Bug with key flooding (events that would flood the key are not unresolved)

Last ditch placement efforts for when things get stuck (crossed standard mostly)
This commit is contained in:
aerinon
2021-07-13 10:38:14 -07:00
parent 8c2b6f3bd2
commit 9ef24a610d
2 changed files with 68 additions and 1 deletions

View File

@@ -505,6 +505,7 @@ class CollectionState(object):
unresolved_events = [x for y in self.reachable_regions[player] for x in y.locations
if x.event and x.item and (x.item.smallkey or x.item.bigkey or x.item.advancement)
and x not in self.locations_checked and x.can_reach(self)]
unresolved_events = self._do_not_flood_the_keys(unresolved_events)
if len(unresolved_events) == 0:
self.check_key_doors_in_dungeons(rrp, player)

68
Fill.py
View File

@@ -221,7 +221,10 @@ def fill_restrictive(world, base_state, locations, itempool, keys_in_itempool =
if world.accessibility[item_to_place.player] != 'none':
logging.getLogger('').warning('Not all items placed. Game beatable anyway. (Could not place %s)' % item_to_place)
continue
raise FillError('No more spots to place %s' % item_to_place)
spot_to_fill = last_ditch_placement(item_to_place, locations, world, maximum_exploration_state,
base_state, itempool, keys_in_itempool, single_player_placement)
if spot_to_fill is None:
raise FillError('No more spots to place %s' % item_to_place)
world.push_item(spot_to_fill, item_to_place, False)
track_outside_keys(item_to_place, spot_to_fill, world)
@@ -258,6 +261,69 @@ def track_outside_keys(item, location, world):
world.key_logic[item.player][item_dungeon].outside_keys += 1
def last_ditch_placement(item_to_place, locations, world, state, base_state, itempool,
keys_in_itempool=None, single_player_placement=False):
def location_preference(loc):
if not loc.item.advancement:
return 1
if loc.item.type and loc.item.type != 'Sword':
if loc.item.type in ['Map', 'Compass']:
return 2
else:
return 3
return 4
possible_swaps = [x for x in state.locations_checked
if x.item.type not in ['Event', 'Crystal']]
swap_locations = sorted(possible_swaps, key=location_preference)
for location in swap_locations:
old_item = location.item
new_pool = list(itempool) + [old_item]
new_spot = find_spot_for_item(item_to_place, [location], world, base_state, new_pool,
keys_in_itempool, single_player_placement)
if new_spot:
new_spot.item = item_to_place
swap_spot = find_spot_for_item(old_item, locations, world, base_state, itempool,
keys_in_itempool, single_player_placement)
if swap_spot:
logging.getLogger('').debug(f'Swapping {old_item} for {item_to_place}')
world.push_item(swap_spot, old_item, False)
locations.remove(swap_spot)
locations.append(new_spot)
return new_spot
return None
def find_spot_for_item(item_to_place, locations, world, base_state, pool,
keys_in_itempool=None, single_player_placement=False):
def sweep_from_pool():
new_state = base_state.copy()
for item in pool:
new_state.collect(item, True)
new_state.sweep_for_events()
return new_state
for location in locations:
maximum_exploration_state = sweep_from_pool()
perform_access_check = True
if world.accessibility[item_to_place.player] == 'none':
perform_access_check = not world.has_beaten_game(maximum_exploration_state, item_to_place.player) if single_player_placement else not world.has_beaten_game(maximum_exploration_state)
if item_to_place.smallkey or item_to_place.bigkey: # a better test to see if a key can go there
location.item = item_to_place
test_state = maximum_exploration_state.copy()
test_state.stale[item_to_place.player] = True
else:
test_state = maximum_exploration_state
if (not single_player_placement or location.player == item_to_place.player) \
and location.can_fill(test_state, item_to_place, perform_access_check) \
and valid_key_placement(item_to_place, location, pool if (keys_in_itempool and keys_in_itempool[item_to_place.player]) else world.itempool, world):
return location
if item_to_place.smallkey or item_to_place.bigkey:
location.item = None
return None
def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None):
# If not passed in, then get a shuffled list of locations to fill in
if not fill_locations: