Files
Grinch-AP/worlds/tloz/ItemPool.py
Mysteryem 7eda4c47f8 TLOZ: Fix non-deterministic item pool generation (#3779)
* TLOZ: Fix non-deterministic item pool generation

The way the item pool was constructed involved iterating unions of sets.
Sets are unordered, so the order of iteration of these combined sets
would be non-deterministic, resulting in the items in the item pool
being generated in a different order with the same seed.

Rather than creating unions of sets at all, the original code has been
replaced with using Counter objects. As a dict subclass, Counter
maintains insertion order, and its update() method makes it simple to
combine the separate item dictionaries into a single dictionary with the
total count of each item across each of the separate item dictionaries.

Fixes #3664 - After investigating more deeply, the only differences I
could find between generations of the same seed was the order of items
created by TLOZ, so this patch appears to fix the non-deterministic
generation issue. I did manage to reproduce the non-deterministic
behaviour with just TLOZ in the end, but it was very rare. I'm not
entirely sure why generating with SMZ3 specifically would cause the
non-deterministic behaviour in TLOZ to be frequently present, whereas
generating with other games or multiple TLOZ yamls would not.

* Change import order

---------

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-08-16 20:57:04 +02:00

150 lines
5.3 KiB
Python

from collections import Counter
from BaseClasses import ItemClassification
from .Locations import level_locations, all_level_locations, standard_level_locations, shop_locations
from .Options import TriforceLocations, StartingPosition
# Swords are in starting_weapons
overworld_items = {
"Letter": 1,
"Power Bracelet": 1,
"Heart Container": 1,
"Sword": 1
}
# Bomb, Arrow, 1 Small Key and Red Water of Life are in guaranteed_shop_items
shop_items = {
"Magical Shield": 3,
"Food": 2,
"Small Key": 1,
"Candle": 1,
"Recovery Heart": 1,
"Blue Ring": 1,
"Water of Life (Blue)": 1
}
# Magical Rod and Red Candle are in starting_weapons, Triforce Fragments are added in its section of get_pool_core
major_dungeon_items = {
"Heart Container": 8,
"Bow": 1,
"Boomerang": 1,
"Magical Boomerang": 1,
"Raft": 1,
"Stepladder": 1,
"Recorder": 1,
"Magical Key": 1,
"Book of Magic": 1,
"Silver Arrow": 1,
"Red Ring": 1
}
minor_dungeon_items = {
"Bomb": 23,
"Small Key": 45,
"Five Rupees": 17
}
take_any_items = {
"Heart Container": 4
}
# Map/Compasses: 18
# Reasoning: Adding some variety to the vanilla game.
map_compass_replacements = {
"Fairy": 6,
"Clock": 3,
"Water of Life (Red)": 1,
"Water of Life (Blue)": 2,
"Bomb": 2,
"Small Key": 2,
"Five Rupees": 2
}
basic_pool = Counter()
basic_pool.update(overworld_items)
basic_pool.update(shop_items)
basic_pool.update(major_dungeon_items)
basic_pool.update(map_compass_replacements)
starting_weapons = ["Sword", "White Sword", "Magical Sword", "Magical Rod", "Red Candle"]
guaranteed_shop_items = ["Small Key", "Bomb", "Water of Life (Red)", "Arrow"]
starting_weapon_locations = ["Starting Sword Cave", "Letter Cave", "Armos Knights"]
dangerous_weapon_locations = [
"Level 1 Compass", "Level 2 Bomb Drop (Keese)", "Level 3 Key Drop (Zols Entrance)", "Level 3 Compass"]
def generate_itempool(tlozworld):
(pool, placed_items) = get_pool_core(tlozworld)
tlozworld.multiworld.itempool.extend([tlozworld.multiworld.create_item(item, tlozworld.player) for item in pool])
for (location_name, item) in placed_items.items():
location = tlozworld.multiworld.get_location(location_name, tlozworld.player)
location.place_locked_item(tlozworld.multiworld.create_item(item, tlozworld.player))
if item == "Bomb":
location.item.classification = ItemClassification.progression
def get_pool_core(world):
random = world.random
pool = []
placed_items = {}
minor_items = dict(minor_dungeon_items)
# Guaranteed Shop Items
reserved_store_slots = random.sample(shop_locations[0:9], 4)
for location, item in zip(reserved_store_slots, guaranteed_shop_items):
placed_items[location] = item
# Starting Weapon
start_weapon_locations = starting_weapon_locations.copy()
final_starting_weapons = [weapon for weapon in starting_weapons
if weapon not in world.options.non_local_items]
if not final_starting_weapons:
final_starting_weapons = starting_weapons
starting_weapon = random.choice(final_starting_weapons)
if world.options.StartingPosition == StartingPosition.option_safe:
placed_items[start_weapon_locations[0]] = starting_weapon
elif world.options.StartingPosition in \
[StartingPosition.option_unsafe, StartingPosition.option_dangerous]:
if world.options.StartingPosition == StartingPosition.option_dangerous:
for location in dangerous_weapon_locations:
if world.options.ExpandedPool or "Drop" not in location:
start_weapon_locations.append(location)
placed_items[random.choice(start_weapon_locations)] = starting_weapon
else:
pool.append(starting_weapon)
for other_weapons in starting_weapons:
if other_weapons != starting_weapon:
pool.append(other_weapons)
# Triforce Fragments
fragment = "Triforce Fragment"
if world.options.ExpandedPool:
possible_level_locations = [location for location in all_level_locations
if location not in level_locations[8]]
else:
possible_level_locations = [location for location in standard_level_locations
if location not in level_locations[8]]
for location in placed_items.keys():
if location in possible_level_locations:
possible_level_locations.remove(location)
for level in range(1, 9):
if world.options.TriforceLocations == TriforceLocations.option_vanilla:
placed_items[f"Level {level} Triforce"] = fragment
elif world.options.TriforceLocations == TriforceLocations.option_dungeons:
placed_items[possible_level_locations.pop(random.randint(0, len(possible_level_locations) - 1))] = fragment
else:
pool.append(fragment)
# Finish Pool
final_pool = basic_pool
if world.options.ExpandedPool:
final_pool = Counter()
final_pool.update(basic_pool)
final_pool.update(minor_items)
final_pool.update(take_any_items)
final_pool["Five Rupees"] -= 1
for item in final_pool.keys():
for i in range(0, final_pool[item]):
pool.append(item)
return pool, placed_items