Generator: Re-allow names with spaces (and see what breaks) Generator: Removed teams (Note that teams are intended to move from a generation step feature to a server runtime feature, allowing dynamic creation of an already generated MW) LttP: All Rom Options are now on the new system LttP: palette option "random" is now called "good" LttP: Roms are now created as part of the general output file creation step LttP: disable Music is now Music, removing potential double negatives LttP & Factorio: Progressive option random is now grouped_random LttP: Enemy damage option random is now Enemy damage: chaos
		
			
				
	
	
		
			448 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			448 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import logging
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import typing
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import collections
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import itertools
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from BaseClasses import CollectionState, Location, MultiWorld
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from worlds.alttp.Items import ItemFactory
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from worlds.alttp.Regions import key_drop_data
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from worlds.generic import PlandoItem
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class FillError(RuntimeError):
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    pass
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def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations, itempool, single_player_placement=False,
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                     lock=False):
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    def sweep_from_pool():
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        new_state = base_state.copy()
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        for item in itempool:
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            new_state.collect(item, True)
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        new_state.sweep_for_events()
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        return new_state
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    unplaced_items = []
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    placements = []
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    reachable_items = {}
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    for item in itempool:
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        reachable_items.setdefault(item.player, []).append(item)
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    while any(reachable_items.values()) and locations:
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        items_to_place = [items.pop() for items in reachable_items.values() if items]  # grab one item per player
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        for item in items_to_place:
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            itempool.remove(item)
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        maximum_exploration_state = sweep_from_pool()
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        has_beaten_game = world.has_beaten_game(maximum_exploration_state)
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        for item_to_place in items_to_place:
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            if world.accessibility[item_to_place.player] == 'none':
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                perform_access_check = not world.has_beaten_game(maximum_exploration_state,
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                                                                 item_to_place.player) if single_player_placement else not has_beaten_game
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            else:
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                perform_access_check = True
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            for i, location in enumerate(locations):
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                if (not single_player_placement or location.player == item_to_place.player) \
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                        and location.can_fill(maximum_exploration_state, item_to_place, perform_access_check):
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                    spot_to_fill = locations.pop(i) # poping by index is faster than removing by content,
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                    # skipping a scan for the element
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                    break
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            else:
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                # we filled all reachable spots. Maybe the game can be beaten anyway?
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                unplaced_items.append(item_to_place)
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                if world.accessibility[item_to_place.player] != 'none' and world.can_beat_game():
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                    logging.warning(
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                        f'Not all items placed. Game beatable anyway. (Could not place {item_to_place})')
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                    continue
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                raise FillError(f'No more spots to place {item_to_place}, locations {locations} are invalid. '
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                                f'Already placed {len(placements)}: {", ".join(str(place) for place in placements)}')
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            world.push_item(spot_to_fill, item_to_place, False)
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            spot_to_fill.locked = lock
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            placements.append(spot_to_fill)
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            spot_to_fill.event = True
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    itempool.extend(unplaced_items)
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def distribute_items_restrictive(world: MultiWorld, gftower_trash=False, 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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        world.random.shuffle(fill_locations)
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    # get items to distribute
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    world.random.shuffle(world.itempool)
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    progitempool = []
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    nonexcludeditempool = []
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    localrestitempool = {player: [] for player in range(1, world.players + 1)}
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    restitempool = []
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    for item in world.itempool:
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        if item.advancement:
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            progitempool.append(item)
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        elif item.never_exclude:  # this only gets nonprogression items which should not appear in excluded locations
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            nonexcludeditempool.append(item)
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        elif item.name in world.local_items[item.player]:
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            localrestitempool[item.player].append(item)
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        else:
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            restitempool.append(item)
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    standard_keyshuffle_players = set()
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    # fill in gtower locations with trash first
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    for player in world.get_game_players("A Link to the Past"):
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        if not gftower_trash or not world.ganonstower_vanilla[player] or \
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                world.logic[player] in {'owglitches', 'hybridglitches', "nologic"}:
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            gtower_trash_count = 0
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        elif 'triforcehunt' in world.goal[player] and ('local' in world.goal[player] or world.players == 1):
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            gtower_trash_count = world.random.randint(world.crystals_needed_for_gt[player] * 2,
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                                                      world.crystals_needed_for_gt[player] * 4)
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        else:
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            gtower_trash_count = world.random.randint(0, world.crystals_needed_for_gt[player] * 2)
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        if gtower_trash_count:
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            gtower_locations = [location for location in fill_locations if
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                                'Ganons Tower' in location.name and location.player == player]
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            world.random.shuffle(gtower_locations)
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            trashcnt = 0
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            localrest = localrestitempool[player]
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            if localrest:
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                gt_item_pool = restitempool + localrest
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                world.random.shuffle(gt_item_pool)
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            else:
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                gt_item_pool = restitempool.copy()
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            while gtower_locations and gt_item_pool and trashcnt < gtower_trash_count:
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                spot_to_fill = gtower_locations.pop()
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                item_to_place = gt_item_pool.pop()
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                if item_to_place in localrest:
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                    localrest.remove(item_to_place)
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                else:
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                    restitempool.remove(item_to_place)
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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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        if world.mode[player] == 'standard' and world.keyshuffle[player] is True:
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            standard_keyshuffle_players.add(player)
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    # Make sure the escape small key is placed first in standard with key shuffle to prevent running out of spots
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    if standard_keyshuffle_players:
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        progitempool.sort(
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            key=lambda item: 1 if item.name == 'Small Key (Hyrule Castle)' and
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                                  item.player in standard_keyshuffle_players else 0)
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    world.random.shuffle(fill_locations)
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    fill_restrictive(world, world.state, fill_locations, progitempool)
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    if nonexcludeditempool:
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        world.random.shuffle(fill_locations)
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        fill_restrictive(world, world.state, fill_locations, nonexcludeditempool)  # needs logical fill to not conflict with local items
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    if any(localrestitempool.values()):  # we need to make sure some fills are limited to certain worlds
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        local_locations = {player: [] for player in world.player_ids}
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        for location in fill_locations:
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            local_locations[location.player].append(location)
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        for locations in local_locations.values():
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            world.random.shuffle(locations)
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        for player, items in localrestitempool.items():  # items already shuffled
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            player_local_locations = local_locations[player]
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            for item_to_place in items:
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                if not player_local_locations:
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                    logging.warning(f"Ran out of local locations for player {player}, "
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                                    f"cannot place {item_to_place}.")
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                    break
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                spot_to_fill = player_local_locations.pop()
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                world.push_item(spot_to_fill, item_to_place, False)
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                fill_locations.remove(spot_to_fill)
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    world.random.shuffle(fill_locations)
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    restitempool, fill_locations = fast_fill(world, restitempool, fill_locations)
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    unplaced = [item for item in progitempool + restitempool]
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    unfilled = [location.name for location in fill_locations]
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    for location in fill_locations:
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        world.push_item(location, ItemFactory('Nothing', location.player), False)
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    if unplaced or unfilled:
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        logging.warning(f'Unplaced items({len(unplaced)}): {unplaced} - Unfilled Locations({len(unfilled)}): {unfilled}')
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def fast_fill(world: MultiWorld, item_pool: typing.List, fill_locations: typing.List) -> typing.Tuple[typing.List, typing.List]:
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    placing = min(len(item_pool), len(fill_locations))
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    for item, location in zip(item_pool, fill_locations):
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        world.push_item(location, item, False)
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    return item_pool[placing:], fill_locations[placing:]
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def flood_items(world: MultiWorld):
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    # get items to distribute
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    world.random.shuffle(world.itempool)
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    itempool = world.itempool
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    progress_done = False
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    # sweep once to pick up preplaced items
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    world.state.sweep_for_events()
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    # fill world from top of itempool while we can
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    while not progress_done:
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        location_list = world.get_unfilled_locations()
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        world.random.shuffle(location_list)
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        spot_to_fill = None
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        for location in location_list:
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            if location.can_fill(world.state, itempool[0]):
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                spot_to_fill = location
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                break
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        if spot_to_fill:
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            item = itempool.pop(0)
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            world.push_item(spot_to_fill, item, True)
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            continue
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        # ran out of spots, check if we need to step in and correct things
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        if len(world.get_reachable_locations()) == len(world.get_locations()):
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            progress_done = True
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            continue
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        # need to place a progress item instead of an already placed item, find candidate
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        item_to_place = None
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        candidate_item_to_place = None
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        for item in itempool:
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            if item.advancement:
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                candidate_item_to_place = item
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                if world.unlocks_new_location(item):
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                    item_to_place = item
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                    break
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        # we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
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        if item_to_place is None:
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            if candidate_item_to_place is not None:
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                item_to_place = candidate_item_to_place
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            else:
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                raise FillError('No more progress items left to place.')
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        # find item to replace with progress item
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        location_list = world.get_reachable_locations()
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        world.random.shuffle(location_list)
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        for location in location_list:
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            if location.item is not None and not location.item.advancement and not location.item.smallkey and not location.item.bigkey:
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                # safe to replace
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                replace_item = location.item
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                replace_item.location = None
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                itempool.append(replace_item)
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                world.push_item(location, item_to_place, True)
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                itempool.remove(item_to_place)
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                break
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def balance_multiworld_progression(world: MultiWorld):
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    balanceable_players = {player for player in range(1, world.players + 1) if world.progression_balancing[player]}
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    if not balanceable_players:
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        logging.info('Skipping multiworld progression balancing.')
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    else:
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        logging.info(f'Balancing multiworld progression for {len(balanceable_players)} Players.')
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        state = CollectionState(world)
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        checked_locations = set()
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        unchecked_locations = set(world.get_locations())
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        reachable_locations_count = {player: 0 for player in world.player_ids}
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        def get_sphere_locations(sphere_state, locations):
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            sphere_state.sweep_for_events(key_only=True, locations=locations)
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            return {loc for loc in locations if sphere_state.can_reach(loc)}
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        while True:
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            sphere_locations = get_sphere_locations(state, unchecked_locations)
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            for location in sphere_locations:
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                unchecked_locations.remove(location)
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                reachable_locations_count[location.player] += 1
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            if checked_locations:
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                threshold = max(reachable_locations_count.values()) - 20
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                balancing_players = {player for player, reachables in reachable_locations_count.items() if
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                                     reachables < threshold and player in balanceable_players}
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                if balancing_players:
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                    balancing_state = state.copy()
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                    balancing_unchecked_locations = unchecked_locations.copy()
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                    balancing_reachables = reachable_locations_count.copy()
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                    balancing_sphere = sphere_locations.copy()
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                    candidate_items = collections.defaultdict(set)
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                    while True:
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                        for location in balancing_sphere:
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                            if location.event:
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                                balancing_state.collect(location.item, True, location)
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                                player = location.item.player
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                                # only replace items that end up in another player's world
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                                if not location.locked and player in balancing_players and location.player != player:
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                                    candidate_items[player].add(location)
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                        balancing_sphere = get_sphere_locations(balancing_state, balancing_unchecked_locations)
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                        for location in balancing_sphere:
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                            balancing_unchecked_locations.remove(location)
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                            balancing_reachables[location.player] += 1
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                        if world.has_beaten_game(balancing_state) or all(
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                                reachables >= threshold for reachables in balancing_reachables.values()):
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                            break
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                        elif not balancing_sphere:
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                            raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
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                    unlocked_locations = collections.defaultdict(set)
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                    for l in unchecked_locations:
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                        if l not in balancing_unchecked_locations:
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                            unlocked_locations[l.player].add(l)
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                    items_to_replace = []
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                    for player in balancing_players:
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                        locations_to_test = unlocked_locations[player]
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                        items_to_test = candidate_items[player]
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                        while items_to_test:
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                            testing = items_to_test.pop()
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                            reducing_state = state.copy()
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                            for location in itertools.chain((l for l in items_to_replace if l.item.player == player),
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                                                            items_to_test):
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                                reducing_state.collect(location.item, True, location)
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                            reducing_state.sweep_for_events(locations=locations_to_test)
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                            if world.has_beaten_game(balancing_state):
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                                if not world.has_beaten_game(reducing_state):
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                                    items_to_replace.append(testing)
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                            else:
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                                reduced_sphere = get_sphere_locations(reducing_state, locations_to_test)
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                                if reachable_locations_count[player] + len(reduced_sphere) < threshold:
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                                    items_to_replace.append(testing)
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                    replaced_items = False
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                    # sort then shuffle to maintain deterministic behaviour,
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                    # while allowing use of set for better algorithm growth behaviour elsewhere
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                    replacement_locations = sorted(l for l in checked_locations if not l.event and not l.locked)
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                    world.random.shuffle(replacement_locations)
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                    items_to_replace.sort()
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                    world.random.shuffle(items_to_replace)
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                    while replacement_locations and items_to_replace:
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                        old_location = items_to_replace.pop()
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                        for new_location in replacement_locations:
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                            if new_location.can_fill(state, old_location.item, False) and \
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                                    old_location.can_fill(state, new_location.item, False):
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                                replacement_locations.remove(new_location)
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                                swap_location_item(old_location, new_location)
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                                logging.debug(f"Progression balancing moved {new_location.item} to {new_location}, "
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                                              f"displacing {old_location.item} into {old_location}")
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                                state.collect(new_location.item, True, new_location)
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                                replaced_items = True
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                                break
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                        else:
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                            logging.warning(f"Could not Progression Balance {old_location.item}")
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                    if replaced_items:
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                        unlocked = {fresh for player in balancing_players for fresh in unlocked_locations[player]}
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                        for location in get_sphere_locations(state, unlocked):
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                            unchecked_locations.remove(location)
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                            reachable_locations_count[location.player] += 1
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                            sphere_locations.add(location)
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            for location in sphere_locations:
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                if location.event:
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                    state.collect(location.item, True, location)
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            checked_locations |= sphere_locations
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            if world.has_beaten_game(state):
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                break
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            elif not sphere_locations:
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                logging.warning("Progression Balancing ran out of paths.")
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                break
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def swap_location_item(location_1: Location, location_2: Location, check_locked=True):
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    """Swaps Items of locations. Does NOT swap flags like shop_slot or locked, but does swap event"""
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    if check_locked:
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        if location_1.locked:
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            logging.warning(f"Swapping {location_1}, which is marked as locked.")
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        if location_2.locked:
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            logging.warning(f"Swapping {location_2}, which is marked as locked.")
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    location_2.item, location_1.item = location_1.item, location_2.item
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    location_1.item.location = location_1
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    location_2.item.location = location_2
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    location_1.event, location_2.event = location_2.event, location_1.event
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def distribute_planned(world: MultiWorld):
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    world_name_lookup = world.world_name_lookup
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    for player in world.player_ids:
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        try:
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            placement: PlandoItem
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            for placement in world.plando_items[player]:
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                if placement.location in key_drop_data:
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                    placement.warn(
 | 
						|
                        f"Can't place '{placement.item}' at '{placement.location}', as key drop shuffle locations are not supported yet.")
 | 
						|
                    continue
 | 
						|
                item = ItemFactory(placement.item, player)
 | 
						|
                target_world: int = placement.world
 | 
						|
                if target_world is False or world.players == 1:
 | 
						|
                    target_world = player  # in own world
 | 
						|
                elif target_world is True:  # in any other world
 | 
						|
                    unfilled = list(location for location in world.get_unfilled_locations_for_players(
 | 
						|
                        placement.location,
 | 
						|
                        set(world.player_ids) - {player}) if location.item_rule(item)
 | 
						|
                                    )
 | 
						|
                    if not unfilled:
 | 
						|
                        placement.failed(f"Could not find a world with an unfilled location {placement.location}",
 | 
						|
                                         FillError)
 | 
						|
                        continue
 | 
						|
 | 
						|
                    target_world = world.random.choice(unfilled).player
 | 
						|
 | 
						|
                elif target_world is None:  # any random world
 | 
						|
                    unfilled = list(location for location in world.get_unfilled_locations_for_players(
 | 
						|
                        placement.location,
 | 
						|
                        set(world.player_ids)) if location.item_rule(item)
 | 
						|
                                    )
 | 
						|
                    if not unfilled:
 | 
						|
                        placement.failed(f"Could not find a world with an unfilled location {placement.location}",
 | 
						|
                                         FillError)
 | 
						|
                        continue
 | 
						|
 | 
						|
                    target_world = world.random.choice(unfilled).player
 | 
						|
 | 
						|
                elif type(target_world) == int:  # target world by player id
 | 
						|
                    if target_world not in range(1, world.players + 1):
 | 
						|
                        placement.failed(
 | 
						|
                            f"Cannot place item in world {target_world} as it is not in range of (1, {world.players})",
 | 
						|
                            ValueError)
 | 
						|
                        continue
 | 
						|
                else:  # find world by name
 | 
						|
                    if target_world not in world_name_lookup:
 | 
						|
                        placement.failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
 | 
						|
                                         ValueError)
 | 
						|
                        continue
 | 
						|
                    target_world = world_name_lookup[target_world]
 | 
						|
 | 
						|
                location = world.get_location(placement.location, target_world)
 | 
						|
                if location.item:
 | 
						|
                    placement.failed(f"Cannot place item into already filled location {location}.")
 | 
						|
                    continue
 | 
						|
 | 
						|
                if location.can_fill(world.state, item, False):
 | 
						|
                    world.push_item(location, item, collect=False)
 | 
						|
                    location.event = True  # flag location to be checked during fill
 | 
						|
                    location.locked = True
 | 
						|
                    logging.debug(f"Plando placed {item} at {location}")
 | 
						|
                else:
 | 
						|
                    placement.failed(f"Can't place {item} at {location} due to fill condition not met.")
 | 
						|
                    continue
 | 
						|
 | 
						|
                if placement.from_pool:  # Should happen AFTER the item is placed, in case it was allowed to skip failed placement.
 | 
						|
                    try:
 | 
						|
                        world.itempool.remove(item)
 | 
						|
                    except ValueError:
 | 
						|
                        placement.warn(f"Could not remove {item} from pool as it's already missing from it.")
 | 
						|
        except Exception as e:
 | 
						|
            raise Exception(f"Error running plando for player {player} ({world.player_name[player]})") from e
 |