Main structure for various biased fills

Lots of help around correctly reserving locations
This commit is contained in:
aerinon
2021-08-26 15:27:05 -06:00
parent 4d776e0fee
commit 746a739339
17 changed files with 1239 additions and 445 deletions

64
Main.py
View File

@@ -19,16 +19,17 @@ from InvertedRegions import create_inverted_regions, mark_dark_world_regions
from EntranceShuffle import link_entrances, link_inverted_entrances
from Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, JsonRom, get_hash_string
from Doors import create_doors
from DoorShuffle import link_doors, connect_portal
from DoorShuffle import link_doors, connect_portal, link_doors_prep
from RoomData import create_rooms
from Rules import set_rules
from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive
from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, flood_items
from Dungeons import create_dungeons
from Fill import distribute_items_restrictive, promote_dungeon_items, fill_dungeons_restrictive
from Fill import sell_potions, sell_keys, balance_multiworld_progression, balance_money_progression, lock_shop_locations
from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops
from Utils import output_path, parse_player_names
from source.item.FillUtil import create_item_pool_config
from source.item.BiasedFill import create_item_pool_config, massage_item_pool
__version__ = '0.5.1.0-u'
@@ -149,7 +150,6 @@ def main(args, seed=None, fish=None):
create_rooms(world, player)
create_dungeons(world, player)
adjust_locations(world, player)
create_item_pool_config(world)
if any(world.potshuffle.values()):
logger.info(world.fish.translate("cli", "cli", "shuffling.pots"))
@@ -165,7 +165,13 @@ def main(args, seed=None, fish=None):
else:
link_inverted_entrances(world, player)
logger.info(world.fish.translate("cli","cli","shuffling.dungeons"))
logger.info(world.fish.translate("cli", "cli", "shuffling.prep"))
for player in range(1, world.players + 1):
link_doors_prep(world, player)
create_item_pool_config(world)
logger.info(world.fish.translate("cli", "cli", "shuffling.dungeons"))
for player in range(1, world.players + 1):
link_doors(world, player)
@@ -173,8 +179,7 @@ def main(args, seed=None, fish=None):
mark_light_world_regions(world, player)
else:
mark_dark_world_regions(world, player)
logger.info(world.fish.translate("cli","cli","generating.itempool"))
logger.info(world.fish.translate("cli","cli","generating.itempool"))
logger.info(world.fish.translate("cli", "cli", "generating.itempool"))
for player in range(1, world.players + 1):
generate_itempool(world, player)
@@ -192,8 +197,8 @@ def main(args, seed=None, fish=None):
else:
lock_shop_locations(world, player)
logger.info(world.fish.translate("cli","cli","placing.dungeon.prizes"))
massage_item_pool(world)
logger.info(world.fish.translate("cli", "cli", "placing.dungeon.prizes"))
fill_prizes(world)
@@ -202,14 +207,14 @@ def main(args, seed=None, fish=None):
logger.info(world.fish.translate("cli","cli","placing.dungeon.items"))
shuffled_locations = None
if args.algorithm in ['balanced', 'vt26'] or any(list(args.mapshuffle.values()) + list(args.compassshuffle.values()) +
list(args.keyshuffle.values()) + list(args.bigkeyshuffle.values())):
if args.algorithm in ['balanced', 'dungeon_bias', 'entangled']:
shuffled_locations = world.get_unfilled_locations()
random.shuffle(shuffled_locations)
fill_dungeons_restrictive(world, shuffled_locations)
elif args.algorithm == 'equitable':
promote_dungeon_items(world)
else:
fill_dungeons(world)
promote_dungeon_items(world)
for player in range(1, world.players+1):
if world.logic[player] != 'nologic':
@@ -227,34 +232,22 @@ def main(args, seed=None, fish=None):
logger.info(world.fish.translate("cli","cli","fill.world"))
if args.algorithm == 'flood':
flood_items(world) # different algo, biased towards early game progress items
elif args.algorithm == 'vt21':
distribute_items_cutoff(world, 1)
elif args.algorithm == 'vt22':
distribute_items_cutoff(world, 0.66)
elif args.algorithm == 'freshness':
distribute_items_staleness(world)
elif args.algorithm == 'vt25':
distribute_items_restrictive(world, False)
elif args.algorithm == 'vt26':
distribute_items_restrictive(world, True, shuffled_locations)
elif args.algorithm == 'balanced':
distribute_items_restrictive(world, True)
distribute_items_restrictive(world, True)
if world.players > 1:
logger.info(world.fish.translate("cli","cli","balance.multiworld"))
balance_multiworld_progression(world)
logger.info(world.fish.translate("cli", "cli", "balance.multiworld"))
if args.algorithm in ['balanced', 'equitable']:
balance_multiworld_progression(world)
# if we only check for beatable, we can do this sanity check first before creating the rom
if not world.can_beat_game(log_error=True):
raise RuntimeError(world.fish.translate("cli","cli","cannot.beat.game"))
raise RuntimeError(world.fish.translate("cli", "cli", "cannot.beat.game"))
for player in range(1, world.players+1):
if world.shopsanity[player]:
customize_shops(world, player)
balance_money_progression(world)
if args.algorithm in ['balanced', 'equitable']:
balance_money_progression(world)
outfilebase = f'DR_{args.outputname if args.outputname else world.seed}'
@@ -405,6 +398,7 @@ def copy_world(world):
ret.keydropshuffle = world.keydropshuffle.copy()
ret.mixed_travel = world.mixed_travel.copy()
ret.standardize_palettes = world.standardize_palettes.copy()
ret.restrict_boss_items = world.restrict_boss_items.copy()
ret.exp_cache = world.exp_cache.copy()
@@ -579,11 +573,11 @@ def create_playthrough(world):
# todo: this is not very efficient, but I'm not sure how else to do it for this backwards logic
# world.clear_exp_cache()
if world.can_beat_game(state_cache[num]):
# logging.getLogger('').debug(f'{old_item.name} (Player {old_item.player}) is not required')
logging.getLogger('').debug(f'{old_item.name} (Player {old_item.player}) is not required')
to_delete.add(location)
else:
# still required, got to keep it around
# logging.getLogger('').debug(f'{old_item.name} (Player {old_item.player}) is required')
logging.getLogger('').debug(f'{old_item.name} (Player {old_item.player}) is required')
location.item = old_item
# cull entries in spheres for spoiler walkthrough at end