Exemplo n.º 1
0
 def __init__(self, startAP, areaGraph, restrictions):
     self.startAP = startAP
     self.areaGraph = areaGraph
     self.restrictions = restrictions
     self.settings = restrictions.settings
     self.smbm = SMBoolManager()
     self.log = log.get('MiniSolver')
Exemplo n.º 2
0
 def __init__(self, graphSettings, locations, services):
     self.sm = SMBoolManager()
     self.settings = services.settings
     self.graphSettings = graphSettings
     self.startAP = graphSettings.startAP
     self.superFun = self.settings.superFun
     self.container = None
     self.services = services
     self.restrictions = services.restrictions
     self.areaGraph = services.areaGraph
     self.allLocations = locations
     self.locations = self.areaGraph.getAccessibleLocations(
         locations, self.startAP)
     #        print("nLocs Setup: "+str(len(self.locations)))
     self.itemManager = self.settings.getItemManager(
         self.sm, len(self.locations))
     self.forbiddenItems = []
     self.restrictedLocs = []
     self.lastRestricted = []
     self.bossesLocs = sorted(
         ['Draygon', 'Kraid', 'Ridley', 'Phantoon', 'Mother Brain'])
     self.suits = ['Varia', 'Gravity']
     # organized by priority
     self.movementItems = [
         'SpaceJump', 'HiJump', 'SpeedBooster', 'Bomb', 'Grapple',
         'SpringBall'
     ]
     # organized by priority
     self.combatItems = ['ScrewAttack', 'Plasma', 'Wave', 'Spazer']
     # OMG
     self.bossChecks = {
         'Kraid': self.sm.enoughStuffsKraid,
         'Phantoon': self.sm.enoughStuffsPhantoon,
         'Draygon': self.sm.enoughStuffsDraygon,
         'Ridley': self.sm.enoughStuffsRidley,
         'Mother Brain': self.sm.enoughStuffsMotherbrain
     }
     self.okay = lambda: SMBool(True, 0)
     exclude = self.settings.getExcludeItems(self.locations)
     # we have to use item manager only once, otherwise pool will change
     self.itemManager.createItemPool(exclude)
     self.basePool = self.itemManager.getItemPool()[:]
     self.log = log.get('RandoSetup')
     if len(locations) != len(self.locations):
         self.log.debug("inaccessible locations :" + getLocListStr(
             [loc for loc in locations if loc not in self.locations]))
 def __copy__(self):
     def copyLoc(loc):
         ret = {}
         for key, value in loc.items():
             # create new smbool
             if key == 'difficulty':
                 ret[key] = SMBool(value.bool, value.difficulty, value.knows, value.items)
             else:
                 ret[key] = value
         return ret
     locs = [copyLoc(loc) for loc in self.unusedLocations]
     # we don't copy restriction state on purpose: it depends on
     # outside context we don't want to bring to the copy
     ret = ItemLocContainer(SMBoolManager(),
                            self.itemPoolBackup[:] if self.itemPoolBackup != None else self.itemPool[:],
                            locs)
     ret.currentItems = self.currentItems[:]
     ret.unrestrictedItems = copy.copy(self.unrestrictedItems)
     ret.itemLocations = [ {
         'Item': il['Item'],
         'Location': copyLoc(il['Location'])
     } for il in self.itemLocations ]
     ret.sm.addItems([item.Type for item in ret.currentItems])
     return ret
Exemplo n.º 4
0
#!/usr/bin/env python3

import sys

sys.path.append('RandomMetroidSolver')

from graph_locations import locations
from smboolmanager import SMBoolManager
import json
import copy


def convert(loc, sm):
    d = {}
    for key in loc:
        value = loc[key]
        if type(value) is dict:
            value = convert(value, sm)
        elif callable(value):
            value = None  # TODO
        d[key] = value
    return d


out = open('locations.json', 'w')
sm = SMBoolManager()
json.dump([convert(loc, sm) for loc in locations], out)
Exemplo n.º 5
0
import sys

from utils import randGaussBounds
from itemrandomizerweb.Items import ItemManager
from smboolmanager import SMBoolManager
import random
from smboolmanager import SMBoolManager

fun = [
    'HiJump', 'SpeedBooster', 'Plasma', 'ScrewAttack', 'Wave', 'Spazer',
    'SpringBall'
]

if __name__ == "__main__":
    sm = SMBoolManager()
    with open("itemStats.csv", "w") as csvOut:
        csvOut.write(
            "energyQty;minorQty;nFun;strictMinors;MissProb;SuperProb;PowerProb;nItems;nTanks;nTanksTotal;nMinors;nMissiles;nSupers;nPowers;MissAccuracy;SuperAccuracy;PowerAccuracy\n"
        )
        for i in range(10000):
            if (i + 1) % 100 == 0:
                print(i + 1)
            isVanilla = random.random() < 0.5
            strictMinors = bool(random.getrandbits(1))
            minQty = 100
            energyQty = 'vanilla'
            forbidden = []
            if not isVanilla:
                minQty = random.randint(1, 99)
                if random.random() < 0.5:
Exemplo n.º 6
0
class RandoSetup(object):
    def __init__(self, graphSettings, locations, services):
        self.sm = SMBoolManager()
        self.settings = services.settings
        self.graphSettings = graphSettings
        self.startAP = graphSettings.startAP
        self.superFun = self.settings.superFun
        self.container = None
        self.services = services
        self.restrictions = services.restrictions
        self.areaGraph = services.areaGraph
        self.allLocations = locations
        self.locations = self.areaGraph.getAccessibleLocations(
            locations, self.startAP)
        #        print("nLocs Setup: "+str(len(self.locations)))
        self.itemManager = self.settings.getItemManager(
            self.sm, len(self.locations))
        self.forbiddenItems = []
        self.restrictedLocs = []
        self.lastRestricted = []
        self.bossesLocs = sorted(
            ['Draygon', 'Kraid', 'Ridley', 'Phantoon', 'Mother Brain'])
        self.suits = ['Varia', 'Gravity']
        # organized by priority
        self.movementItems = [
            'SpaceJump', 'HiJump', 'SpeedBooster', 'Bomb', 'Grapple',
            'SpringBall'
        ]
        # organized by priority
        self.combatItems = ['ScrewAttack', 'Plasma', 'Wave', 'Spazer']
        # OMG
        self.bossChecks = {
            'Kraid': self.sm.enoughStuffsKraid,
            'Phantoon': self.sm.enoughStuffsPhantoon,
            'Draygon': self.sm.enoughStuffsDraygon,
            'Ridley': self.sm.enoughStuffsRidley,
            'Mother Brain': self.sm.enoughStuffsMotherbrain
        }
        self.okay = lambda: SMBool(True, 0)
        exclude = self.settings.getExcludeItems(self.locations)
        # we have to use item manager only once, otherwise pool will change
        self.itemManager.createItemPool(exclude)
        self.basePool = self.itemManager.getItemPool()[:]
        self.log = log.get('RandoSetup')
        if len(locations) != len(self.locations):
            self.log.debug("inaccessible locations :" + getLocListStr(
                [loc for loc in locations if loc not in self.locations]))

    # processes everything and returns an ItemLocContainer, or None if failed (invalid init conditions/settings)
    def createItemLocContainer(self):
        self.getForbidden()
        if not self.checkPool():
            self.log.debug("createItemLocContainer: checkPool fail")
            return None
        self.container = ItemLocContainer(self.sm, self.getItemPool(),
                                          self.locations)
        if self.restrictions.isLateMorph():
            self.restrictions.lateMorphInit(self.startAP, self.container,
                                            self.services)
            isStdStart = GraphUtils.isStandardStart(self.startAP)
            # ensure we have an area layout that can put morph outside start area
            # TODO::allow for custom start which doesn't require morph early
            if self.graphSettings.areaRando and isStdStart and not self.restrictions.suitsRestrictions and self.restrictions.lateMorphForbiddenArea is None:
                self.container = None
                self.log.debug("createItemLocContainer: checkLateMorph fail")
                return None
        # checkStart needs the container
        if not self.checkStart():
            self.container = None
            self.log.debug("createItemLocContainer: checkStart fail")
            return None
        # add placement restriction helpers for random fill
        if self.settings.progSpeed == 'speedrun':
            itemTypes = {
                item.Type
                for item in self.container.itemPool
                if item.Category not in ['Energy', 'Nothing', 'Boss']
            }
            itemTypes.remove('Missile')
            items = [
                self.container.getNextItemInPool(itemType)
                for itemType in itemTypes
            ]
            restrictionDict = {}
            for item in items:
                itemType = item.Type
                poss = self.services.possibleLocations(item, self.startAP,
                                                       self.container)
                for loc in poss:
                    if loc['GraphArea'] not in restrictionDict:
                        restrictionDict[loc['GraphArea']] = {}
                    if itemType not in restrictionDict[loc['GraphArea']]:
                        restrictionDict[loc['GraphArea']][itemType] = set()
                    restrictionDict[loc['GraphArea']][itemType].add(
                        loc['Name'])
            if self.restrictions.isEarlyMorph() and GraphUtils.isStandardStart(
                    self.startAP):
                morphLocs = ['Morphing Ball']
                if self.restrictions.split in ['Full', 'Major']:
                    dboost = self.sm.knowsCeilingDBoost()
                    if dboost.bool == True and dboost.difficulty <= self.settings.maxDiff:
                        morphLocs += ['Energy Tank, Brinstar Ceiling']
                for area, locDict in restrictionDict.items():
                    if area == 'Crateria':
                        locDict['Morph'] = set(morphLocs)
                    elif 'Morph' in locDict:
                        del locDict['Morph']
            self.restrictions.addPlacementRestrictions(restrictionDict)
        self.fillRestrictedLocations()
        self.settings.collectAlreadyPlacedItemLocations(self.container)
        return self.container

    # fill up unreachable locations with "junk" to maximize the chance of the ROM
    # to be finishable
    def fillRestrictedLocations(self):
        majorRestrictedLocs = [
            loc for loc in self.restrictedLocs
            if self.restrictions.isLocMajor(loc)
        ]
        otherRestrictedLocs = [
            loc for loc in self.restrictedLocs
            if loc not in majorRestrictedLocs
        ]

        def getItemPredicateMajor(itemType):
            return lambda item: item.Type == itemType and self.restrictions.isItemMajor(
                item)

        def getItemPredicateMinor(itemType):
            return lambda item: item.Type == itemType and self.restrictions.isItemMinor(
                item)

        def fill(locs, getPred):
            self.log.debug("fillRestrictedLocations. locs=" +
                           getLocListStr(locs))
            for loc in locs:
                loc['restricted'] = True
                itemLocation = {'Location': loc}
                if self.container.hasItemInPool(getPred('Nothing')):
                    itemLocation[
                        'Item'] = self.container.getNextItemInPoolMatching(
                            getPred('Nothing'))
                elif self.container.hasItemInPool(getPred('NoEnergy')):
                    itemLocation[
                        'Item'] = self.container.getNextItemInPoolMatching(
                            getPred('NoEnergy'))
                elif self.container.countItems(getPred('Missile')) > 3:
                    itemLocation[
                        'Item'] = self.container.getNextItemInPoolMatching(
                            getPred('Missile'))
                elif self.container.countItems(getPred('Super')) > 2:
                    itemLocation[
                        'Item'] = self.container.getNextItemInPoolMatching(
                            getPred('Super'))
                elif self.container.countItems(getPred('PowerBomb')) > 1:
                    itemLocation[
                        'Item'] = self.container.getNextItemInPoolMatching(
                            getPred('PowerBomb'))
                elif self.container.countItems(getPred('Reserve')) > 1:
                    itemLocation[
                        'Item'] = self.container.getNextItemInPoolMatching(
                            getPred('Reserve'))
                elif self.container.countItems(getPred('ETank')) > 3:
                    itemLocation[
                        'Item'] = self.container.getNextItemInPoolMatching(
                            getPred('ETank'))
                else:
                    raise RuntimeError("Cannot fill restricted locations")
                self.log.debug("Fill: {} at {}".format(
                    itemLocation['Item'].Type,
                    itemLocation['Location']['Name']))
                self.container.collect(itemLocation, False)

        fill(majorRestrictedLocs, getItemPredicateMajor)
        fill(otherRestrictedLocs, getItemPredicateMinor)

    def getItemPool(self, forbidden=[]):
        self.itemManager.setItemPool(
            self.basePool[:])  # reuse base pool to have constant base item set
        return self.itemManager.removeForbiddenItems(self.forbiddenItems +
                                                     forbidden)

    # if needed, do a simplified "pre-randomization" of a few items to check start AP/area layout validity
    def checkStart(self):
        ap = getAccessPoint(self.startAP)
        if not self.graphSettings.areaRando or ap.Start is None or \
           (('needsPreRando' not in ap.Start or not ap.Start['needsPreRando']) and\
            ('areaMode' not in ap.Start or not ap.Start['areaMode'])):
            return True
        self.log.debug("********* PRE RANDO START")
        container = copy.copy(self.container)
        filler = FrontFiller(self.startAP, self.areaGraph, self.restrictions,
                             container)
        condition = filler.createStepCountCondition(4)
        (isStuck, itemLocations, progItems) = filler.generateItems(condition)
        self.log.debug("********* PRE RANDO END")
        return not isStuck and len(
            self.services.currentLocations(filler.ap, filler.container)) > 0

    def checkPool(self, forbidden=None):
        self.log.debug("checkPool. forbidden=" + str(forbidden) +
                       ", self.forbiddenItems=" + str(self.forbiddenItems))
        if self.graphSettings.minimizerN is None and len(
                self.allLocations) > len(self.locations):
            # invalid graph with looped areas
            return False
        ret = True
        if forbidden is not None:
            pool = self.getItemPool(forbidden)
        else:
            pool = self.getItemPool()
        # get restricted locs
        totalAvailLocs = []
        comeBack = {}
        try:
            container = ItemLocContainer(self.sm, pool, self.locations)
        except AssertionError as e:
            # invalid graph altogether
            self.log.debug(
                "checkPool: AssertionError when creating ItemLocContainer: {}".
                format(e))
            return False
        # restrict item pool in chozo: game should be finishable with chozo items only
        contPool = []
        if self.restrictions.isChozo():
            container.restrictItemPool(isChozoItem)
            missile = container.getNextItemInPool('Missile')
            if missile is not None:
                # add missile (if zeb skip not known)
                contPool.append(missile)
        contPool += [item for item in pool if item in container.itemPool]
        # give us everything and beat every boss to see what we can access
        self.disableBossChecks()
        self.sm.resetItems()
        self.sm.addItems([item.Type
                          for item in contPool])  # will add bosses as well
        poolDict = container.getPoolDict()
        self.log.debug('pool={}'.format(
            sorted([(t, len(poolDict[t])) for t in poolDict])))
        refAP = 'Landing Site'
        locs = self.services.currentLocations(self.startAP,
                                              container,
                                              post=True)
        self.areaGraph.useCache(True)
        for loc in locs:
            ap = loc['accessPoint']
            if ap not in comeBack:
                # we chose Landing Site because other start APs might not have comeback transitions
                # possible start AP issues are handled in checkStart
                comeBack[ap] = self.areaGraph.canAccess(
                    self.sm, ap, 'Landing Site', self.settings.maxDiff)
            if comeBack[ap]:
                totalAvailLocs.append(loc)
        self.areaGraph.useCache(False)
        self.lastRestricted = [
            loc for loc in self.locations if loc not in totalAvailLocs
        ]
        self.log.debug("restricted=" +
                       str([loc['Name'] for loc in self.lastRestricted]))

        # check if all inter-area APs can reach each other
        interAPs = [
            ap for ap in self.areaGraph.getAccessibleAccessPoints(self.startAP)
            if not ap.isInternal() and not ap.isLoop()
        ]
        for startAp in interAPs:
            availAccessPoints = self.areaGraph.getAvailableAccessPoints(
                startAp, self.sm, self.settings.maxDiff)
            for ap in interAPs:
                if not ap in availAccessPoints:
                    ret = False
                    self.log.debug("unavail AP: " + ap.Name + ", from " +
                                   startAp.Name)

        # cleanup
        self.sm.resetItems()
        self.restoreBossChecks()
        # check if we can reach/beat all bosses
        if ret:
            for loc in self.lastRestricted:
                if loc['Name'] in self.bossesLocs:
                    ret = False
                    self.log.debug("unavail Boss: " + loc['Name'])
            if ret:
                # revive bosses
                self.sm.addItems([
                    item.Type for item in contPool if item.Category != 'Boss'
                ])
                maxDiff = self.settings.maxDiff
                # see if phantoon doesn't block himself, and if we can reach draygon if she's alive
                ret = self.areaGraph.canAccess(self.sm, self.startAP, 'PhantoonRoomIn', maxDiff)\
                      and self.areaGraph.canAccess(self.sm, self.startAP, 'DraygonRoomIn', maxDiff)
                if ret:
                    # see if we can beat bosses with this equipment (infinity as max diff for a "onlyBossesLeft" type check
                    beatableBosses = sorted([
                        loc['Name'] for loc in self.services.currentLocations(
                            self.startAP, container, diff=infinity)
                        if "Boss" in loc['Class']
                    ])
                    self.log.debug("checkPool. beatableBosses=" +
                                   str(beatableBosses))
                    ret = beatableBosses == Bosses.Golden4()
                    if ret:
                        # check that we can then kill mother brain
                        self.sm.addItems(Bosses.Golden4())
                        beatableMotherBrain = [
                            loc['Name']
                            for loc in self.services.currentLocations(
                                self.startAP, container, diff=infinity)
                            if loc['Name'] == 'Mother Brain'
                        ]
                        ret = len(beatableMotherBrain) > 0
                        self.log.debug(
                            "checkPool. beatable Mother Brain={}".format(ret))
                else:
                    self.log.debug('checkPool. locked by Phantoon or Draygon')
                self.log.debug('checkPool. boss access sanity check: ' +
                               str(ret))

        if self.restrictions.isChozo():
            # last check for chozo locations: don't put more restricted chozo locations than removed chozo items
            # (we cannot rely on removing ammo/energy in fillRestrictedLocations since it is already the bare minimum in chozo pool)
            # FIXME something to do there for ultra sparse, it gives us up to 3 more spots for nothing items
            restrictedLocs = self.restrictedLocs + [
                loc for loc in self.lastRestricted
                if loc not in self.restrictedLocs
            ]
            nRestrictedChozo = sum(1 for loc in restrictedLocs
                                   if 'Chozo' in loc['Class'])
            nNothingChozo = sum(
                1 for item in pool
                if 'Chozo' in item.Class and item.Category == 'Nothing')
            ret &= nRestrictedChozo <= nNothingChozo
            self.log.debug('checkPool. nRestrictedChozo=' +
                           str(nRestrictedChozo) + ', nNothingChozo=' +
                           str(nNothingChozo))
        self.log.debug('checkPool. result: ' + str(ret))
        return ret

    def disableBossChecks(self):
        self.sm.enoughStuffsKraid = self.okay
        self.sm.enoughStuffsPhantoon = self.okay
        self.sm.enoughStuffsDraygon = self.okay
        self.sm.enoughStuffsRidley = self.okay

        def mbCheck():
            (possible, energyDiff) = self.sm.mbEtankCheck()
            if possible == True:
                return self.okay()
            return SMBool(False)

        self.sm.enoughStuffsMotherbrain = mbCheck

    def restoreBossChecks(self):
        self.sm.enoughStuffsKraid = self.bossChecks['Kraid']
        self.sm.enoughStuffsPhantoon = self.bossChecks['Phantoon']
        self.sm.enoughStuffsDraygon = self.bossChecks['Draygon']
        self.sm.enoughStuffsRidley = self.bossChecks['Ridley']
        self.sm.enoughStuffsMotherbrain = self.bossChecks['Mother Brain']

    def addRestricted(self):
        self.checkPool()
        for r in self.lastRestricted:
            if r not in self.restrictedLocs:
                self.restrictedLocs.append(r)

    def getForbiddenItemsFromList(self, itemList):
        self.log.debug('getForbiddenItemsFromList: ' + str(itemList))
        remove = []
        n = randGaussBounds(len(itemList))
        for i in range(n):
            idx = random.randint(0, len(itemList) - 1)
            item = itemList.pop(idx)
            if item is not None:
                remove.append(item)
        return remove

    def addForbidden(self, removable):
        forb = None
        # it can take several tries if some item combination removal
        # forbids access to more stuff than each individually
        tries = 0
        while forb is None and tries < 100:
            forb = self.getForbiddenItemsFromList(removable[:])
            self.log.debug("addForbidden. forb=" + str(forb))
            if self.checkPool(forb) == False:
                forb = None
            tries += 1
        if forb is None:
            # we couldn't find a combination, just pick an item
            firstItem = next(
                (itemType for itemType in removable if itemType is not None),
                None)
            if firstItem is not None:
                forb = [firstItem]
            else:
                forb = []
        self.forbiddenItems += forb
        self.checkPool()
        self.addRestricted()
        return len(forb)

    def getForbiddenSuits(self):
        self.log.debug("getForbiddenSuits BEGIN. forbidden=" +
                       str(self.forbiddenItems) + ",ap=" + self.startAP)
        removableSuits = [
            suit for suit in self.suits if self.checkPool([suit])
        ]
        if 'Varia' in removableSuits and self.startAP in [
                'Bubble Mountain', 'Firefleas Top'
        ]:
            # Varia has to be first item there, and checkPool can't detect it
            removableSuits.remove('Varia')
        self.log.debug("getForbiddenSuits removable=" + str(removableSuits))
        if len(removableSuits) > 0:
            # remove at least one
            if self.addForbidden(removableSuits) == 0:
                self.forbiddenItems.append(removableSuits.pop())
                self.checkPool()
                self.addRestricted()
        else:
            self.superFun.remove('Suits')
            self.errorMsgs.append("Could not remove any suit")
        self.log.debug("getForbiddenSuits END. forbidden=" +
                       str(self.forbiddenItems))

    def getForbiddenMovement(self):
        self.log.debug("getForbiddenMovement BEGIN. forbidden=" +
                       str(self.forbiddenItems))
        removableMovement = [
            mvt for mvt in self.movementItems if self.checkPool([mvt])
        ]
        self.log.debug("getForbiddenMovement removable=" +
                       str(removableMovement))
        if len(removableMovement) > 0:
            # remove at least the most important
            self.forbiddenItems.append(removableMovement.pop(0))
            self.addForbidden(removableMovement + [None])
        else:
            self.superFun.remove('Movement')
            self.errorMsgs.append('Could not remove any movement item')
        self.log.debug("getForbiddenMovement END. forbidden=" +
                       str(self.forbiddenItems))

    def getForbiddenCombat(self):
        self.log.debug("getForbiddenCombat BEGIN. forbidden=" +
                       str(self.forbiddenItems))
        removableCombat = [
            cbt for cbt in self.combatItems if self.checkPool([cbt])
        ]
        self.log.debug("getForbiddenCombat removable=" + str(removableCombat))
        if len(removableCombat) > 0:
            fake = [
            ]  # placeholders to avoid tricking the gaussian into removing too much stuff
            if len(removableCombat) > 0:
                # remove at least one if possible (will be screw or plasma)
                self.forbiddenItems.append(removableCombat.pop(0))
                fake.append(None)
            # if plasma is still available, remove it as well if we can
            if len(removableCombat
                   ) > 0 and removableCombat[0] == 'Plasma' and self.checkPool(
                       [removableCombat[0]]):
                self.forbiddenItems.append(removableCombat.pop(0))
                fake.append(None)
            self.addForbidden(removableCombat + fake)
        else:
            self.superFun.remove('Combat')
            self.errorMsgs.append('Could not remove any combat item')
        self.log.debug("getForbiddenCombat END. forbidden=" +
                       str(self.forbiddenItems))

    def getForbidden(self):
        self.forbiddenItems = []
        self.restrictedLocs = []
        self.errorMsgs = []
        if 'Suits' in self.superFun:  # impact on movement item
            self.getForbiddenSuits()
        if 'Movement' in self.superFun:
            self.getForbiddenMovement()
        if 'Combat' in self.superFun:
            self.getForbiddenCombat()
        # if no super fun, check that there's no restricted locations (for ultra sparse)
        if len(self.superFun) == 0:
            self.addRestricted()
        self.log.debug("forbiddenItems: {}".format(self.forbiddenItems))
        self.log.debug("restrictedLocs: {}".format(
            [loc['Name'] for loc in self.restrictedLocs]))
Exemplo n.º 7
0
class MiniSolver(object):
    def __init__(self, startAP, areaGraph, restrictions):
        self.startAP = startAP
        self.areaGraph = areaGraph
        self.restrictions = restrictions
        self.settings = restrictions.settings
        self.smbm = SMBoolManager()
        self.log = log.get('MiniSolver')

    # if True, does not mean it is actually beatable, unless you're sure of it from another source of information
    # if False, it is certain it is not beatable
    def isBeatable(self, itemLocations, maxDiff=None):
        if maxDiff is None:
            maxDiff = self.settings.maxDiff
        minDiff = self.settings.minDiff
        locations = []
        for il in itemLocations:
            loc = il['Location']
            if loc.get('restricted') == True:
                continue
            loc['itemType'] = il['Item'].Type
            loc['difficulty'] = None
            locations.append(loc)
        self.smbm.resetItems()
        ap = self.startAP
        onlyBossesLeft = -1
        hasOneLocAboveMinDiff = False
        while True:
            if not locations:
                return hasOneLocAboveMinDiff
            # only two loops to collect all remaining locations in only bosses left mode
            if onlyBossesLeft >= 0:
                onlyBossesLeft += 1
                if onlyBossesLeft > 2:
                    return False
            self.areaGraph.getAvailableLocations(locations, self.smbm, maxDiff,
                                                 ap)
            post = [
                loc for loc in locations
                if 'PostAvailable' in loc and loc['difficulty'].bool == True
            ]
            for loc in post:
                self.smbm.addItem(loc['itemType'])
                postAvailable = loc['PostAvailable'](self.smbm)
                self.smbm.removeItem(loc['itemType'])
                loc['difficulty'] = self.smbm.wand(loc['difficulty'],
                                                   postAvailable)
            toCollect = [
                loc for loc in locations if loc['difficulty'].bool == True
                and loc['difficulty'].difficulty <= maxDiff
            ]
            if not toCollect:
                # mini onlyBossesLeft
                if maxDiff < infinity:
                    maxDiff = infinity
                    onlyBossesLeft = 0
                    continue
                return False
            if not hasOneLocAboveMinDiff:
                hasOneLocAboveMinDiff = any(
                    loc['difficulty'].difficulty >= minDiff
                    for loc in locations)
            self.smbm.addItems([loc['itemType'] for loc in toCollect])
            for loc in toCollect:
                locations.remove(loc)
 def transferCollected(self, dest):
     dest.currentItems = self.currentItems[:]
     dest.sm = SMBoolManager()
     dest.sm.addItems([item.Type for item in dest.currentItems])
     dest.itemLocations = copy.copy(self.itemLocations)
     dest.unrestrictedItems = copy.copy(self.unrestrictedItems)