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Merge branch 'main' into baseclasses-typing
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beauxq authored Aug 12, 2024
2 parents 7cef3ad + 67520ad commit 0268588
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2 changes: 1 addition & 1 deletion .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -150,7 +150,7 @@ venv/
ENV/
env.bak/
venv.bak/
.code-workspace
*.code-workspace
shell.nix

# Spyder project settings
Expand Down
133 changes: 103 additions & 30 deletions BaseClasses.py
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
from __future__ import annotations

import copy
import collections
import itertools
import functools
import logging
Expand Down Expand Up @@ -70,7 +70,6 @@ class MultiWorld():
state: CollectionState

plando_options: PlandoOptions
accessibility: Dict[int, Options.Accessibility]
early_items: Dict[int, Dict[str, int]]
local_early_items: Dict[int, Dict[str, int]]
local_items: Dict[int, Options.LocalItems]
Expand Down Expand Up @@ -295,6 +294,86 @@ def set_item_links(self):
group["non_local_items"] = item_link["non_local_items"]
group["link_replacement"] = replacement_prio[item_link["link_replacement"]]

def link_items(self) -> None:
"""Called to link together items in the itempool related to the registered item link groups."""
from worlds import AutoWorld

for group_id, group in self.groups.items():
def find_common_pool(players: Set[int], shared_pool: Set[str]) -> Tuple[
Optional[Dict[int, Dict[str, int]]], Optional[Dict[str, int]]
]:
classifications: Dict[str, int] = collections.defaultdict(int)
counters = {player: {name: 0 for name in shared_pool} for player in players}
for item in self.itempool:
if item.player in counters and item.name in shared_pool:
counters[item.player][item.name] += 1
classifications[item.name] |= item.classification

for player in players.copy():
if all([counters[player][item] == 0 for item in shared_pool]):
players.remove(player)
del (counters[player])

if not players:
return None, None

for item in shared_pool:
count = min(counters[player][item] for player in players)
if count:
for player in players:
counters[player][item] = count
else:
for player in players:
del (counters[player][item])
return counters, classifications

common_item_count, classifications = find_common_pool(group["players"], group["item_pool"])
if not common_item_count:
continue

new_itempool: List[Item] = []
for item_name, item_count in next(iter(common_item_count.values())).items():
for _ in range(item_count):
new_item = group["world"].create_item(item_name)
# mangle together all original classification bits
new_item.classification |= classifications[item_name]
new_itempool.append(new_item)

region = Region("Menu", group_id, self, "ItemLink")
self.regions.append(region)
locations = region.locations
for item in self.itempool:
count = common_item_count.get(item.player, {}).get(item.name, 0)
if count:
loc = Location(group_id, f"Item Link: {item.name} -> {self.player_name[item.player]} {count}",
None, region)
loc.access_rule = lambda state, item_name = item.name, group_id_ = group_id, count_ = count: \
state.has(item_name, group_id_, count_)

locations.append(loc)
loc.place_locked_item(item)
common_item_count[item.player][item.name] -= 1
else:
new_itempool.append(item)

itemcount = len(self.itempool)
self.itempool = new_itempool

while itemcount > len(self.itempool):
items_to_add = []
for player in group["players"]:
if group["link_replacement"]:
item_player = group_id
else:
item_player = player
if group["replacement_items"][player]:
items_to_add.append(AutoWorld.call_single(self, "create_item", item_player,
group["replacement_items"][player]))
else:
items_to_add.append(AutoWorld.call_single(self, "create_filler", item_player))
self.random.shuffle(items_to_add)
self.itempool.extend(items_to_add[:itemcount - len(self.itempool)])

def secure(self):
self.random = ThreadBarrierProxy(secrets.SystemRandom())
self.is_race = True
Expand Down Expand Up @@ -530,26 +609,22 @@ def fulfills_accessibility(self, state: Optional[CollectionState] = None):
players: Dict[str, Set[int]] = {
"minimal": set(),
"items": set(),
"locations": set()
"full": set()
}
for player, access in self.accessibility.items():
players[access.current_key].add(player)
for player, world in self.worlds.items():
players[world.options.accessibility.current_key].add(player)

beatable_fulfilled = False

def location_condition(location: Location):
def location_condition(location: Location) -> bool:
"""Determine if this location has to be accessible, location is already filtered by location_relevant"""
if location.player in players["locations"] or (location.item and location.item.player not in
players["minimal"]):
return True
return False
return location.player in players["full"] or \
(location.item and location.item.player not in players["minimal"])

def location_relevant(location: Location):
def location_relevant(location: Location) -> bool:
"""Determine if this location is relevant to sweep."""
if location.progress_type != LocationProgressType.EXCLUDED \
and (location.player in players["locations"] or location.advancement):
return True
return False
return location.progress_type != LocationProgressType.EXCLUDED \
and (location.player in players["full"] or location.advancement)

def all_done() -> bool:
"""Check if all access rules are fulfilled"""
Expand Down Expand Up @@ -650,14 +725,14 @@ def update_reachable_regions(self, player: int):

def copy(self) -> CollectionState:
ret = CollectionState(self.multiworld)
ret.prog_items = copy.deepcopy(self.prog_items)
ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in
self.reachable_regions}
ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in
self.blocked_connections}
ret.events = copy.copy(self.events)
ret.path = copy.copy(self.path)
ret.locations_checked = copy.copy(self.locations_checked)
ret.prog_items = {player: counter.copy() for player, counter in self.prog_items.items()}
ret.reachable_regions = {player: region_set.copy() for player, region_set in
self.reachable_regions.items()}
ret.blocked_connections = {player: entrance_set.copy() for player, entrance_set in
self.blocked_connections.items()}
ret.events = self.events.copy()
ret.path = self.path.copy()
ret.locations_checked = self.locations_checked.copy()
for function in self.additional_copy_functions:
ret = function(self, ret)
return ret
Expand Down Expand Up @@ -687,13 +762,13 @@ def can_reach_entrance(self, spot: str, player: int) -> bool:
def can_reach_region(self, spot: str, player: int) -> bool:
return self.multiworld.get_region(spot, player).can_reach(self)

def sweep_for_events(self, key_only: bool = False, locations: Optional[Iterable[Location]] = None) -> None:
def sweep_for_events(self, locations: Optional[Iterable[Location]] = None) -> None:
if locations is None:
locations = self.multiworld.get_filled_locations()
reachable_events = True
# since the loop has a good chance to run more than once, only filter the events once
locations = {location for location in locations if location.advancement and location not in self.events and
not key_only or getattr(location.item, "locked_dungeon_item", False)}
locations = {location for location in locations if location.advancement and location not in self.events}

while reachable_events:
reachable_events = {location for location in locations if location.can_reach(self)}
locations -= reachable_events
Expand Down Expand Up @@ -1057,9 +1132,9 @@ def can_fill(self, state: CollectionState, item: Item, check_access: bool = True
))

def can_reach(self, state: CollectionState) -> bool:
# self.access_rule computes faster on average, so placing it first for faster abort
# Region.can_reach is just a cache lookup, so placing it first for faster abort on average
assert self.parent_region, "Can't reach location without region"
return self.access_rule(state) and self.parent_region.can_reach(state)
return self.parent_region.can_reach(state) and self.access_rule(state)

def place_locked_item(self, item: Item):
if self.item:
Expand Down Expand Up @@ -1290,8 +1365,6 @@ def create_playthrough(self, create_paths: bool = True) -> None:
state = CollectionState(multiworld)
collection_spheres = []
while required_locations:
state.sweep_for_events(key_only=True)

sphere = set(filter(state.can_reach, required_locations))

for location in sphere:
Expand Down
2 changes: 2 additions & 0 deletions CommonClient.py
Original file line number Diff line number Diff line change
Expand Up @@ -61,6 +61,7 @@ def _cmd_connect(self, address: str = "") -> bool:
if address:
self.ctx.server_address = None
self.ctx.username = None
self.ctx.password = None
elif not self.ctx.server_address:
self.output("Please specify an address.")
return False
Expand Down Expand Up @@ -514,6 +515,7 @@ def update_permissions(self, permissions: typing.Dict[str, int]):
async def shutdown(self):
self.server_address = ""
self.username = None
self.password = None
self.cancel_autoreconnect()
if self.server and not self.server.socket.closed:
await self.server.socket.close()
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1 change: 0 additions & 1 deletion Fill.py
Original file line number Diff line number Diff line change
Expand Up @@ -646,7 +646,6 @@ def balance_multiworld_progression(multiworld: MultiWorld) -> None:

def get_sphere_locations(sphere_state: CollectionState,
locations: typing.Set[Location]) -> typing.Set[Location]:
sphere_state.sweep_for_events(key_only=True, locations=locations)
return {loc for loc in locations if sphere_state.can_reach(loc)}

def item_percentage(player: int, num: int) -> float:
Expand Down
107 changes: 21 additions & 86 deletions Main.py
Original file line number Diff line number Diff line change
Expand Up @@ -124,14 +124,19 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
for player in multiworld.player_ids:
exclusion_rules(multiworld, player, multiworld.worlds[player].options.exclude_locations.value)
multiworld.worlds[player].options.priority_locations.value -= multiworld.worlds[player].options.exclude_locations.value
world_excluded_locations = set()
for location_name in multiworld.worlds[player].options.priority_locations.value:
try:
location = multiworld.get_location(location_name, player)
except KeyError as e: # failed to find the given location. Check if it's a legitimate location
if location_name not in multiworld.worlds[player].location_name_to_id:
raise Exception(f"Unable to prioritize location {location_name} in player {player}'s world.") from e
else:
except KeyError:
continue

if location.progress_type != LocationProgressType.EXCLUDED:
location.progress_type = LocationProgressType.PRIORITY
else:
logger.warning(f"Unable to prioritize location \"{location_name}\" in player {player}'s world because the world excluded it.")
world_excluded_locations.add(location_name)
multiworld.worlds[player].options.priority_locations.value -= world_excluded_locations

# Set local and non-local item rules.
if multiworld.players > 1:
Expand All @@ -146,6 +151,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
# Because some worlds don't actually create items during create_items this has to be as late as possible.
if any(getattr(multiworld.worlds[player].options, "start_inventory_from_pool", None) for player in multiworld.player_ids):
new_items: List[Item] = []
old_items: List[Item] = []
depletion_pool: Dict[int, Dict[str, int]] = {
player: getattr(multiworld.worlds[player].options,
"start_inventory_from_pool",
Expand All @@ -164,97 +170,26 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
depletion_pool[item.player][item.name] -= 1
# quick abort if we have found all items
if not target:
new_items.extend(multiworld.itempool[i+1:])
old_items.extend(multiworld.itempool[i+1:])
break
else:
new_items.append(item)
old_items.append(item)

# leftovers?
if target:
for player, remaining_items in depletion_pool.items():
remaining_items = {name: count for name, count in remaining_items.items() if count}
if remaining_items:
raise Exception(f"{multiworld.get_player_name(player)}"
logger.warning(f"{multiworld.get_player_name(player)}"
f" is trying to remove items from their pool that don't exist: {remaining_items}")
assert len(multiworld.itempool) == len(new_items), "Item Pool amounts should not change."
multiworld.itempool[:] = new_items

# temporary home for item links, should be moved out of Main
for group_id, group in multiworld.groups.items():
def find_common_pool(players: Set[int], shared_pool: Set[str]) -> Tuple[
Optional[Dict[int, Dict[str, int]]], Optional[Dict[str, int]]
]:
classifications: Dict[str, int] = collections.defaultdict(int)
counters = {player: {name: 0 for name in shared_pool} for player in players}
for item in multiworld.itempool:
if item.player in counters and item.name in shared_pool:
counters[item.player][item.name] += 1
classifications[item.name] |= item.classification

for player in players.copy():
if all([counters[player][item] == 0 for item in shared_pool]):
players.remove(player)
del (counters[player])

if not players:
return None, None

for item in shared_pool:
count = min(counters[player][item] for player in players)
if count:
for player in players:
counters[player][item] = count
else:
for player in players:
del (counters[player][item])
return counters, classifications

common_item_count, classifications = find_common_pool(group["players"], group["item_pool"])
if not common_item_count:
continue

new_itempool: List[Item] = []
for item_name, item_count in next(iter(common_item_count.values())).items():
for _ in range(item_count):
new_item = group["world"].create_item(item_name)
# mangle together all original classification bits
new_item.classification |= classifications[item_name]
new_itempool.append(new_item)

region = Region("Menu", group_id, multiworld, "ItemLink")
multiworld.regions.append(region)
locations = region.locations
for item in multiworld.itempool:
count = common_item_count.get(item.player, {}).get(item.name, 0)
if count:
loc = Location(group_id, f"Item Link: {item.name} -> {multiworld.player_name[item.player]} {count}",
None, region)
loc.access_rule = lambda state, item_name = item.name, group_id_ = group_id, count_ = count: \
state.has(item_name, group_id_, count_)

locations.append(loc)
loc.place_locked_item(item)
common_item_count[item.player][item.name] -= 1
else:
new_itempool.append(item)

itemcount = len(multiworld.itempool)
multiworld.itempool = new_itempool

while itemcount > len(multiworld.itempool):
items_to_add = []
for player in group["players"]:
if group["link_replacement"]:
item_player = group_id
else:
item_player = player
if group["replacement_items"][player]:
items_to_add.append(AutoWorld.call_single(multiworld, "create_item", item_player,
group["replacement_items"][player]))
else:
items_to_add.append(AutoWorld.call_single(multiworld, "create_filler", item_player))
multiworld.random.shuffle(items_to_add)
multiworld.itempool.extend(items_to_add[:itemcount - len(multiworld.itempool)])
# find all filler we generated for the current player and remove until it matches
removables = [item for item in new_items if item.player == player]
for _ in range(sum(remaining_items.values())):
new_items.remove(removables.pop())
assert len(multiworld.itempool) == len(new_items + old_items), "Item Pool amounts should not change."
multiworld.itempool[:] = new_items + old_items

multiworld.link_items()

if any(multiworld.item_links.values()):
multiworld._all_state = None
Expand Down
4 changes: 2 additions & 2 deletions MultiServer.py
Original file line number Diff line number Diff line change
Expand Up @@ -1352,7 +1352,7 @@ def _cmd_remaining(self) -> bool:
if self.ctx.remaining_mode == "enabled":
remaining_item_ids = get_remaining(self.ctx, self.client.team, self.client.slot)
if remaining_item_ids:
self.output("Remaining items: " + ", ".join(self.ctx.item_names[self.client.slot.game][item_id]
self.output("Remaining items: " + ", ".join(self.ctx.item_names[self.ctx.games[self.client.slot]][item_id]
for item_id in remaining_item_ids))
else:
self.output("No remaining items found.")
Expand All @@ -1365,7 +1365,7 @@ def _cmd_remaining(self) -> bool:
if self.ctx.client_game_state[self.client.team, self.client.slot] == ClientStatus.CLIENT_GOAL:
remaining_item_ids = get_remaining(self.ctx, self.client.team, self.client.slot)
if remaining_item_ids:
self.output("Remaining items: " + ", ".join(self.ctx.item_names[self.client.slot.game][item_id]
self.output("Remaining items: " + ", ".join(self.ctx.item_names[self.ctx.games[self.client.slot]][item_id]
for item_id in remaining_item_ids))
else:
self.output("No remaining items found.")
Expand Down
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