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Fill.py
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Fill.py
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import collections
import itertools
import logging
import typing
from collections import Counter, deque
from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld
from Options import Accessibility
from worlds.AutoWorld import call_all
from worlds.generic.Rules import add_item_rule
class FillError(RuntimeError):
def __init__(self, *args: typing.Union[str, typing.Any], **kwargs) -> None:
if "multiworld" in kwargs and isinstance(args[0], str):
placements = (args[0] + f"\nAll Placements:\n" +
f"{[(loc, loc.item) for loc in kwargs['multiworld'].get_filled_locations()]}")
args = (placements, *args[1:])
super().__init__(*args)
def _log_fill_progress(name: str, placed: int, total_items: int) -> None:
logging.info(f"Current fill step ({name}) at {placed}/{total_items} items placed.")
def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item] = tuple(),
locations: typing.Optional[typing.List[Location]] = None) -> CollectionState:
new_state = base_state.copy()
for item in itempool:
new_state.collect(item, True)
new_state.sweep_for_events(locations=locations)
return new_state
def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locations: typing.List[Location],
item_pool: typing.List[Item], single_player_placement: bool = False, lock: bool = False,
swap: bool = True, on_place: typing.Optional[typing.Callable[[Location], None]] = None,
allow_partial: bool = False, allow_excluded: bool = False, name: str = "Unknown") -> None:
"""
:param multiworld: Multiworld to be filled.
:param base_state: State assumed before fill.
:param locations: Locations to be filled with item_pool, gets mutated by removing locations that get filled.
:param item_pool: Items to fill into the locations, gets mutated by removing items that get placed.
:param single_player_placement: if true, can speed up placement if everything belongs to a single player
:param lock: locations are set to locked as they are filled
:param swap: if true, swaps of already place items are done in the event of a dead end
:param on_place: callback that is called when a placement happens
:param allow_partial: only place what is possible. Remaining items will be in the item_pool list.
:param allow_excluded: if true and placement fails, it is re-attempted while ignoring excluded on Locations
:param name: name of this fill step for progress logging purposes
"""
unplaced_items: typing.List[Item] = []
placements: typing.List[Location] = []
cleanup_required = False
swapped_items: typing.Counter[typing.Tuple[int, str, bool]] = Counter()
reachable_items: typing.Dict[int, typing.Deque[Item]] = {}
for item in item_pool:
reachable_items.setdefault(item.player, deque()).append(item)
# for progress logging
total = min(len(item_pool), len(locations))
placed = 0
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:
for p, pool_item in enumerate(item_pool):
if pool_item is item:
item_pool.pop(p)
break
maximum_exploration_state = sweep_from_pool(
base_state, item_pool + unplaced_items, multiworld.get_filled_locations(item.player)
if single_player_placement else None)
has_beaten_game = multiworld.has_beaten_game(maximum_exploration_state)
while items_to_place:
# if we have run out of locations to fill,break out of this loop
if not locations:
unplaced_items += items_to_place
break
item_to_place = items_to_place.pop(0)
spot_to_fill: typing.Optional[Location] = None
# if minimal accessibility, only check whether location is reachable if game not beatable
if multiworld.worlds[item_to_place.player].options.accessibility == Accessibility.option_minimal:
perform_access_check = not multiworld.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):
# popping 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.
if swap:
# try swapping this item with previously placed items in a safe way then in an unsafe way
swap_attempts = ((i, location, unsafe)
for unsafe in (False, True)
for i, location in enumerate(placements))
for (i, location, unsafe) in swap_attempts:
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
swap_count = swapped_items[placed_item.player, placed_item.name, unsafe]
if swap_count > 1:
continue
location.item = None
placed_item.location = None
swap_state = sweep_from_pool(base_state, [placed_item, *item_pool] if unsafe else item_pool,
multiworld.get_filled_locations(item.player)
if single_player_placement else None)
# unsafe means swap_state assumes we can somehow collect placed_item before item_to_place
# by continuing to swap, which is not guaranteed. This is unsafe because there is no mechanic
# to clean that up later, so there is a chance generation fails.
if (not single_player_placement or location.player == item_to_place.player) \
and location.can_fill(swap_state, item_to_place, perform_access_check):
# Verify placing this item won't reduce available locations, which would be a useless swap.
prev_state = swap_state.copy()
prev_loc_count = len(
multiworld.get_reachable_locations(prev_state))
swap_state.collect(item_to_place, True)
new_loc_count = len(
multiworld.get_reachable_locations(swap_state))
if new_loc_count >= prev_loc_count:
# Add this item to the existing placement, and
# add the old item to the back of the queue
spot_to_fill = placements.pop(i)
swap_count += 1
swapped_items[placed_item.player, placed_item.name, unsafe] = swap_count
reachable_items[placed_item.player].appendleft(
placed_item)
item_pool.append(placed_item)
# cleanup at the end to hopefully get better errors
cleanup_required = True
break
# Item can't be placed here, restore original item
location.item = placed_item
placed_item.location = location
if spot_to_fill is None:
# Can't place this item, move on to the next
unplaced_items.append(item_to_place)
continue
else:
unplaced_items.append(item_to_place)
continue
multiworld.push_item(spot_to_fill, item_to_place, False)
spot_to_fill.locked = lock
placements.append(spot_to_fill)
placed += 1
if not placed % 1000:
_log_fill_progress(name, placed, total)
if on_place:
on_place(spot_to_fill)
if total > 1000:
_log_fill_progress(name, placed, total)
if cleanup_required:
# validate all placements and remove invalid ones
state = sweep_from_pool(
base_state, [], multiworld.get_filled_locations(item.player)
if single_player_placement else None)
for placement in placements:
if multiworld.worlds[placement.item.player].options.accessibility != "minimal" and not placement.can_reach(state):
placement.item.location = None
unplaced_items.append(placement.item)
placement.item = None
locations.append(placement)
if allow_excluded:
# check if partial fill is the result of excluded locations, in which case retry
excluded_locations = [
location for location in locations
if location.progress_type == location.progress_type.EXCLUDED and not location.item
]
if excluded_locations:
for location in excluded_locations:
location.progress_type = location.progress_type.DEFAULT
fill_restrictive(multiworld, base_state, excluded_locations, unplaced_items, single_player_placement, lock,
swap, on_place, allow_partial, False)
for location in excluded_locations:
if not location.item:
location.progress_type = location.progress_type.EXCLUDED
if not allow_partial and len(unplaced_items) > 0 and len(locations) > 0:
# There are leftover unplaceable items and locations that won't accept them
if multiworld.can_beat_game():
logging.warning(
f"Not all items placed. Game beatable anyway.\nCould not place:\n"
f"{', '.join(str(item) for item in unplaced_items)}")
else:
raise FillError(f"No more spots to place {len(unplaced_items)} items. Remaining locations are invalid.\n"
f"Unplaced items:\n"
f"{', '.join(str(item) for item in unplaced_items)}\n"
f"Unfilled locations:\n"
f"{', '.join(str(location) for location in locations)}\n"
f"Already placed {len(placements)}:\n"
f"{', '.join(str(place) for place in placements)}", multiworld=multiworld)
item_pool.extend(unplaced_items)
def remaining_fill(multiworld: MultiWorld,
locations: typing.List[Location],
itempool: typing.List[Item],
name: str = "Remaining",
move_unplaceable_to_start_inventory: bool = False) -> None:
unplaced_items: typing.List[Item] = []
placements: typing.List[Location] = []
swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
total = min(len(itempool), len(locations))
placed = 0
while locations and itempool:
item_to_place = itempool.pop()
spot_to_fill: typing.Optional[Location] = None
for i, location in enumerate(locations):
if location.item_rule(item_to_place):
# popping 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] > 1:
continue
location.item = None
placed_item.location = None
if location.item_rule(item_to_place):
# 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
itempool.append(placed_item)
break
# Item can't be placed here, restore original item
location.item = placed_item
placed_item.location = location
if spot_to_fill is None:
# Can't place this item, move on to the next
unplaced_items.append(item_to_place)
continue
multiworld.push_item(spot_to_fill, item_to_place, False)
placements.append(spot_to_fill)
placed += 1
if not placed % 1000:
_log_fill_progress(name, placed, total)
if total > 1000:
_log_fill_progress(name, placed, total)
if unplaced_items and locations:
# There are leftover unplaceable items and locations that won't accept them
if move_unplaceable_to_start_inventory:
last_batch = []
for item in unplaced_items:
logging.debug(f"Moved {item} to start_inventory to prevent fill failure.")
multiworld.push_precollected(item)
last_batch.append(multiworld.worlds[item.player].create_filler())
remaining_fill(multiworld, locations, unplaced_items, name + " Start Inventory Retry")
else:
raise FillError(f"No more spots to place {len(unplaced_items)} items. Remaining locations are invalid.\n"
f"Unplaced items:\n"
f"{', '.join(str(item) for item in unplaced_items)}\n"
f"Unfilled locations:\n"
f"{', '.join(str(location) for location in locations)}\n"
f"Already placed {len(placements)}:\n"
f"{', '.join(str(place) for place in placements)}", multiworld=multiworld)
itempool.extend(unplaced_items)
def fast_fill(multiworld: MultiWorld,
item_pool: typing.List[Item],
fill_locations: typing.List[Location]) -> typing.Tuple[typing.List[Item], typing.List[Location]]:
placing = min(len(item_pool), len(fill_locations))
for item, location in zip(item_pool, fill_locations):
multiworld.push_item(location, item, False)
return item_pool[placing:], fill_locations[placing:]
def accessibility_corrections(multiworld: MultiWorld, state: CollectionState, locations, pool=[]):
maximum_exploration_state = sweep_from_pool(state, pool)
minimal_players = {player for player in multiworld.player_ids if multiworld.worlds[player].options.accessibility == "minimal"}
unreachable_locations = [location for location in multiworld.get_locations() if location.player in minimal_players and
not location.can_reach(maximum_exploration_state)]
for location in unreachable_locations:
if (location.item is not None and location.item.advancement and location.address is not None and not
location.locked and location.item.player not in minimal_players):
pool.append(location.item)
state.remove(location.item)
location.item = None
if location in state.events:
state.events.remove(location)
locations.append(location)
if pool and locations:
locations.sort(key=lambda loc: loc.progress_type != LocationProgressType.PRIORITY)
fill_restrictive(multiworld, state, locations, pool, name="Accessibility Corrections")
def inaccessible_location_rules(multiworld: MultiWorld, state: CollectionState, locations):
maximum_exploration_state = sweep_from_pool(state)
unreachable_locations = [location for location in locations if not location.can_reach(maximum_exploration_state)]
if unreachable_locations:
def forbid_important_item_rule(item: Item):
return not ((item.classification & 0b0011) and multiworld.worlds[item.player].options.accessibility != 'minimal')
for location in unreachable_locations:
add_item_rule(location, forbid_important_item_rule)
def distribute_early_items(multiworld: MultiWorld,
fill_locations: typing.List[Location],
itempool: typing.List[Item]) -> typing.Tuple[typing.List[Location], typing.List[Item]]:
""" returns new fill_locations and itempool """
early_items_count: typing.Dict[typing.Tuple[str, int], typing.List[int]] = {}
for player in multiworld.player_ids:
items = itertools.chain(multiworld.early_items[player], multiworld.local_early_items[player])
for item in items:
early_items_count[item, player] = [multiworld.early_items[player].get(item, 0),
multiworld.local_early_items[player].get(item, 0)]
if early_items_count:
early_locations: typing.List[Location] = []
early_priority_locations: typing.List[Location] = []
loc_indexes_to_remove: typing.Set[int] = set()
base_state = multiworld.state.copy()
base_state.sweep_for_events(locations=(loc for loc in multiworld.get_filled_locations() if loc.address is None))
for i, loc in enumerate(fill_locations):
if loc.can_reach(base_state):
if loc.progress_type == LocationProgressType.PRIORITY:
early_priority_locations.append(loc)
else:
early_locations.append(loc)
loc_indexes_to_remove.add(i)
fill_locations = [loc for i, loc in enumerate(fill_locations) if i not in loc_indexes_to_remove]
early_prog_items: typing.List[Item] = []
early_rest_items: typing.List[Item] = []
early_local_prog_items: typing.Dict[int, typing.List[Item]] = {player: [] for player in multiworld.player_ids}
early_local_rest_items: typing.Dict[int, typing.List[Item]] = {player: [] for player in multiworld.player_ids}
item_indexes_to_remove: typing.Set[int] = set()
for i, item in enumerate(itempool):
if (item.name, item.player) in early_items_count:
if item.advancement:
if early_items_count[item.name, item.player][1]:
early_local_prog_items[item.player].append(item)
early_items_count[item.name, item.player][1] -= 1
else:
early_prog_items.append(item)
early_items_count[item.name, item.player][0] -= 1
else:
if early_items_count[item.name, item.player][1]:
early_local_rest_items[item.player].append(item)
early_items_count[item.name, item.player][1] -= 1
else:
early_rest_items.append(item)
early_items_count[item.name, item.player][0] -= 1
item_indexes_to_remove.add(i)
if early_items_count[item.name, item.player] == [0, 0]:
del early_items_count[item.name, item.player]
if len(early_items_count) == 0:
break
itempool = [item for i, item in enumerate(itempool) if i not in item_indexes_to_remove]
for player in multiworld.player_ids:
player_local = early_local_rest_items[player]
fill_restrictive(multiworld, base_state,
[loc for loc in early_locations if loc.player == player],
player_local, lock=True, allow_partial=True, name=f"Local Early Items P{player}")
if player_local:
logging.warning(f"Could not fulfill rules of early items: {player_local}")
early_rest_items.extend(early_local_rest_items[player])
early_locations = [loc for loc in early_locations if not loc.item]
fill_restrictive(multiworld, base_state, early_locations, early_rest_items, lock=True, allow_partial=True,
name="Early Items")
early_locations += early_priority_locations
for player in multiworld.player_ids:
player_local = early_local_prog_items[player]
fill_restrictive(multiworld, base_state,
[loc for loc in early_locations if loc.player == player],
player_local, lock=True, allow_partial=True, name=f"Local Early Progression P{player}")
if player_local:
logging.warning(f"Could not fulfill rules of early items: {player_local}")
early_prog_items.extend(player_local)
early_locations = [loc for loc in early_locations if not loc.item]
fill_restrictive(multiworld, base_state, early_locations, early_prog_items, lock=True, allow_partial=True,
name="Early Progression")
unplaced_early_items = early_rest_items + early_prog_items
if unplaced_early_items:
logging.warning("Ran out of early locations for early items. Failed to place "
f"{unplaced_early_items} early.")
itempool += unplaced_early_items
fill_locations.extend(early_locations)
multiworld.random.shuffle(fill_locations)
return fill_locations, itempool
def distribute_items_restrictive(multiworld: MultiWorld,
panic_method: typing.Literal["swap", "raise", "start_inventory"] = "swap") -> None:
fill_locations = sorted(multiworld.get_unfilled_locations())
multiworld.random.shuffle(fill_locations)
# get items to distribute
itempool = sorted(multiworld.itempool)
multiworld.random.shuffle(itempool)
fill_locations, itempool = distribute_early_items(multiworld, fill_locations, itempool)
progitempool: typing.List[Item] = []
usefulitempool: typing.List[Item] = []
filleritempool: typing.List[Item] = []
for item in itempool:
if item.advancement:
progitempool.append(item)
elif item.useful:
usefulitempool.append(item)
else:
filleritempool.append(item)
call_all(multiworld, "fill_hook", progitempool, usefulitempool, filleritempool, 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]
# can't lock due to accessibility corrections touching things, so we remember which ones got placed and lock later
lock_later = []
def mark_for_locking(location: Location):
nonlocal lock_later
lock_later.append(location)
if prioritylocations:
# "priority fill"
fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
single_player_placement=multiworld.players == 1, swap=False, on_place=mark_for_locking,
name="Priority")
accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool)
defaultlocations = prioritylocations + defaultlocations
if progitempool:
# "advancement/progression fill"
if panic_method == "swap":
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool,
swap=True,
name="Progression", single_player_placement=multiworld.players == 1)
elif panic_method == "raise":
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool,
swap=False,
name="Progression", single_player_placement=multiworld.players == 1)
elif panic_method == "start_inventory":
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool,
swap=False, allow_partial=True,
name="Progression", single_player_placement=multiworld.players == 1)
if progitempool:
for item in progitempool:
logging.debug(f"Moved {item} to start_inventory to prevent fill failure.")
multiworld.push_precollected(item)
filleritempool.append(multiworld.worlds[item.player].create_filler())
logging.warning(f"{len(progitempool)} items moved to start inventory,"
f" due to failure in Progression fill step.")
progitempool[:] = []
else:
raise ValueError(f"Generator Panic Method {panic_method} not recognized.")
if progitempool:
raise FillError(
f"Not enough locations for progression items. "
f"There are {len(progitempool)} more progression items than there are available locations.",
multiworld=multiworld,
)
accessibility_corrections(multiworld, multiworld.state, defaultlocations)
for location in lock_later:
if location.item:
location.locked = True
del mark_for_locking, lock_later
inaccessible_location_rules(multiworld, multiworld.state, defaultlocations)
remaining_fill(multiworld, excludedlocations, filleritempool, "Remaining Excluded",
move_unplaceable_to_start_inventory=panic_method=="start_inventory")
if excludedlocations:
raise FillError(
f"Not enough filler items for excluded locations. "
f"There are {len(excludedlocations)} more excluded locations than filler or trap items.",
multiworld=multiworld,
)
restitempool = filleritempool + usefulitempool
remaining_fill(multiworld, defaultlocations, restitempool,
move_unplaceable_to_start_inventory=panic_method=="start_inventory")
unplaced = 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 multiworld.get_filled_locations())
locations_counter = Counter(location.player for location in multiworld.get_locations())
items_counter.update(item.player for item in unplaced)
print_data = {"items": items_counter, "locations": locations_counter}
logging.info(f"Per-Player counts: {print_data})")
def flood_items(multiworld: MultiWorld) -> None:
# get items to distribute
multiworld.random.shuffle(multiworld.itempool)
itempool = multiworld.itempool
progress_done = False
# sweep once to pick up preplaced items
multiworld.state.sweep_for_events()
# fill multiworld from top of itempool while we can
while not progress_done:
location_list = multiworld.get_unfilled_locations()
multiworld.random.shuffle(location_list)
spot_to_fill = None
for location in location_list:
if location.can_fill(multiworld.state, itempool[0]):
spot_to_fill = location
break
if spot_to_fill:
item = itempool.pop(0)
multiworld.push_item(spot_to_fill, item, True)
continue
# ran out of spots, check if we need to step in and correct things
if len(multiworld.get_reachable_locations()) == len(multiworld.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 multiworld.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.', multiworld=multiworld)
# find item to replace with progress item
location_list = multiworld.get_reachable_locations()
multiworld.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)
multiworld.push_item(location, item_to_place, True)
itempool.remove(item_to_place)
break
def balance_multiworld_progression(multiworld: MultiWorld) -> None:
# A system to reduce situations where players have no checks remaining, popularly known as "BK mode."
# Overall progression balancing algorithm:
# Gather up all locations in a sphere.
# Define a threshold value based on the player with the most available locations.
# If other players are below the threshold value, swap progression in this sphere into earlier spheres,
# which gives more locations available by this sphere.
balanceable_players: typing.Dict[int, float] = {
player: multiworld.worlds[player].options.progression_balancing / 100
for player in multiworld.player_ids
if multiworld.worlds[player].options.progression_balancing > 0
}
if not balanceable_players:
logging.info('Skipping multiworld progression balancing.')
else:
logging.info(f'Balancing multiworld progression for {len(balanceable_players)} Players.')
logging.debug(balanceable_players)
state: CollectionState = CollectionState(multiworld)
checked_locations: typing.Set[Location] = set()
unchecked_locations: typing.Set[Location] = set(multiworld.get_locations())
total_locations_count: typing.Counter[int] = Counter(
location.player
for location in multiworld.get_locations()
if not location.locked
)
reachable_locations_count: typing.Dict[int, int] = {
player: 0
for player in multiworld.player_ids
if total_locations_count[player] and len(multiworld.get_filled_locations(player)) != 0
}
balanceable_players = {
player: balanceable_players[player]
for player in balanceable_players
if total_locations_count[player]
}
sphere_num: int = 1
moved_item_count: int = 0
def get_sphere_locations(sphere_state: CollectionState,
locations: typing.Set[Location]) -> typing.Set[Location]:
return {loc for loc in locations if sphere_state.can_reach(loc)}
def item_percentage(player: int, num: int) -> float:
return num / total_locations_count[player]
# If there are no locations that aren't locked, there's no point in attempting to balance progression.
if len(total_locations_count) == 0:
return
while True:
# Gather non-locked locations.
# This ensures that only shuffled locations get counted for progression balancing,
# i.e. the items the players will be checking.
sphere_locations = get_sphere_locations(state, unchecked_locations)
for location in sphere_locations:
unchecked_locations.remove(location)
if not location.locked:
reachable_locations_count[location.player] += 1
logging.debug(f"Sphere {sphere_num}")
logging.debug(f"Reachable locations: {reachable_locations_count}")
debug_percentages = {
player: round(item_percentage(player, num), 2)
for player, num in reachable_locations_count.items()
}
logging.debug(f"Reachable percentages: {debug_percentages}\n")
sphere_num += 1
if checked_locations:
max_percentage = max(map(lambda p: item_percentage(p, reachable_locations_count[p]),
reachable_locations_count))
threshold_percentages = {
player: max_percentage * balanceable_players[player]
for player in balanceable_players
}
logging.debug(f"Thresholds: {threshold_percentages}")
balancing_players = {
player
for player, reachables in reachable_locations_count.items()
if (player in threshold_percentages
and item_percentage(player, reachables) < threshold_percentages[player])
}
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: typing.Dict[int, typing.Set[Location]] = collections.defaultdict(set)
while True:
# Check locations in the current sphere and gather progression items to swap earlier
for location in balancing_sphere:
if location.advancement:
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 not location.item.skip_in_prog_balancing and
player in balancing_players and
location.player != player and
location.progress_type != LocationProgressType.PRIORITY):
candidate_items[player].add(location)
logging.debug(f"Candidate item: {location.name}, {location.item.name}")
balancing_sphere = get_sphere_locations(balancing_state, balancing_unchecked_locations)
for location in balancing_sphere:
balancing_unchecked_locations.remove(location)
if not location.locked:
balancing_reachables[location.player] += 1
if multiworld.has_beaten_game(balancing_state) or all(
item_percentage(player, reachables) >= threshold_percentages[player]
for player, reachables in balancing_reachables.items()
if player in threshold_percentages):
break
elif not balancing_sphere:
raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
# Gather a set of locations which we can swap items into
unlocked_locations: typing.Dict[int, typing.Set[Location]] = collections.defaultdict(set)
for l in unchecked_locations:
if l not in balancing_unchecked_locations:
unlocked_locations[l.player].add(l)
items_to_replace: typing.List[Location] = []
for player in balancing_players:
locations_to_test = unlocked_locations[player]
items_to_test = list(candidate_items[player])
items_to_test.sort()
multiworld.random.shuffle(items_to_test)
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 multiworld.has_beaten_game(balancing_state):
if not multiworld.has_beaten_game(reducing_state):
items_to_replace.append(testing)
else:
reduced_sphere = get_sphere_locations(reducing_state, locations_to_test)
p = item_percentage(player, reachable_locations_count[player] + len(reduced_sphere))
if p < threshold_percentages[player]:
items_to_replace.append(testing)
old_moved_item_count = moved_item_count
# 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.advancement and not l.locked)
multiworld.random.shuffle(replacement_locations)
items_to_replace.sort()
multiworld.random.shuffle(items_to_replace)
# Start swapping items. Since we swap into earlier spheres, no need for accessibility checks.
while replacement_locations and items_to_replace:
old_location = items_to_replace.pop()
for i, new_location in enumerate(replacement_locations):
if new_location.can_fill(state, old_location.item, False) and \
old_location.can_fill(state, new_location.item, False):
replacement_locations.pop(i)
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}")
moved_item_count += 1
state.collect(new_location.item, True, new_location)
break
else:
logging.warning(f"Could not Progression Balance {old_location.item}")
if old_moved_item_count < moved_item_count:
logging.debug(f"Moved {moved_item_count} items so far\n")
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)
if not location.locked:
reachable_locations_count[location.player] += 1
sphere_locations.add(location)
for location in sphere_locations:
if location.advancement:
state.collect(location.item, True, location)
checked_locations |= sphere_locations
if multiworld.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: bool = True) -> None:
"""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
def distribute_planned(multiworld: 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)
swept_state = multiworld.state.copy()
swept_state.sweep_for_events()
reachable = frozenset(multiworld.get_reachable_locations(swept_state))
early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
non_early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
for loc in multiworld.get_unfilled_locations():
if loc in reachable:
early_locations[loc.player].append(loc.name)
else: # not reachable with swept state
non_early_locations[loc.player].append(loc.name)
world_name_lookup = multiworld.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(multiworld.player_ids)
for player in player_ids:
for block in multiworld.plando_items[player]:
block['player'] = player
if 'force' not in block:
block['force'] = 'silent'
if 'from_pool' not in block:
block['from_pool'] = True
elif not isinstance(block['from_pool'], bool):
from_pool_type = type(block['from_pool'])
raise Exception(f'Plando "from_pool" has to be boolean, not {from_pool_type} for player {player}.')
if 'world' not in block:
target_world = False
else:
target_world = block['world']
if target_world is False or multiworld.players == 1: # target own world
worlds: typing.Set[int] = {player}
elif target_world is True: # target any worlds besides own
worlds = set(multiworld.player_ids) - {player}
elif target_world is None: # target all worlds
worlds = set(multiworld.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.",
block['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, multiworld.players + 1):
failed(
f"Cannot place item in world {target_world} as it is not in range of (1, {multiworld.players})",
block['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.",
block['force'])
continue
worlds = {world_name_lookup[target_world]}
block['world'] = worlds
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 = multiworld.itempool.count(multiworld.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
if "early_locations" in locations:
locations.remove("early_locations")
for target_player in worlds:
locations += early_locations[target_player]
if "non_early_locations" in locations:
locations.remove("non_early_locations")
for target_player in worlds:
locations += non_early_locations[target_player]
block['locations'] = list(dict.fromkeys(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'] = multiworld.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
multiworld.random.shuffle(plando_blocks)
plando_blocks.sort(key=lambda block: (len(block['locations']) - block['count']['target']
if len(block['locations']) > 0
else len(multiworld.get_unfilled_locations(player)) - block['count']['target']))
for placement in plando_blocks:
player = placement['player']
try:
worlds = placement['world']
locations = placement['locations']
items = placement['items']
maxcount = placement['count']['target']
from_pool = placement['from_pool']
candidates = list(multiworld.get_unfilled_locations_for_players(locations, sorted(worlds)))
multiworld.random.shuffle(candidates)
multiworld.random.shuffle(items)
count = 0
err: typing.List[str] = []
successful_pairs: typing.List[typing.Tuple[Item, Location]] = []
for item_name in items:
item = multiworld.worlds[player].create_item(item_name)
for location in reversed(candidates):
if (location.address is None) == (item.code is None): # either both None or both not None
if not location.item:
if location.item_rule(item):
if location.can_fill(multiworld.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}.")