Core: reduce memory use of "Entrance" class

SM64: reduce count of lambda creations (memory/cpu speedup)
This commit is contained in:
Fabian Dill 2022-02-20 19:10:08 +01:00
parent ad75ee8c50
commit 170213e6d4
3 changed files with 42 additions and 32 deletions

View File

@ -903,18 +903,22 @@ class Region(object):
return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
class Entrance(object):
class Entrance:
spot_type = 'Entrance'
access_rule: Callable[[CollectionState], bool] = staticmethod(lambda state: True)
hide_path: bool = False
player: int
name: str
parent_region: Optional[Region]
connected_region: Optional[Region] = None
# LttP specific, TODO: should make a LttPEntrance
addresses = None
target = None
def __init__(self, player: int, name: str = '', parent=None):
self.name = name
self.parent_region = parent
self.connected_region = None
self.target = None
self.addresses = None
self.access_rule = lambda state: True
self.player = player
self.hide_path = False
def can_reach(self, state: CollectionState) -> bool:
if self.parent_region.can_reach(state) and self.access_rule(state):

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@ -1,16 +1,18 @@
import typing
from BaseClasses import MultiWorld, Region, Entrance, Location, RegionType
from .Locations import SM64Location, location_table,locBoB_table,locWhomp_table,locJRB_table,locCCM_table,locBBH_table, \
locHMC_table,locLLL_table,locSSL_table,locDDD_table,locSL_table, \
locWDW_table,locTTM_table,locTHI_table,locTTC_table,locRR_table, \
locBitDW_table, locBitFS_table, locSS_table, locCap_table
from .Locations import SM64Location, location_table, locBoB_table, locWhomp_table, locJRB_table, locCCM_table, \
locBBH_table, \
locHMC_table, locLLL_table, locSSL_table, locDDD_table, locSL_table, \
locWDW_table, locTTM_table, locTHI_table, locTTC_table, locRR_table, \
locBitDW_table, locBitFS_table, locSS_table, locCap_table
sm64courses = ["Bob-omb Battlefield", "Whomp's Fortress", "Jolly Roger Bay", "Cool, Cool Mountain", "Big Boo's Haunt",
"Hazy Maze Cave", "Lethal Lava Land", "Shifting Sand Land", "Dire, Dire Docks", "Snowman's Land", "Wet-Dry World",
"Hazy Maze Cave", "Lethal Lava Land", "Shifting Sand Land", "Dire, Dire Docks", "Snowman's Land",
"Wet-Dry World",
"Tall, Tall Mountain", "Tiny-Huge Island", "Tick Tock Clock", "Rainbow Ride"]
def create_regions(world: MultiWorld, player: int):
def create_regions(world: MultiWorld, player: int):
regSS = Region("Menu", RegionType.Generic, "Castle Area", player, world)
locSS_names = [name for name, id in locSS_table.items()]
locSS_names += [name for name, id in locCap_table.items()]
@ -26,7 +28,8 @@ def create_regions(world: MultiWorld, player: int):
regWhomp = Region("Whomp's Fortress", RegionType.Generic, "Whomp's Fortress", player, world)
locWhomp_names = [name for name, id in locWhomp_table.items()]
regWhomp.locations += [SM64Location(player, loc_name, location_table[loc_name], regWhomp) for loc_name in locWhomp_names]
regWhomp.locations += [SM64Location(player, loc_name, location_table[loc_name], regWhomp) for loc_name in
locWhomp_names]
if (world.EnableCoinStars[player].value):
regWhomp.locations.append(SM64Location(player, "WF: 100 Coins", location_table["WF: 100 Coins"], regWhomp))
world.regions.append(regWhomp)
@ -54,7 +57,8 @@ def create_regions(world: MultiWorld, player: int):
regBitDW = Region("Bowser in the Dark World", RegionType.Generic, "Bowser in the Dark World", player, world)
locBitDW_names = [name for name, id in locBitDW_table.items()]
regBitDW.locations += [SM64Location(player, loc_name, location_table[loc_name], regBitDW) for loc_name in locBitDW_names]
regBitDW.locations += [SM64Location(player, loc_name, location_table[loc_name], regBitDW) for loc_name in
locBitDW_names]
world.regions.append(regBitDW)
regBasement = Region("Basement", RegionType.Generic, "Basement", player, world)
@ -90,7 +94,8 @@ def create_regions(world: MultiWorld, player: int):
regBitFS = Region("Bowser in the Fire Sea", RegionType.Generic, "Bowser in the Fire Sea", player, world)
locBitFS_names = [name for name, id in locBitFS_table.items()]
regBitFS.locations += [SM64Location(player, loc_name, location_table[loc_name], regBitFS) for loc_name in locBitFS_names]
regBitFS.locations += [SM64Location(player, loc_name, location_table[loc_name], regBitFS) for loc_name in
locBitFS_names]
world.regions.append(regBitFS)
regFloor2 = Region("Second Floor", RegionType.Generic, "Second Floor", player, world)
@ -142,12 +147,13 @@ def create_regions(world: MultiWorld, player: int):
world.regions.append(regRR)
def connect_regions(world: MultiWorld, player: int, source: str, target: str, rule):
def connect_regions(world: MultiWorld, player: int, source: str, target: str, rule=None):
sourceRegion = world.get_region(source, player)
targetRegion = world.get_region(target, player)
connection = Entrance(player,'', sourceRegion)
connection.access_rule = rule
connection = Entrance(player, '', sourceRegion)
if rule:
connection.access_rule = rule
sourceRegion.exits.append(connection)
connection.connect(targetRegion)
connection.connect(targetRegion)

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@ -1,14 +1,14 @@
import typing
from ..generic.Rules import add_rule
from .Regions import connect_regions, sm64courses
def set_rules(world,player,area_connections):
def set_rules(world, player: int, area_connections):
courseshuffle = list(range(len(sm64courses)))
if (world.AreaRandomizer[player].value):
if world.AreaRandomizer[player].value:
world.random.shuffle(courseshuffle)
area_connections.update({index: value for index, value in enumerate(courseshuffle)})
connect_regions(world, player, "Menu", sm64courses[area_connections[0]], lambda state: True)
connect_regions(world, player, "Menu", sm64courses[area_connections[0]])
connect_regions(world, player, "Menu", sm64courses[area_connections[1]], lambda state: state.has("Power Star", player, 1))
connect_regions(world, player, "Menu", sm64courses[area_connections[2]], lambda state: state.has("Power Star", player, 3))
connect_regions(world, player, "Menu", sm64courses[area_connections[3]], lambda state: state.has("Power Star", player, 3))
@ -17,24 +17,24 @@ def set_rules(world,player,area_connections):
connect_regions(world, player, "Menu", "Basement", lambda state: state.has("Basement Key", player) or state.has("Progressive Key", player, 1))
connect_regions(world, player, "Basement", sm64courses[area_connections[5]], lambda state: True)
connect_regions(world, player, "Basement", sm64courses[area_connections[6]], lambda state: True)
connect_regions(world, player, "Basement", sm64courses[area_connections[7]], lambda state: True)
connect_regions(world, player, "Basement", sm64courses[area_connections[5]])
connect_regions(world, player, "Basement", sm64courses[area_connections[6]])
connect_regions(world, player, "Basement", sm64courses[area_connections[7]])
connect_regions(world, player, "Basement", sm64courses[area_connections[8]], lambda state: state.has("Power Star", player, 30))
connect_regions(world, player, "Basement", "Bowser in the Fire Sea", lambda state: state.has("Power Star", player, 30) and
state.can_reach("Dire, Dire Docks", 'Region', player))
connect_regions(world, player, "Menu", "Second Floor", lambda state: state.has("Second Floor Key", player) or state.has("Progressive Key", player, 2))
connect_regions(world, player, "Second Floor", sm64courses[area_connections[9]], lambda state: True)
connect_regions(world, player, "Second Floor", sm64courses[area_connections[10]], lambda state: True)
connect_regions(world, player, "Second Floor", sm64courses[area_connections[11]], lambda state: True)
connect_regions(world, player, "Second Floor", sm64courses[area_connections[12]], lambda state: True)
connect_regions(world, player, "Second Floor", sm64courses[area_connections[9]])
connect_regions(world, player, "Second Floor", sm64courses[area_connections[10]])
connect_regions(world, player, "Second Floor", sm64courses[area_connections[11]])
connect_regions(world, player, "Second Floor", sm64courses[area_connections[12]])
connect_regions(world, player, "Second Floor", "Third Floor", lambda state: state.has("Power Star", player, 50))
connect_regions(world, player, "Third Floor", sm64courses[area_connections[13]], lambda state: True)
connect_regions(world, player, "Third Floor", sm64courses[area_connections[14]], lambda state: True)
connect_regions(world, player, "Third Floor", sm64courses[area_connections[13]])
connect_regions(world, player, "Third Floor", sm64courses[area_connections[14]])
#Special Rules for some Locations
add_rule(world.get_location("Tower of the Wing Cap Switch", player), lambda state: state.has("Power Star", player, 10))