 caffd7e34c
			
		
	
	caffd7e34c
	
	
	
		
			
			GT now pre-fills with junk if it's in the vanilla location regardless of the state of the shuffleganon flag. The smith is now allowed to be in multi-entrance cave locations in the appropriate shuffles. A duplicate Old Man Cave (West) from bomb shop multis was also removed.
		
			
				
	
	
		
			300 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			300 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import random
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| import logging
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| 
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| class FillError(RuntimeError):
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|     pass
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| 
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| def distribute_items_cutoff(world, cutoffrate=0.33):
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|     # get list of locations to fill in
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|     fill_locations = world.get_unfilled_locations()
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|     random.shuffle(fill_locations)
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| 
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|     # get items to distribute
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|     random.shuffle(world.itempool)
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|     itempool = world.itempool
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| 
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|     total_advancement_items = len([item for item in itempool if item.advancement])
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|     placed_advancement_items = 0
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| 
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|     progress_done = False
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|     advancement_placed = False
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| 
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|     # sweep once to pick up preplaced items
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|     world.state.sweep_for_events()
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| 
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|     while itempool and fill_locations:
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|         candidate_item_to_place = None
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|         item_to_place = None
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|         for item in itempool:
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|             if advancement_placed or (progress_done and (item.advancement or item.priority)):
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|                 item_to_place = item
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|                 break
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|             if item.advancement:
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|                 candidate_item_to_place = item
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|                 if world.unlocks_new_location(item):
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|                     item_to_place = item
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|                     placed_advancement_items += 1
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|                     break
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| 
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|         if item_to_place is None:
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|             # check if we can reach all locations and that is why we find no new locations to place
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|             if not progress_done and len(world.get_reachable_locations()) == len(world.get_locations()):
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|                 progress_done = True
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|                 continue
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|             # check if we have now placed all advancement items
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|             if progress_done:
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|                 advancement_placed = True
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|                 continue
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|             # we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
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|             if candidate_item_to_place is not None:
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|                 item_to_place = candidate_item_to_place
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|                 placed_advancement_items += 1
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|             else:
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|                 # we placed all available progress items. Maybe the game can be beaten anyway?
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|                 if world.can_beat_game():
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|                     logging.getLogger('').warning('Not all locations reachable. Game beatable anyway.')
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|                     progress_done = True
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|                     continue
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|                 raise FillError('No more progress items left to place.')
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| 
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|         spot_to_fill = None
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|         for location in fill_locations if placed_advancement_items / total_advancement_items < cutoffrate else reversed(fill_locations):
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|             if location.can_fill(world.state, item_to_place):
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|                 spot_to_fill = location
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|                 break
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| 
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|         if spot_to_fill is None:
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|             # we filled all reachable spots. Maybe the game can be beaten anyway?
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|             if world.can_beat_game():
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|                 logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
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|                 break
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|             raise FillError('No more spots to place %s' % item_to_place)
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| 
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|         world.push_item(spot_to_fill, item_to_place, True)
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|         itempool.remove(item_to_place)
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|         fill_locations.remove(spot_to_fill)
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| 
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|     logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s', [item.name for item in itempool], [location.name for location in fill_locations])
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| 
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| 
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| def distribute_items_staleness(world):
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|     # get list of locations to fill in
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|     fill_locations = world.get_unfilled_locations()
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|     random.shuffle(fill_locations)
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| 
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|     # get items to distribute
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|     random.shuffle(world.itempool)
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|     itempool = world.itempool
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| 
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|     progress_done = False
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|     advancement_placed = False
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| 
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|     # sweep once to pick up preplaced items
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|     world.state.sweep_for_events()
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| 
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|     while itempool and fill_locations:
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|         candidate_item_to_place = None
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|         item_to_place = None
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|         for item in itempool:
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|             if advancement_placed or (progress_done and (item.advancement or item.priority)):
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|                 item_to_place = item
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|                 break
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|             if item.advancement:
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|                 candidate_item_to_place = item
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|                 if world.unlocks_new_location(item):
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|                     item_to_place = item
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|                     break
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| 
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|         if item_to_place is None:
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|             # check if we can reach all locations and that is why we find no new locations to place
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|             if not progress_done and len(world.get_reachable_locations()) == len(world.get_locations()):
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|                 progress_done = True
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|                 continue
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|             # check if we have now placed all advancement items
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|             if progress_done:
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|                 advancement_placed = True
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|                 continue
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|             # we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
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|             if candidate_item_to_place is not None:
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|                 item_to_place = candidate_item_to_place
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|             else:
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|                 # we placed all available progress items. Maybe the game can be beaten anyway?
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|                 if world.can_beat_game():
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|                     logging.getLogger('').warning('Not all locations reachable. Game beatable anyway.')
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|                     progress_done = True
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|                     continue
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|                 raise FillError('No more progress items left to place.')
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| 
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|         spot_to_fill = None
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|         for location in fill_locations:
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|             # increase likelyhood of skipping a location if it has been found stale
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|             if not progress_done and random.randint(0, location.staleness_count) > 2:
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|                 continue
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| 
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|             if location.can_fill(world.state, item_to_place):
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|                 spot_to_fill = location
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|                 break
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|             else:
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|                 location.staleness_count += 1
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| 
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|         # might have skipped too many locations due to potential staleness. Do not check for staleness now to find a candidate
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|         if spot_to_fill is None:
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|             for location in fill_locations:
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|                 if location.can_fill(world.state, item_to_place):
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|                     spot_to_fill = location
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|                     break
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| 
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|         if spot_to_fill is None:
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|             # we filled all reachable spots. Maybe the game can be beaten anyway?
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|             if world.can_beat_game():
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|                 logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
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|                 break
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|             raise FillError('No more spots to place %s' % item_to_place)
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| 
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|         world.push_item(spot_to_fill, item_to_place, True)
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|         itempool.remove(item_to_place)
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|         fill_locations.remove(spot_to_fill)
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| 
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|     logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s', [item.name for item in itempool], [location.name for location in fill_locations])
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| 
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| 
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| def fill_restrictive(world, base_state, locations, itempool):
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|     def sweep_from_pool():
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|         new_state = base_state.copy()
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|         for item in itempool:
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|             new_state.collect(item, True)
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|         new_state.sweep_for_events()
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|         return new_state
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| 
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|     while itempool and locations:
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|         item_to_place = itempool.pop()
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|         maximum_exploration_state = sweep_from_pool()
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| 
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|         perform_access_check = True
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|         if world.check_beatable_only:
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|             perform_access_check = not world.has_beaten_game(maximum_exploration_state)
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| 
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| 
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|         spot_to_fill = None
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|         for location in locations:
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|             if location.can_fill(maximum_exploration_state, item_to_place, perform_access_check):
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|                 spot_to_fill = location
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|                 break
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| 
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|         if spot_to_fill is None:
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|             # we filled all reachable spots. Maybe the game can be beaten anyway?
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|             if world.can_beat_game():
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|                 if not world.check_beatable_only:
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|                     logging.getLogger('').warning('Not all items placed. Game beatable anyway.')
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|                 break
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|             raise FillError('No more spots to place %s' % item_to_place)
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| 
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|         world.push_item(spot_to_fill, item_to_place, False)
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|         locations.remove(spot_to_fill)
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|         spot_to_fill.event = True
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| 
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| 
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| def distribute_items_restrictive(world, gftower_trash_count=0, fill_locations=None):
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|     # If not passed in, then get a shuffled list of locations to fill in
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|     if not fill_locations:
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|         fill_locations = world.get_unfilled_locations()
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|         random.shuffle(fill_locations)
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| 
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|     # get items to distribute
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|     random.shuffle(world.itempool)
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|     progitempool = [item for item in world.itempool if item.advancement]
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|     prioitempool = [item for item in world.itempool if not item.advancement and item.priority]
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|     restitempool = [item for item in world.itempool if not item.advancement and not item.priority]
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| 
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|     # fill in gtower locations with trash first
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|     if world.ganonstower_vanilla:
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|         gtower_locations = [location for location in fill_locations if 'Ganons Tower' in location.name]
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|         random.shuffle(gtower_locations)
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|         trashcnt = 0
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|         while gtower_locations and restitempool and trashcnt < gftower_trash_count:
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|             spot_to_fill = gtower_locations.pop()
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|             item_to_place = restitempool.pop()
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|             world.push_item(spot_to_fill, item_to_place, False)
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|             fill_locations.remove(spot_to_fill)
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|             trashcnt += 1
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| 
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|     random.shuffle(fill_locations)
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|     fill_locations.reverse()
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| 
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|     fill_restrictive(world, world.state, fill_locations, progitempool)
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| 
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|     random.shuffle(fill_locations)
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| 
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|     fast_fill(world, prioitempool, fill_locations)
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| 
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|     fast_fill(world, restitempool, fill_locations)
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| 
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|     logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s', [item.name for item in progitempool + prioitempool + restitempool], [location.name for location in fill_locations])
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| 
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| 
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| def fast_fill(world, item_pool, fill_locations):
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|     while item_pool and fill_locations:
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|         spot_to_fill = fill_locations.pop()
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|         item_to_place = item_pool.pop()
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|         world.push_item(spot_to_fill, item_to_place, False)
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| 
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| 
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| def flood_items(world):
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|     # get items to distribute
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|     random.shuffle(world.itempool)
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|     itempool = world.itempool
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|     progress_done = False
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| 
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|     # sweep once to pick up preplaced items
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|     world.state.sweep_for_events()
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| 
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|     # fill world from top of itempool while we can
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|     while not progress_done:
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|         location_list = world.get_unfilled_locations()
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|         random.shuffle(location_list)
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|         spot_to_fill = None
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|         for location in location_list:
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|             if location.can_fill(world.state, itempool[0]):
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|                 spot_to_fill = location
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|                 break
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| 
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|         if spot_to_fill:
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|             item = itempool.pop(0)
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|             world.push_item(spot_to_fill, item, True)
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|             continue
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| 
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|         # ran out of spots, check if we need to step in and correct things
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|         if len(world.get_reachable_locations()) == len(world.get_locations()):
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|             progress_done = True
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|             continue
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| 
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|         # need to place a progress item instead of an already placed item, find candidate
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|         item_to_place = None
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|         candidate_item_to_place = None
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|         for item in itempool:
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|             if item.advancement:
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|                 candidate_item_to_place = item
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|                 if world.unlocks_new_location(item):
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|                     item_to_place = item
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|                     break
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| 
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|         # we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
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|         if item_to_place is None:
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|             if candidate_item_to_place is not None:
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|                 item_to_place = candidate_item_to_place
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|             else:
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|                 raise FillError('No more progress items left to place.')
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| 
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|         # find item to replace with progress item
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|         location_list = world.get_reachable_locations()
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|         random.shuffle(location_list)
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|         for location in location_list:
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|             if location.item is not None and not location.item.advancement and not location.item.priority and not location.item.key:
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|                 # safe to replace
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|                 replace_item = location.item
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|                 replace_item.location = None
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|                 itempool.append(replace_item)
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|                 world.push_item(location, item_to_place, True)
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|                 itempool.remove(item_to_place)
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|                 break
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