Files
Grinch-AP/Fill.py
Alchav 219bcb3521 Item Plando updates (#226)
* Item Plando updates

Add True option for item count to place the number of that item that is in the item pool.
Prioritize plando blocks by location count minus item count, so that the least flexible blocks are handled first to increase likelihood of success.
True and False for Force option are coming in as bools instead of strings, so that had to be accounted for.
Several other bug fixes.
2022-01-22 21:03:13 +01:00

599 lines
29 KiB
Python

import logging
import typing
import collections
import itertools
from collections import Counter, deque
from BaseClasses import CollectionState, Location, LocationProgressType, MultiWorld, Item
from worlds.AutoWorld import call_all
class FillError(RuntimeError):
pass
def sweep_from_pool(base_state: CollectionState, itempool):
new_state = base_state.copy()
for item in itempool:
new_state.collect(item, True)
new_state.sweep_for_events()
return new_state
def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations, itempool: typing.List[Item],
single_player_placement=False, lock=False):
unplaced_items = []
placements = []
swapped_items = Counter()
reachable_items: typing.Dict[int, deque] = {}
for item in itempool:
reachable_items.setdefault(item.player, deque()).append(item)
while any(reachable_items.values()) and locations:
# grab one item per player
items_to_place = [items.pop()
for items in reachable_items.values() if items]
for item in items_to_place:
itempool.remove(item)
maximum_exploration_state = sweep_from_pool(base_state, itempool)
has_beaten_game = world.has_beaten_game(maximum_exploration_state)
for item_to_place in items_to_place:
spot_to_fill: typing.Optional[Location] = None
if world.accessibility[item_to_place.player] == 'minimal':
perform_access_check = not world.has_beaten_game(maximum_exploration_state,
item_to_place.player) if single_player_placement else not has_beaten_game
else:
perform_access_check = True
for i, location in enumerate(locations):
if (not single_player_placement or location.player == item_to_place.player) \
and location.can_fill(maximum_exploration_state, item_to_place, perform_access_check):
# poping by index is faster than removing by content,
spot_to_fill = locations.pop(i)
# skipping a scan for the element
break
else:
# we filled all reachable spots.
# try swapping this item with previously placed items
for(i, location) in enumerate(placements):
placed_item = location.item
# Unplaceable items can sometimes be swapped infinitely. Limit the
# number of times we will swap an individual item to prevent this
if swapped_items[placed_item.player, placed_item.name] > 0:
continue
location.item = None
placed_item.location = None
swap_state = sweep_from_pool(base_state, itempool)
if (not single_player_placement or location.player == item_to_place.player) \
and location.can_fill(swap_state, item_to_place, perform_access_check):
# Add this item to the existing placement, and
# add the old item to the back of the queue
spot_to_fill = placements.pop(i)
swapped_items[placed_item.player,
placed_item.name] += 1
reachable_items[placed_item.player].appendleft(
placed_item)
itempool.append(placed_item)
break
else:
# Item can't be placed here, restore original item
location.item = placed_item
placed_item.location = location
if spot_to_fill is None:
# Maybe the game can be beaten anyway?
unplaced_items.append(item_to_place)
if world.accessibility[item_to_place.player] != 'minimal' and world.can_beat_game():
logging.warning(
f'Not all items placed. Game beatable anyway. (Could not place {item_to_place})')
continue
raise FillError(f'No more spots to place {item_to_place}, locations {locations} are invalid. '
f'Already placed {len(placements)}: {", ".join(str(place) for place in placements)}')
world.push_item(spot_to_fill, item_to_place, False)
spot_to_fill.locked = lock
placements.append(spot_to_fill)
spot_to_fill.event = True
itempool.extend(unplaced_items)
def distribute_items_restrictive(world: MultiWorld):
fill_locations = world.get_unfilled_locations()
world.random.shuffle(fill_locations)
# get items to distribute
world.random.shuffle(world.itempool)
progitempool = []
nonexcludeditempool = []
localrestitempool = {player: [] for player in range(1, world.players + 1)}
nonlocalrestitempool = []
restitempool = []
for item in world.itempool:
if item.advancement:
progitempool.append(item)
elif item.never_exclude: # this only gets nonprogression items which should not appear in excluded locations
nonexcludeditempool.append(item)
elif item.name in world.local_items[item.player].value:
localrestitempool[item.player].append(item)
elif item.name in world.non_local_items[item.player].value:
nonlocalrestitempool.append(item)
else:
restitempool.append(item)
call_all(world, "fill_hook", progitempool, nonexcludeditempool,
localrestitempool, nonlocalrestitempool, restitempool, fill_locations)
locations: typing.Dict[LocationProgressType, typing.List[Location]] = {
type: [] for type in LocationProgressType}
for loc in fill_locations:
locations[loc.progress_type].append(loc)
logging.warning("Locations: " + str(len(fill_locations)))
logging.warning("Items: " + str(len(world.itempool)))
prioritylocations = locations[LocationProgressType.PRIORITY]
defaultlocations = locations[LocationProgressType.DEFAULT]
excludedlocations = locations[LocationProgressType.EXCLUDED]
locationDeficit = len(progitempool) - len(prioritylocations)
if locationDeficit > 0:
if locationDeficit > len(defaultlocations):
raise FillError(
f'Not enough locations for advancement items. There are {len(progitempool)} advancement items with {len(prioritylocations)} priority locations and {len(defaultlocations)} default locations')
prioritylocations += defaultlocations[:locationDeficit]
defaultlocations = defaultlocations[locationDeficit:]
fill_restrictive(world, world.state, prioritylocations, progitempool)
if prioritylocations:
defaultlocations = prioritylocations + defaultlocations
if progitempool:
fill_restrictive(world, world.state, defaultlocations, progitempool)
if(len(progitempool) > 0):
raise FillError(
f'Not enough locations for progress items. There are {len(progitempool)} more items than locations')
if nonexcludeditempool:
world.random.shuffle(defaultlocations)
# needs logical fill to not conflict with local items
nonexcludeditempool, defaultlocations = fast_fill(
world, nonexcludeditempool, defaultlocations)
if(len(nonexcludeditempool) > 0):
raise FillError(
f'Not enough locations for non-excluded items. There are {len(nonexcludeditempool)} more items than locations')
defaultlocations = defaultlocations + excludedlocations
world.random.shuffle(defaultlocations)
if any(localrestitempool.values()): # we need to make sure some fills are limited to certain worlds
local_locations = {player: [] for player in world.player_ids}
for location in defaultlocations:
local_locations[location.player].append(location)
for player_locations in local_locations.values():
world.random.shuffle(player_locations)
for player, items in localrestitempool.items(): # items already shuffled
player_local_locations = local_locations[player]
for item_to_place in items:
if not player_local_locations:
logging.warning(f"Ran out of local locations for player {player}, "
f"cannot place {item_to_place}.")
break
spot_to_fill = player_local_locations.pop()
world.push_item(spot_to_fill, item_to_place, False)
defaultlocations.remove(spot_to_fill)
for item_to_place in nonlocalrestitempool:
for i, location in enumerate(defaultlocations):
if location.player != item_to_place.player:
world.push_item(defaultlocations.pop(i), item_to_place, False)
break
else:
logging.warning(
f"Could not place non_local_item {item_to_place} among {defaultlocations}, tossing.")
world.random.shuffle(defaultlocations)
restitempool, defaultlocations = fast_fill(
world, restitempool, defaultlocations)
unplaced = progitempool + restitempool
unfilled = [location.name for location in defaultlocations]
if unplaced or unfilled:
logging.warning(
f'Unplaced items({len(unplaced)}): {unplaced} - Unfilled Locations({len(unfilled)}): {unfilled}')
def fast_fill(world: MultiWorld, 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: MultiWorld):
# 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:
# 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: MultiWorld):
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 = set()
unchecked_locations = set(world.get_locations())
reachable_locations_count = {player: 0 for player in world.player_ids}
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 = collections.defaultdict(set)
while True:
for location in balancing_sphere:
if location.event:
balancing_state.collect(location.item, True, location)
player = location.item.player
# only replace items that end up in another player's world
if(not location.locked and
player in balancing_players and
location.player != player and
location.progress_type != LocationProgressType.PRIORITY):
candidate_items[player].add(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 = collections.defaultdict(set)
for l in unchecked_locations:
if l not in balancing_unchecked_locations:
unlocked_locations[l.player].add(l)
items_to_replace = []
for player in balancing_players:
locations_to_test = unlocked_locations[player]
items_to_test = candidate_items[player]
while items_to_test:
testing = items_to_test.pop()
reducing_state = state.copy()
for location in itertools.chain((l for l in items_to_replace if l.item.player == player),
items_to_test):
reducing_state.collect(location.item, True, location)
reducing_state.sweep_for_events(locations=locations_to_test)
if 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
# sort then shuffle to maintain deterministic behaviour,
# while allowing use of set for better algorithm growth behaviour elsewhere
replacement_locations = sorted(l for l in checked_locations if not l.event and not l.locked)
world.random.shuffle(replacement_locations)
items_to_replace.sort()
world.random.shuffle(items_to_replace)
while replacement_locations and items_to_replace:
old_location = items_to_replace.pop()
for new_location in replacement_locations:
if new_location.can_fill(state, old_location.item, False) and \
old_location.can_fill(state, new_location.item, False):
replacement_locations.remove(new_location)
swap_location_item(old_location, new_location)
logging.debug(f"Progression balancing moved {new_location.item} to {new_location}, "
f"displacing {old_location.item} into {old_location}")
state.collect(new_location.item, True, new_location)
replaced_items = True
break
else:
logging.warning(f"Could not Progression Balance {old_location.item}")
if replaced_items:
unlocked = {fresh for player in balancing_players for fresh in unlocked_locations[player]}
for location in get_sphere_locations(state, unlocked):
unchecked_locations.remove(location)
reachable_locations_count[location.player] += 1
sphere_locations.add(location)
for location in sphere_locations:
if location.event:
state.collect(location.item, True, location)
checked_locations |= sphere_locations
if world.has_beaten_game(state):
break
elif not sphere_locations:
logging.warning("Progression Balancing ran out of paths.")
break
def swap_location_item(location_1: Location, location_2: Location, check_locked=True):
"""Swaps Items of locations. Does NOT swap flags like shop_slot or locked, but does swap event"""
if check_locked:
if location_1.locked:
logging.warning(f"Swapping {location_1}, which is marked as locked.")
if location_2.locked:
logging.warning(f"Swapping {location_2}, which is marked as locked.")
location_2.item, location_1.item = location_1.item, location_2.item
location_1.item.location = location_1
location_2.item.location = location_2
location_1.event, location_2.event = location_2.event, location_1.event
def distribute_planned(world: MultiWorld):
def warn(warning: str, force):
if force in [True, 'fail', 'failure', 'none', False, 'warn', 'warning']:
logging.warning(f'{warning}')
else:
logging.debug(f'{warning}')
def failed(warning: str, force):
if force in [True, 'fail', 'failure']:
raise Exception(warning)
else:
warn(warning, force)
# TODO: remove. Preferably by implementing key drop
from worlds.alttp.Regions import key_drop_data
world_name_lookup = world.world_name_lookup
plando_blocks = []
player_ids = set(world.player_ids)
for player in player_ids:
for block in world.plando_items[player]:
block['player'] = player
if 'force' not in block:
block['force'] = 'silent'
if 'from_pool' not in block:
block['from_pool'] = True
if 'world' not in block:
block['world'] = False
items = []
if "items" in block:
items = block["items"]
if 'count' not in block:
block['count'] = False
elif "item" in block:
items = block["item"]
if 'count' not in block:
block['count'] = 1
else:
failed("You must specify at least one item to place items with plando.", block['force'])
continue
if isinstance(items, dict):
item_list = []
for key, value in items.items():
if value is True:
value = world.itempool.count(world.worlds[player].create_item(key))
item_list += [key] * value
items = item_list
if isinstance(items, str):
items = [items]
block['items'] = items
locations = []
if 'location' in block:
locations = block['location'] # just allow 'location' to keep old yamls compatible
elif 'locations' in block:
locations = block['locations']
if isinstance(locations, str):
locations = [locations]
if isinstance(locations, dict):
location_list = []
for key, value in locations.items():
location_list += [key] * value
locations = location_list
if isinstance(locations, str):
locations = [locations]
block['locations'] = locations
if not block['count']:
block['count'] = (min(len(block['items']), len(block['locations'])) if len(block['locations'])
> 0 else len(block['items']))
if isinstance(block['count'], int):
block['count'] = {'min': block['count'], 'max': block['count']}
if 'min' not in block['count']:
block['count']['min'] = 0
if 'max' not in block['count']:
block['count']['max'] = (min(len(block['items']), len(block['locations'])) if len(block['locations'])
> 0 else len(block['items']))
if block['count']['max'] > len(block['items']):
count = block['count']
failed(f"Plando count {count} greater than items specified", block['force'])
block['count'] = len(block['items'])
if block['count']['max'] > len(block['locations']) > 0:
count = block['count']
failed(f"Plando count {count} greater than locations specified", block['force'])
block['count'] = len(block['locations'])
block['count']['target'] = world.random.randint(block['count']['min'], block['count']['max'])
if block['count']['target'] > 0:
plando_blocks.append(block)
# shuffle, but then sort blocks by number of locations minus number of items,
# so less-flexible blocks get priority
world.random.shuffle(plando_blocks)
plando_blocks.sort(key=lambda block: (len(block['locations']) - block['count']['target']
if len(block['locations']) > 0
else len(world.get_unfilled_locations(player)) - block['count']['target']))
for placement in plando_blocks:
player = placement['player']
try:
target_world = placement['world']
locations = placement['locations']
items = placement['items']
maxcount = placement['count']['target']
from_pool = placement['from_pool']
if target_world is False or world.players == 1: # target own world
worlds = {player}
elif target_world is True: # target any worlds besides own
worlds = set(world.player_ids) - {player}
elif target_world is None: # target all worlds
worlds = set(world.player_ids)
elif type(target_world) == list: # list of target worlds
worlds = []
for listed_world in target_world:
if listed_world not in world_name_lookup:
failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
placement['force'])
continue
worlds.append(world_name_lookup[listed_world])
worlds = set(worlds)
elif type(target_world) == int: # target world by slot number
if target_world not in range(1, world.players + 1):
failed(
f"Cannot place item in world {target_world} as it is not in range of (1, {world.players})",
placement['force'])
continue
worlds = {target_world}
else: # target world by slot name
if target_world not in world_name_lookup:
failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
placement['force'])
continue
worlds = {world_name_lookup[target_world]}
candidates = list(location for location in world.get_unfilled_locations_for_players(locations,
worlds))
world.random.shuffle(candidates)
world.random.shuffle(items)
count = 0
err = []
successful_pairs = []
for item_name in items:
item = world.worlds[player].create_item(item_name)
for location in reversed(candidates):
if location in key_drop_data:
warn(
f"Can't place '{item_name}' at '{placement.location}', as key drop shuffle locations are not supported yet.")
continue
if not location.item:
if location.item_rule(item):
if location.can_fill(world.state, item, False):
successful_pairs.append([item, location])
candidates.remove(location)
count = count + 1
break
else:
err.append(f"Can't place item at {location} due to fill condition not met.")
else:
err.append(f"{item_name} not allowed at {location}.")
else:
err.append(f"Cannot place {item_name} into already filled location {location}.")
if count == maxcount:
break
if count < placement['count']['min']:
err = " ".join(err)
m = placement['count']['min']
failed(
f"Plando block failed to place {m - count} of {m} item(s) for {world.player_name[player]}, error(s): {err}",
placement['force'])
for (item, location) in successful_pairs:
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}")
if from_pool:
try:
world.itempool.remove(item)
except ValueError:
warn(
f"Could not remove {item} from pool for {world.player_name[player]} as it's already missing from it.",
placement['force'])
except Exception as e:
raise Exception(
f"Error running plando for player {player} ({world.player_name[player]})") from e