449 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			449 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 collections import Counter, deque
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| 
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| 
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| from BaseClasses import CollectionState, Location, MultiWorld, Item
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| from worlds.generic import PlandoItem
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| from worlds.AutoWorld import call_all
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| 
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| 
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| class FillError(RuntimeError):
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|     pass
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| 
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| 
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| def sweep_from_pool(base_state: CollectionState, itempool):
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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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| 
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| def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations, itempool: typing.List[Item],
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|                      single_player_placement=False, lock=False):
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|     unplaced_items = []
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|     placements = []
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| 
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|     swapped_items = Counter()
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|     reachable_items: dict[str, deque] = {}
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|     for item in itempool:
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|         reachable_items.setdefault(item.player, deque()).append(item)
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| 
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|     while any(reachable_items.values()) and locations:
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|         # grab one item per player
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|         items_to_place = [items.pop()
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|                           for items in reachable_items.values() if items]
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|         for item in items_to_place:
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|             itempool.remove(item)
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|         maximum_exploration_state = sweep_from_pool(base_state, itempool)
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|         has_beaten_game = world.has_beaten_game(maximum_exploration_state)
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| 
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|         for item_to_place in items_to_place:
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|             spot_to_fill: Location = None
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|             if world.accessibility[item_to_place.player] == 'minimal':
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|                 perform_access_check = not world.has_beaten_game(maximum_exploration_state,
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|                                                                  item_to_place.player) 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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| 
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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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|                     # poping by index is faster than removing by content,
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|                     spot_to_fill = locations.pop(i)
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|                     # skipping a scan for the element
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|                     break
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| 
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|             else:
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|                 # we filled all reachable spots.
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|                 # try swaping this item with previously placed items
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|                 for(i, location) in enumerate(placements):
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|                     placed_item = location.item
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|                     # Unplaceable items can sometimes be swapped infinitely. Limit the
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|                     # number of times we will swap an individual item to prevent this
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|                     if swapped_items[placed_item.player, placed_item.name] > 0:
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|                         continue
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|                     location.item = None
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|                     placed_item.location = None
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|                     swap_state = sweep_from_pool(base_state, itempool)
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|                     if (not single_player_placement or location.player == item_to_place.player) \
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|                             and location.can_fill(swap_state, item_to_place, perform_access_check):
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|                         # Add this item to the exisiting placement, and
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|                         # add the old item to the back of the queue
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|                         spot_to_fill = placements.pop(i)
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|                         swapped_items[placed_item.player,
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|                                       placed_item.name] += 1
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|                         reachable_items[placed_item.player].appendleft(
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|                             placed_item)
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|                         itempool.append(placed_item)
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|                         break
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|                     else:
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|                         # Item can't be placed here, restore original item
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|                         location.item = placed_item
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|                         placed_item.location = location
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| 
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|                 if spot_to_fill == None:
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|                     # 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] != 'minimal' 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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| 
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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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| 
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|     itempool.extend(unplaced_items)
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| 
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| 
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| def distribute_items_restrictive(world: MultiWorld, 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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| 
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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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|     nonlocalrestitempool = []
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|     restitempool = []
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| 
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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].value:
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|             localrestitempool[item.player].append(item)
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|         elif item.name in world.non_local_items[item.player].value:
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|             nonlocalrestitempool.append(item)
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|         else:
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|             restitempool.append(item)
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| 
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|     world.random.shuffle(fill_locations)
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|     call_all(world, "fill_hook", progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool, restitempool, fill_locations)
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| 
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|     fill_restrictive(world, world.state, fill_locations, progitempool)
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| 
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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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| 
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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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| 
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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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| 
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|     for item_to_place in nonlocalrestitempool:
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|         for i, location in enumerate(fill_locations):
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|             if location.player != item_to_place.player:
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|                 world.push_item(fill_locations.pop(i), item_to_place, False)
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|                 break
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|         else:
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|             logging.warning(f"Could not place non_local_item {item_to_place} among {fill_locations}, tossing.")
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| 
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|     world.random.shuffle(fill_locations)
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| 
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|     restitempool, fill_locations = fast_fill(world, restitempool, fill_locations)
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|     unplaced = progitempool + restitempool
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|     unfilled = [location.name for location in fill_locations]
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| 
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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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| 
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| 
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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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| 
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| 
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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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| 
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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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|         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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| 
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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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|         world.random.shuffle(location_list)
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|         for location in location_list:
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|             if location.item is not None and not location.item.advancement:
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|                 # safe to replace
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|                 replace_item = location.item
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|                 replace_item.location = None
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|                 itempool.append(replace_item)
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|                 world.push_item(location, item_to_place, True)
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|                 itempool.remove(item_to_place)
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|                 break
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| 
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| 
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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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| 
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|         reachable_locations_count = {player: 0 for player in world.player_ids}
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| 
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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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| 
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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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| 
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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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| 
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|                             reducing_state.sweep_for_events(locations=locations_to_test)
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| 
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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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| 
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|                     replaced_items = False
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 
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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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| 
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| 
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| def distribute_planned(world: MultiWorld):
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|     # TODO: remove. Preferably by implementing key drop
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|     from worlds.alttp.Regions import key_drop_data
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|     world_name_lookup = world.world_name_lookup
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| 
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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(
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|                         f"Can't place '{placement.item}' at '{placement.location}', as key drop shuffle locations are not supported yet.")
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|                     continue
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|                 item = world.worlds[player].create_item(placement.item)
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|                 target_world: int = placement.world
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|                 if target_world is False or world.players == 1:
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|                     target_world = player  # in own world
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|                 elif target_world is True:  # in any other world
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|                     unfilled = list(location for location in world.get_unfilled_locations_for_players(
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|                         placement.location,
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|                         set(world.player_ids) - {player}) if location.item_rule(item)
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|                                     )
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|                     if not unfilled:
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|                         placement.failed(f"Could not find a world with an unfilled location {placement.location}",
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|                                          FillError)
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|                         continue
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| 
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|                     target_world = world.random.choice(unfilled).player
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| 
 | |
|                 elif target_world is None:  # any random world
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|                     unfilled = list(location for location in world.get_unfilled_locations_for_players(
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|                         placement.location,
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|                         set(world.player_ids)) if location.item_rule(item)
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|                                     )
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|                     if not unfilled:
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|                         placement.failed(f"Could not find a world with an unfilled location {placement.location}",
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|                                          FillError)
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|                         continue
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| 
 | |
|                     target_world = world.random.choice(unfilled).player
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| 
 | |
|                 elif type(target_world) == int:  # target world by player id
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|                     if target_world not in range(1, world.players + 1):
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|                         placement.failed(
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|                             f"Cannot place item in world {target_world} as it is not in range of (1, {world.players})",
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|                             ValueError)
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|                         continue
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|                 else:  # find world by name
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|                     if target_world not in world_name_lookup:
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|                         placement.failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
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|                                          ValueError)
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|                         continue
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|                     target_world = world_name_lookup[target_world]
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| 
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|                 location = world.get_location(placement.location, target_world)
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|                 if location.item:
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|                     placement.failed(f"Cannot place item into already filled location {location}.")
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|                     continue
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| 
 | |
|                 if location.can_fill(world.state, item, False):
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|                     world.push_item(location, item, collect=False)
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|                     location.event = True  # flag location to be checked during fill
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|                     location.locked = True
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|                     logging.debug(f"Plando placed {item} at {location}")
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|                 else:
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|                     placement.failed(f"Can't place {item} at {location} due to fill condition not met.")
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|                     continue
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| 
 | |
|                 if placement.from_pool:  # Should happen AFTER the item is placed, in case it was allowed to skip failed placement.
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|                     try:
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|                         world.itempool.remove(item)
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|                     except ValueError:
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|                         placement.warn(f"Could not remove {item} from pool as it's already missing from it.")
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|         except Exception as e:
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|             raise Exception(f"Error running plando for player {player} ({world.player_name[player]})") from e
 | 
