocations, filleritempool, "Remaining Excluded",
 | |
|                    move_unplaceable_to_start_inventory=panic_method=="start_inventory")
 | |
| 
 | |
|     if excludedlocations:
 | |
|         raise FillError(
 | |
|             f"Not enough filler items for excluded locations. "
 | |
|             f"There are {len(excludedlocations)} more excluded locations than filler or trap items."
 | |
|         )
 | |
| 
 | |
|     restitempool = filleritempool + usefulitempool
 | |
| 
 | |
|     remaining_fill(multiworld, defaultlocations, restitempool,
 | |
|                    move_unplaceable_to_start_inventory=panic_method=="start_inventory")
 | |
| 
 | |
|     unplaced = restitempool
 | |
|     unfilled = defaultlocations
 | |
| 
 | |
|     if unplaced or unfilled:
 | |
|         logging.warning(
 | |
|             f"Unplaced items({len(unplaced)}): {unplaced} - Unfilled Locations({len(unfilled)}): {unfilled}")
 | |
|         items_counter = Counter(location.item.player for location in multiworld.get_filled_locations())
 | |
|         locations_counter = Counter(location.player for location in multiworld.get_locations())
 | |
|         items_counter.update(item.player for item in unplaced)
 | |
|         print_data = {"items": items_counter, "locations": locations_counter}
 | |
|         logging.info(f"Per-Player counts: {print_data})")
 | |
| 
 | |
| 
 | |
| def flood_items(multiworld: MultiWorld) -> None:
 | |
|     # get items to distribute
 | |
|     multiworld.random.shuffle(multiworld.itempool)
 | |
|     itempool = multiworld.itempool
 | |
|     progress_done = False
 | |
| 
 | |
|     # sweep once to pick up preplaced items
 | |
|     multiworld.state.sweep_for_events()
 | |
| 
 | |
|     # fill multiworld from top of itempool while we can
 | |
|     while not progress_done:
 | |
|         location_list = multiworld.get_unfilled_locations()
 | |
|         multiworld.random.shuffle(location_list)
 | |
|         spot_to_fill = None
 | |
|         for location in location_list:
 | |
|             if location.can_fill(multiworld.state, itempool[0]):
 | |
|                 spot_to_fill = location
 | |
|                 break
 | |
| 
 | |
|         if spot_to_fill:
 | |
|             item = itempool.pop(0)
 | |
|             multiworld.push_item(spot_to_fill, item, True)
 | |
|             continue
 | |
| 
 | |
|         # ran out of spots, check if we need to step in and correct things
 | |
|         if len(multiworld.get_reachable_locations()) == len(multiworld.get_locations()):
 | |
|             progress_done = True
 | |
|             continue
 | |
| 
 | |
|         # need to place a progress item instead of an already placed item, find candidate
 | |
|         item_to_place = None
 | |
|         candidate_item_to_place = None
 | |
|         for item in itempool:
 | |
|             if item.advancement:
 | |
|                 candidate_item_to_place = item
 | |
|                 if multiworld.unlocks_new_location(item):
 | |
|                     item_to_place = item
 | |
|                     break
 | |
| 
 | |
|         # we might be in a situation where all new locations require multiple items to reach.
 | |
|         # If that is the case, just place any advancement item we've found and continue trying
 | |
|         if item_to_place is None:
 | |
|             if candidate_item_to_place is not None:
 | |
|                 item_to_place = candidate_item_to_place
 | |
|             else:
 | |
|                 raise FillError('No more progress items left to place.')
 | |
| 
 | |
|         # find item to replace with progress item
 | |
|         location_list = multiworld.get_reachable_locations()
 | |
|         multiworld.random.shuffle(location_list)
 | |
|         for location in location_list:
 | |
|             if location.item is not None and not location.item.advancement:
 | |
|                 # safe to replace
 | |
|                 replace_item = location.item
 | |
|                 replace_item.location = None
 | |
|                 itempool.append(replace_item)
 | |
|                 multiworld.push_item(location, item_to_place, True)
 | |
|                 itempool.remove(item_to_place)
 | |
|                 break
 | |
| 
 | |
| 
 | |
| def balance_multiworld_progression(multiworld: MultiWorld) -> None:
 | |
|     # A system to reduce situations where players have no checks remaining, popularly known as "BK mode."
 | |
|     # Overall progression balancing algorithm:
 | |
|     # Gather up all locations in a sphere.
 | |
|     # Define a threshold value based on the player with the most available locations.
 | |
|     # If other players are below the threshold value, swap progression in this sphere into earlier spheres,
 | |
|     #   which gives more locations available by this sphere.
 | |
|     balanceable_players: typing.Dict[int, float] = {
 | |
|         player: multiworld.worlds[player].options.progression_balancing / 100
 | |
|         for player in multiworld.player_ids
 | |
|         if multiworld.worlds[player].options.progression_balancing > 0
 | |
|     }
 | |
|     if not balanceable_players:
 | |
|         logging.info('Skipping multiworld progression balancing.')
 | |
|     else:
 | |
|         logging.info(f'Balancing multiworld progression for {len(balanceable_players)} Players.')
 | |
|         logging.debug(balanceable_players)
 | |
|         state: CollectionState = CollectionState(multiworld)
 | |
|         checked_locations: typing.Set[Location] = set()
 | |
|         unchecked_locations: typing.Set[Location] = set(multiworld.get_locations())
 | |
| 
 | |
|         total_locations_count: typing.Counter[int] = Counter(
 | |
|             location.player
 | |
|             for location in multiworld.get_locations()
 | |
|             if not location.locked
 | |
|         )
 | |
|         reachable_locations_count: typing.Dict[int, int] = {
 | |
|             player: 0
 | |
|             for player in multiworld.player_ids
 | |
|             if total_locations_count[player] and len(multiworld.get_filled_locations(player)) != 0
 | |
|         }
 | |
|         balanceable_players = {
 | |
|             player: balanceable_players[player]
 | |
|             for player in balanceable_players
 | |
|             if total_locations_count[player]
 | |
|         }
 | |
|         sphere_num: int = 1
 | |
|         moved_item_count: int = 0
 | |
| 
 | |
|         def get_sphere_locations(sphere_state: CollectionState,
 | |
|                                  locations: typing.Set[Location]) -> typing.Set[Location]:
 | |
|             sphere_state.sweep_for_events(key_only=True, locations=locations)
 | |
|             return {loc for loc in locations if sphere_state.can_reach(loc)}
 | |
| 
 | |
|         def item_percentage(player: int, num: int) -> float:
 | |
|             return num / total_locations_count[player]
 | |
| 
 | |
|         # If there are no locations that aren't locked, there's no point in attempting to balance progression.
 | |
|         if len(total_locations_count) == 0:
 | |
|             return
 | |
| 
 | |
|         while True:
 | |
|             # Gather non-locked locations.
 | |
|             # This ensures that only shuffled locations get counted for progression balancing,
 | |
|             #   i.e. the items the players will be checking.
 | |
|             sphere_locations = get_sphere_locations(state, unchecked_locations)
 | |
|             for location in sphere_locations:
 | |
|                 unchecked_locations.remove(location)
 | |
|                 if not location.locked:
 | |
|                     reachable_locations_count[location.player] += 1
 | |
| 
 | |
|             logging.debug(f"Sphere {sphere_num}")
 | |
|             logging.debug(f"Reachable locations: {reachable_locations_count}")
 | |
|             debug_percentages = {
 | |
|                 player: round(item_percentage(player, num), 2)
 | |
|                 for player, num in reachable_locations_count.items()
 | |
|             }
 | |
|             logging.debug(f"Reachable percentages: {debug_percentages}\n")
 | |
|             sphere_num += 1
 | |
| 
 | |
|             if checked_locations:
 | |
|                 max_percentage = max(map(lambda p: item_percentage(p, reachable_locations_count[p]),
 | |
|                                          reachable_locations_count))
 | |
|                 threshold_percentages = {
 | |
|                     player: max_percentage * balanceable_players[player]
 | |
|                     for player in balanceable_players
 | |
|                 }
 | |
|                 logging.debug(f"Thresholds: {threshold_percentages}")
 | |
|                 balancing_players = {
 | |
|                     player
 | |
|                     for player, reachables in reachable_locations_count.items()
 | |
|                     if (player in threshold_percentages
 | |
|                         and item_percentage(player, reachables) < threshold_percentages[player])
 | |
|                 }
 | |
|                 if balancing_players:
 | |
|                     balancing_state = state.copy()
 | |
|                     balancing_unchecked_locations = unchecked_locations.copy()
 | |
|                     balancing_reachables = reachable_locations_count.copy()
 | |
|                     balancing_sphere = sphere_locations.copy()
 | |
|                     candidate_items: typing.Dict[int, typing.Set[Location]] = collections.defaultdict(set)
 | |
|                     while True:
 | |
|                         # Check locations in the current sphere and gather progression items to swap earlier
 | |
|                         for location in balancing_sphere:
 | |
|                             if location.advancement:
 | |
|                                 balancing_state.collect(location.item, True, location)
 | |
|                                 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 multiworld.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()
 | |
|                         multiworld.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 multiworld.has_beaten_game(balancing_state):
 | |
|                                 if not multiworld.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)
 | |
| 
 | |
|                     old_moved_item_count = moved_item_count
 | |
| 
 | |
|                     # 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.advancement and not l.locked)
 | |
|                     multiworld.random.shuffle(replacement_locations)
 | |
|                     items_to_replace.sort()
 | |
|                     multiworld.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 i, new_location in enumerate(replacement_locations):
 | |
|                             if new_location.can_fill(state, old_location.item, False) and \
 | |
|                                     old_location.can_fill(state, new_location.item, False):
 | |
|                                 replacement_locations.pop(i)
 | |
|                                 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)
 | |
|                                 break
 | |
|                         else:
 | |
|                             logging.warning(f"Could not Progression Balance {old_location.item}")
 | |
| 
 | |
|                     if old_moved_item_count < moved_item_count:
 | |
|                         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.advancement:
 | |
|                     state.collect(location.item, True, location)
 | |
|             checked_locations |= sphere_locations
 | |
| 
 | |
|             if multiworld.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
 | |
| 
 | |
| 
 | |
| def distribute_planned(multiworld: 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)
 | |
| 
 | |
|     swept_state = multiworld.state.copy()
 | |
|     swept_state.sweep_for_events()
 | |
|     reachable = frozenset(multiworld.get_reachable_locations(swept_state))
 | |
|     early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
 | |
|     non_early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
 | |
|     for loc in multiworld.get_unfilled_locations():
 | |
|         if loc in reachable:
 | |
|             early_locations[loc.player].append(loc.name)
 | |
|         else:  # not reachable with swept state
 | |
|             non_early_locations[loc.player].append(loc.name)
 | |
| 
 | |
|     world_name_lookup = multiworld.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(multiworld.player_ids)
 | |
|     for player in player_ids:
 | |
|         for block in multiworld.plando_items[player]:
 | |
|             block['player'] = player
 | |
|             if 'force' not in block:
 | |
|                 block['force'] = 'silent'
 | |
|             if 'from_pool' not in block:
 | |
|                 block['from_pool'] = True
 | |
|             elif not isinstance(block['from_pool'], bool):
 | |
|                 from_pool_type = type(block['from_pool'])
 | |
|                 raise Exception(f'Plando "from_pool" has to be boolean, not {from_pool_type} for player {player}.')
 | |
|             if 'world' not in block:
 | |
|                 target_world = False
 | |
|             else:
 | |
|                 target_world = block['world']
 | |
| 
 | |
|             if target_world is False or multiworld.players == 1:  # target own world
 | |
|                 worlds: typing.Set[int] = {player}
 | |
|             elif target_world is True:  # target any worlds besides own
 | |
|                 worlds = set(multiworld.player_ids) - {player}
 | |
|             elif target_world is None:  # target all worlds
 | |
|                 worlds = set(multiworld.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.",
 | |
|                                block['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, multiworld.players + 1):
 | |
|                     failed(
 | |
|                         f"Cannot place item in world {target_world} as it is not in range of (1, {multiworld.players})",
 | |
|                         block['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.",
 | |
|                            block['force'])
 | |
|                     continue
 | |
|                 worlds = {world_name_lookup[target_world]}
 | |
|             block['world'] = worlds
 | |
| 
 | |
|             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 = multiworld.itempool.count(multiworld.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
 | |
| 
 | |
|             if "early_locations" in locations:
 | |
|                 locations.remove("early_locations")
 | |
|                 for target_player in worlds:
 | |
|                     locations += early_locations[target_player]
 | |
|             if "non_early_locations" in locations:
 | |
|                 locations.remove("non_early_locations")
 | |
|                 for target_player in worlds:
 | |
|                     locations += non_early_locations[target_player]
 | |
| 
 | |
|             block['locations'] = list(dict.fromkeys(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'] = multiworld.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
 | |
|     multiworld.random.shuffle(plando_blocks)
 | |
|     plando_blocks.sort(key=lambda block: (len(block['locations']) - block['count']['target']
 | |
|                                           if len(block['locations']) > 0
 | |
|                                           else len(multiworld.get_unfilled_locations(player)) - block['count']['target']))
 | |
| 
 | |
|     for placement in plando_blocks:
 | |
|         player = placement['player']
 | |
|         try:
 | |
|             worlds = placement['world']
 | |
|             locations = placement['locations']
 | |
|             items = placement['items']
 | |
|             maxcount = placement['count']['target']
 | |
|             from_pool = placement['from_pool']
 | |
| 
 | |
|             candidates = list(multiworld.get_unfilled_locations_for_players(locations, sorted(worlds)))
 | |
|             multiworld.random.shuffle(candidates)
 | |
|             multiworld.random.shuffle(items)
 | |
|             count = 0
 | |
|             err: typing.List[str] = []
 | |
|             successful_pairs: typing.List[typing.Tuple[Item, Location]] = []
 | |
|             for item_name in items:
 | |
|                 item = multiworld.worlds[player].create_item(item_name)
 | |
|                 for location in reversed(candidates):
 | |
|                     if (location.address is None) == (item.code is None):  # either both None or both not None
 | |
|                         if not location.item:
 | |
|                             if location.item_rule(item):
 | |
|                                 if location.can_fill(multiworld.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}.")
 | |
|                     else:
 | |
|                         err.append(f"Mismatch between {item_name} and {location}, only one is an event.")
 | |
|                 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 {multiworld.player_name[player]}, error(s): {' '.join(err)}",
 | |
|                     placement['force'])
 | |
|             for (item, location) in successful_pairs:
 | |
|                 multiworld.push_item(location, item, collect=False)
 | |
|                 location.locked = True
 | |
|                 logging.debug(f"Plando placed {item} at {location}")
 | |
|                 if from_pool:
 | |
|                     try:
 | |
|                         multiworld.itempool.remove(item)
 | |
|                     except ValueError:
 | |
|                         warn(
 | |
|                             f"Could not remove {item} from pool for {multiworld.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} ({multiworld.player_name[player]})") from e
 | 
