Beispiel #1
0
def flood_items(world: MultiWorld) -> None:
    # 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
Beispiel #2
0
def distribute_planned(world: MultiWorld) -> None:
    def warn(warning: str, force: typing.Union[bool, str]) -> None:
        if force in [
                True, 'fail', 'failure', 'none', False, 'warn', 'warning'
        ]:
            logging.warning(f'{warning}')
        else:
            logging.debug(f'{warning}')

    def failed(warning: str, force: typing.Union[bool, str]) -> None:
        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

    block_value = typing.Union[typing.List[str], typing.Dict[str, typing.Any],
                               str]
    plando_blocks: typing.List[typing.Dict[str, typing.Any]] = []
    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: block_value = []
            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: typing.List[str] = []
                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: block_value = []
            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
            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: typing.Set[int] = {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 = set()
                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.add(world_name_lookup[listed_world])
            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: typing.List[str] = []
            successful_pairs: typing.List[typing.Tuple[Item, Location]] = []
            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']:
                m = placement['count']['min']
                failed(
                    f"Plando block failed to place {m - count} of {m} item(s) for {world.player_name[player]}, error(s): {' '.join(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
Beispiel #3
0
def distribute_items_restrictive(world: MultiWorld) -> None:
    fill_locations = sorted(world.get_unfilled_locations())
    world.random.shuffle(fill_locations)

    # get items to distribute
    itempool = sorted(world.itempool)
    world.random.shuffle(itempool)
    progitempool: typing.List[Item] = []
    nonexcludeditempool: typing.List[Item] = []
    localrestitempool: typing.Dict[int, typing.List[Item]] = {
        player: []
        for player in range(1, world.players + 1)
    }
    nonlocalrestitempool: typing.List[Item] = []
    restitempool: typing.List[Item] = []

    for item in itempool:
        if item.advancement:
            progitempool.append(item)
        elif item.useful:  # 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]] = {
        loc_type: []
        for loc_type in LocationProgressType
    }

    for loc in fill_locations:
        locations[loc.progress_type].append(loc)

    prioritylocations = locations[LocationProgressType.PRIORITY]
    defaultlocations = locations[LocationProgressType.DEFAULT]
    excludedlocations = locations[LocationProgressType.EXCLUDED]

    fill_restrictive(world,
                     world.state,
                     prioritylocations,
                     progitempool,
                     lock=True)
    if prioritylocations:
        defaultlocations = prioritylocations + defaultlocations

    if progitempool:
        fill_restrictive(world, world.state, defaultlocations, progitempool)
        if progitempool:
            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
        fill_restrictive(world, world.state, defaultlocations,
                         nonexcludeditempool)
        if nonexcludeditempool:
            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: typing.Dict[int, typing.List[Location]] = {
            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 = defaultlocations

    if unplaced or unfilled:
        logging.warning(
            f'Unplaced items({len(unplaced)}): {unplaced} - Unfilled Locations({len(unfilled)}): {unfilled}'
        )
        items_counter = Counter(location.item.player
                                for location in world.get_locations()
                                if location.item)
        locations_counter = Counter(location.player
                                    for location in world.get_locations())
        items_counter.update(item.player for item in unplaced)
        locations_counter.update(location.player for location in unfilled)
        print_data = {"items": items_counter, "locations": locations_counter}
        logging.info(f'Per-Player counts: {print_data})')