337 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			337 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| import logging
 | |
| import typing
 | |
| 
 | |
| from BaseClasses import CollectionState
 | |
| 
 | |
| 
 | |
| class FillError(RuntimeError):
 | |
|     pass
 | |
| 
 | |
| def fill_restrictive(world, base_state: CollectionState, locations, itempool, single_player_placement=False):
 | |
|     def sweep_from_pool():
 | |
|         new_state = base_state.copy()
 | |
|         for item in itempool:
 | |
|             new_state.collect(item, True)
 | |
|         new_state.sweep_for_events()
 | |
|         return new_state
 | |
| 
 | |
|     unplaced_items = []
 | |
| 
 | |
|     no_access_checks = {}
 | |
|     reachable_items = {}
 | |
|     for item in itempool:
 | |
|         if world.accessibility[item.player] == 'none':
 | |
|             no_access_checks.setdefault(item.player, []).append(item)
 | |
|         else:
 | |
|             reachable_items.setdefault(item.player, []).append(item)
 | |
| 
 | |
|     for player_items in [no_access_checks, reachable_items]:
 | |
|         while any(player_items.values()) and locations:
 | |
|             items_to_place = [[itempool.remove(items[-1]), items.pop()][-1] for items in player_items.values() if items]
 | |
| 
 | |
|             maximum_exploration_state = sweep_from_pool()
 | |
|             has_beaten_game = world.has_beaten_game(maximum_exploration_state)
 | |
| 
 | |
|             for item_to_place in items_to_place:
 | |
|                 perform_access_check = True
 | |
|                 if world.accessibility[item_to_place.player] == 'none':
 | |
|                     perform_access_check = not world.has_beaten_game(maximum_exploration_state, item_to_place.player) if single_player_placement else not has_beaten_game
 | |
|                 for location in locations:
 | |
|                     if (not single_player_placement or location.player == item_to_place.player)\
 | |
|                             and location.can_fill(maximum_exploration_state, item_to_place, perform_access_check):
 | |
|                         spot_to_fill = location
 | |
|                         break
 | |
| 
 | |
|                 else:
 | |
|                     # we filled all reachable spots. Maybe the game can be beaten anyway?
 | |
|                     unplaced_items.insert(0, item_to_place)
 | |
|                     if world.accessibility[item_to_place.player] != 'none' and world.can_beat_game():
 | |
|                         logging.warning(
 | |
|                             f'Not all items placed. Game beatable anyway. (Could not place {item_to_place})')
 | |
|                         continue
 | |
|                     placements = []
 | |
|                     for region in world.regions:
 | |
|                         for location in region.locations:
 | |
|                             if location.item and not location.event:
 | |
|                                 placements.append(location)
 | |
|                     raise FillError(f'No more spots to place {item_to_place}, locations {locations} are invalid. '
 | |
|                                     f'Already placed {len(placements)}: {", ".join(placements)}')
 | |
| 
 | |
|                 world.push_item(spot_to_fill, item_to_place, False)
 | |
|                 locations.remove(spot_to_fill)
 | |
|                 spot_to_fill.event = True
 | |
| 
 | |
|     itempool.extend(unplaced_items)
 | |
| 
 | |
| def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None):
 | |
|     # If not passed in, then get a shuffled list of locations to fill in
 | |
|     if not fill_locations:
 | |
|         fill_locations = world.get_unfilled_locations()
 | |
|         world.random.shuffle(fill_locations)
 | |
| 
 | |
|     # get items to distribute
 | |
|     world.random.shuffle(world.itempool)
 | |
|     progitempool = []
 | |
|     localprioitempool = {player: [] for player in range(1, world.players + 1)}
 | |
|     localrestitempool = {player: [] for player in range(1, world.players + 1)}
 | |
|     prioitempool = []
 | |
|     restitempool = []
 | |
| 
 | |
|     for item in world.itempool:
 | |
|         if item.advancement:
 | |
|             progitempool.append(item)
 | |
|         elif item.name in world.local_items[item.player]:
 | |
|             if item.priority:
 | |
|                 localprioitempool[item.player].append(item)
 | |
|             else:
 | |
|                 localrestitempool[item.player].append(item)
 | |
|         elif item.priority:
 | |
|             prioitempool.append(item)
 | |
|         else:
 | |
|             restitempool.append(item)
 | |
| 
 | |
|     # fill in gtower locations with trash first
 | |
|     for player in range(1, world.players + 1):
 | |
|         if not gftower_trash or not world.ganonstower_vanilla[player] or \
 | |
|                 world.logic[player] in {'owglitches', "nologic"}:
 | |
|             gtower_trash_count = 0
 | |
|         elif 'triforcehunt' in world.goal[player] and ('local' in world.goal[player] or world.players == 1):
 | |
|             gtower_trash_count = world.random.randint(world.crystals_needed_for_gt[player] * 2,
 | |
|                                                       world.crystals_needed_for_gt[player] * 4)
 | |
|         else:
 | |
|             gtower_trash_count = world.random.randint(0, world.crystals_needed_for_gt[player] * 2)
 | |
| 
 | |
|         if gtower_trash_count:
 | |
|             gtower_locations = [location for location in fill_locations if
 | |
|                                 'Ganons Tower' in location.name and location.player == player]
 | |
|             world.random.shuffle(gtower_locations)
 | |
|             trashcnt = 0
 | |
|             localrest = localrestitempool[player]
 | |
|             if localrest:
 | |
|                 gt_item_pool = restitempool + localrest
 | |
|                 world.random.shuffle(gt_item_pool)
 | |
|             else:
 | |
|                 gt_item_pool = restitempool.copy()
 | |
| 
 | |
|             while gtower_locations and gt_item_pool and trashcnt < gtower_trash_count:
 | |
|                 spot_to_fill = gtower_locations.pop()
 | |
|                 item_to_place = gt_item_pool.pop()
 | |
|                 if item_to_place in localrest:
 | |
|                     localrest.remove(item_to_place)
 | |
|                 else:
 | |
|                     restitempool.remove(item_to_place)
 | |
|                 world.push_item(spot_to_fill, item_to_place, False)
 | |
|                 fill_locations.remove(spot_to_fill)
 | |
|                 trashcnt += 1
 | |
| 
 | |
|     world.random.shuffle(fill_locations)
 | |
| 
 | |
|     # Make sure the escape small key is placed first in standard with key shuffle to prevent running out of spots
 | |
|     progitempool.sort(
 | |
|         key=lambda item: 1 if item.name == 'Small Key (Hyrule Castle)' and world.mode[item.player] == 'standard' and
 | |
|                               world.keyshuffle[item.player] else 0)
 | |
| 
 | |
|     fill_restrictive(world, world.state, fill_locations, progitempool)
 | |
| 
 | |
|     if any(localprioitempool.values() or
 | |
|            localrestitempool.values()):  # we need to make sure some fills are limited to certain worlds
 | |
|         for player, items in localprioitempool.items():  # items already shuffled
 | |
|             local_locations = [location for location in fill_locations if location.player == player]
 | |
|             world.random.shuffle(local_locations)
 | |
|             for item_to_place in items:
 | |
|                 spot_to_fill = local_locations.pop()
 | |
|                 world.push_item(spot_to_fill, item_to_place, False)
 | |
|                 fill_locations.remove(spot_to_fill)
 | |
|         for player, items in localrestitempool.items():  # items already shuffled
 | |
|             local_locations = [location for location in fill_locations if location.player == player]
 | |
|             world.random.shuffle(local_locations)
 | |
|             for item_to_place in items:
 | |
|                 spot_to_fill = local_locations.pop()
 | |
|                 world.push_item(spot_to_fill, item_to_place, False)
 | |
|                 fill_locations.remove(spot_to_fill)
 | |
| 
 | |
|     world.random.shuffle(fill_locations)
 | |
|     prioitempool, fill_locations = fast_fill(world, prioitempool, fill_locations)
 | |
| 
 | |
|     restitempool, fill_locations = fast_fill(world, restitempool, fill_locations)
 | |
|     unplaced = [item for item in progitempool + prioitempool + restitempool]
 | |
|     unfilled = [location.name for location in fill_locations]
 | |
| 
 | |
|     if unplaced or unfilled:
 | |
|         logging.warning('Unplaced items: %s - Unfilled Locations: %s', unplaced, unfilled)
 | |
| 
 | |
| 
 | |
| def fast_fill(world, item_pool: typing.List, fill_locations: typing.List) -> typing.Tuple[typing.List, typing.List]:
 | |
|     placing = min(len(item_pool), len(fill_locations))
 | |
|     for item, location in zip(item_pool, fill_locations):
 | |
|         world.push_item(location, item, False)
 | |
|     return item_pool[placing:], fill_locations[placing:]
 | |
| 
 | |
| 
 | |
| def flood_items(world):
 | |
|     # get items to distribute
 | |
|     world.random.shuffle(world.itempool)
 | |
|     itempool = world.itempool
 | |
|     progress_done = False
 | |
| 
 | |
|     # sweep once to pick up preplaced items
 | |
|     world.state.sweep_for_events()
 | |
| 
 | |
|     # fill world from top of itempool while we can
 | |
|     while not progress_done:
 | |
|         location_list = world.get_unfilled_locations()
 | |
|         world.random.shuffle(location_list)
 | |
|         spot_to_fill = None
 | |
|         for location in location_list:
 | |
|             if location.can_fill(world.state, itempool[0]):
 | |
|                 spot_to_fill = location
 | |
|                 break
 | |
| 
 | |
|         if spot_to_fill:
 | |
|             item = itempool.pop(0)
 | |
|             world.push_item(spot_to_fill, item, True)
 | |
|             continue
 | |
| 
 | |
|         # ran out of spots, check if we need to step in and correct things
 | |
|         if len(world.get_reachable_locations()) == len(world.get_locations()):
 | |
|             progress_done = True
 | |
|             continue
 | |
| 
 | |
|         # need to place a progress item instead of an already placed item, find candidate
 | |
|         item_to_place = None
 | |
|         candidate_item_to_place = None
 | |
|         for item in itempool:
 | |
|             if item.advancement:
 | |
|                 candidate_item_to_place = item
 | |
|                 if world.unlocks_new_location(item):
 | |
|                     item_to_place = item
 | |
|                     break
 | |
| 
 | |
|         # we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
 | |
|         if item_to_place is None:
 | |
|             if candidate_item_to_place is not None:
 | |
|                 item_to_place = candidate_item_to_place
 | |
|             else:
 | |
|                 raise FillError('No more progress items left to place.')
 | |
| 
 | |
|         # find item to replace with progress item
 | |
|         location_list = world.get_reachable_locations()
 | |
|         world.random.shuffle(location_list)
 | |
|         for location in location_list:
 | |
|             if location.item is not None and not location.item.advancement and not location.item.priority and not location.item.smallkey and not location.item.bigkey:
 | |
|                 # safe to replace
 | |
|                 replace_item = location.item
 | |
|                 replace_item.location = None
 | |
|                 itempool.append(replace_item)
 | |
|                 world.push_item(location, item_to_place, True)
 | |
|                 itempool.remove(item_to_place)
 | |
|                 break
 | |
| 
 | |
| def balance_multiworld_progression(world):
 | |
|     balanceable_players = {player for player in range(1, world.players + 1) if world.progression_balancing[player]}
 | |
|     if not balanceable_players:
 | |
|         logging.info('Skipping multiworld progression balancing.')
 | |
|     else:
 | |
|         logging.info(f'Balancing multiworld progression for {len(balanceable_players)} Players.')
 | |
|         state = CollectionState(world)
 | |
|         checked_locations = []
 | |
|         unchecked_locations = world.get_locations().copy()
 | |
|         world.random.shuffle(unchecked_locations)
 | |
| 
 | |
|         reachable_locations_count = {player: 0 for player in range(1, world.players + 1)}
 | |
| 
 | |
|         def get_sphere_locations(sphere_state, locations):
 | |
|             sphere_state.sweep_for_events(key_only=True, locations=locations)
 | |
|             return [loc for loc in locations if sphere_state.can_reach(loc)]
 | |
| 
 | |
|         while True:
 | |
|             sphere_locations = get_sphere_locations(state, unchecked_locations)
 | |
|             for location in sphere_locations:
 | |
|                 unchecked_locations.remove(location)
 | |
|                 reachable_locations_count[location.player] += 1
 | |
| 
 | |
|             if checked_locations:
 | |
|                 threshold = max(reachable_locations_count.values()) - 20
 | |
|                 balancing_players = [player for player, reachables in reachable_locations_count.items() if
 | |
|                                      reachables < threshold and player in balanceable_players]
 | |
|                 if balancing_players:
 | |
|                     balancing_state = state.copy()
 | |
|                     balancing_unchecked_locations = unchecked_locations.copy()
 | |
|                     balancing_reachables = reachable_locations_count.copy()
 | |
|                     balancing_sphere = sphere_locations.copy()
 | |
|                     candidate_items = []
 | |
|                     while True:
 | |
|                         for location in balancing_sphere:
 | |
|                             if location.event and (
 | |
|                                     world.keyshuffle[location.item.player] or not location.item.smallkey) and (
 | |
|                                     world.bigkeyshuffle[location.item.player] or not location.item.bigkey):
 | |
|                                 balancing_state.collect(location.item, True, location)
 | |
|                                 if location.item.player in balancing_players and not location.locked:
 | |
|                                     candidate_items.append(location)
 | |
|                         balancing_sphere = get_sphere_locations(balancing_state, balancing_unchecked_locations)
 | |
|                         for location in balancing_sphere:
 | |
|                             balancing_unchecked_locations.remove(location)
 | |
|                             balancing_reachables[location.player] += 1
 | |
|                         if world.has_beaten_game(balancing_state) or all(
 | |
|                                 [reachables >= threshold for reachables in balancing_reachables.values()]):
 | |
|                             break
 | |
|                         elif not balancing_sphere:
 | |
|                             raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
 | |
| 
 | |
|                     unlocked_locations = [l for l in unchecked_locations if l not in balancing_unchecked_locations]
 | |
|                     items_to_replace = []
 | |
|                     for player in balancing_players:
 | |
|                         locations_to_test = [l for l in unlocked_locations if l.player == player]
 | |
|                         # only replace items that end up in another player's world
 | |
|                         items_to_test = [l for l in candidate_items if l.item.player == player and l.player != player]
 | |
|                         while items_to_test:
 | |
|                             testing = items_to_test.pop()
 | |
|                             reducing_state = state.copy()
 | |
|                             for location in [*[l for l in items_to_replace if l.item.player == player], *items_to_test]:
 | |
|                                 reducing_state.collect(location.item, True, location)
 | |
| 
 | |
|                             reducing_state.sweep_for_events(locations=locations_to_test)
 | |
| 
 | |
|                             if world.has_beaten_game(balancing_state):
 | |
|                                 if not world.has_beaten_game(reducing_state):
 | |
|                                     items_to_replace.append(testing)
 | |
|                             else:
 | |
|                                 reduced_sphere = get_sphere_locations(reducing_state, locations_to_test)
 | |
|                                 if reachable_locations_count[player] + len(reduced_sphere) < threshold:
 | |
|                                     items_to_replace.append(testing)
 | |
| 
 | |
|                     replaced_items = False
 | |
|                     replacement_locations = [l for l in checked_locations if not l.event and not l.locked]
 | |
|                     while replacement_locations and items_to_replace:
 | |
|                         new_location = replacement_locations.pop()
 | |
|                         old_location = items_to_replace.pop()
 | |
| 
 | |
|                         while not new_location.can_fill(state, old_location.item, False) or (
 | |
|                                 new_location.item and not old_location.can_fill(state, new_location.item, False)):
 | |
|                             replacement_locations.insert(0, new_location)
 | |
|                             new_location = replacement_locations.pop()
 | |
| 
 | |
|                         new_location.item, old_location.item = old_location.item, new_location.item
 | |
|                         new_location.event, old_location.event = True, False
 | |
|                         logging.debug(f"Progression balancing moved {new_location.item} to {new_location}, "
 | |
|                                       f"displacing {old_location.item} in {old_location}")
 | |
|                         state.collect(new_location.item, True, new_location)
 | |
|                         replaced_items = True
 | |
|                     if replaced_items:
 | |
|                         for location in get_sphere_locations(state, [l for l in unlocked_locations if
 | |
|                                                                      l.player in balancing_players]):
 | |
|                             unchecked_locations.remove(location)
 | |
|                             reachable_locations_count[location.player] += 1
 | |
|                             sphere_locations.append(location)
 | |
| 
 | |
|             for location in sphere_locations:
 | |
|                 if location.event and (world.keyshuffle[location.item.player] or not location.item.smallkey) and (
 | |
|                         world.bigkeyshuffle[location.item.player] or not location.item.bigkey):
 | |
|                     state.collect(location.item, True, location)
 | |
|             checked_locations.extend(sphere_locations)
 | |
| 
 | |
|             if world.has_beaten_game(state):
 | |
|                 break
 | |
|             elif not sphere_locations:
 | |
|                 raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
 | 
