Runtime Improvements
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f374c637c3
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@ -12,6 +12,7 @@ class World(object):
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self.goal = goal
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self.regions = []
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self.itempool = []
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self.seed = None
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self.state = CollectionState(self)
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self.required_medallions = ['Ether', 'Quake']
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self._cached_locations = None
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@ -20,6 +21,10 @@ class World(object):
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self._entrance_cache = {}
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self._location_cache = {}
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self._item_cache = {}
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self.spoiler = ''
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self.place_dungeon_items = True # configurable in future
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self.aghanim_fix_required = False
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self.swamp_patch_required = False
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def get_region(self, regionname):
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if isinstance(regionname, Region):
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@ -164,13 +169,17 @@ class CollectionState(object):
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if spot in self.recursion_cache:
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return False
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if isinstance(spot, Region):
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correct_cache = self.region_cache
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elif isinstance(spot, Location):
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correct_cache = self.location_cache
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elif isinstance(spot, Entrance):
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correct_cache = self.entrance_cache
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else:
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try:
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spot_type = spot.spot_type
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if spot_type == 'Region':
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correct_cache = self.region_cache
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elif spot_type == 'Location':
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correct_cache = self.location_cache
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elif spot_type == 'Entrance':
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correct_cache = self.entrance_cache
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else:
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raise AttributeError
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except AttributeError:
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# try to resolve a name
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if resolution_hint == 'Location':
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spot = self.world.get_location(spot)
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@ -212,7 +221,7 @@ class CollectionState(object):
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self.world._item_cache[item] = cached
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else:
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# this should probably not happen, wonky item distribution?
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len([location for location in candidates if self.can_reach(location)]) >= 1
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return len([location for location in candidates if self.can_reach(location)]) >= 1
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return self.can_reach(cached)
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return len([location for location in self.world.find_items(item) if self.can_reach(location)]) >= count
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@ -340,6 +349,7 @@ class Region(object):
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self.entrances = []
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self.exits = []
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self.locations = []
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self.spot_type = 'Region'
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def can_reach(self, state):
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for entrance in self.entrances:
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@ -368,19 +378,21 @@ class Entrance(object):
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self.name = name
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self.parent_region = parent
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self.connected_region = None
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self.target = None
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self.spot_type = 'Entrance'
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def access_rule(self, state):
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return True
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def can_reach(self, state):
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if self.parent_region:
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if not state.can_reach(self.parent_region):
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return False
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if self.access_rule(state) and state.can_reach(self.parent_region):
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return True
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return self.access_rule(state)
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return False
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def connect(self, region):
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def connect(self, region, target=None):
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self.connected_region = region
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self.target = target
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region.entrances.append(self)
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def __str__(self):
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@ -396,6 +408,7 @@ class Location(object):
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self.name = name
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self.parent_region = parent
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self.item = None
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self.spot_type = 'Location'
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if access is not None:
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self.access_rule = access
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if item_rule is not None:
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@ -408,11 +421,9 @@ class Location(object):
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return True
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def can_reach(self, state):
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if self.parent_region:
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if not state.can_reach(self.parent_region):
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return False
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return self.access_rule(state)
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if self.access_rule(state) and state.can_reach(self.parent_region):
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return True
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return False
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def __str__(self):
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return str(self.__unicode__())
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@ -423,14 +434,20 @@ class Location(object):
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class Item(object):
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def __init__(self, name='', advancement=False, key=False):
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def __init__(self, name='', advancement=False, key=False, code=None):
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self.name = name
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self.advancement = advancement
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self.key = key
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self.location = None
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self.code = code
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def __str__(self):
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return str(self.__unicode__())
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def __unicode__(self):
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return '%s' % self.name
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# have 6 address that need to be filled
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class Crystal(Item):
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pass
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