some optimization

This commit is contained in:
Fabian Dill 2020-04-14 18:59:00 +02:00
parent e7073153e1
commit 26ea2d5905
2 changed files with 4 additions and 15 deletions

View File

@ -738,16 +738,6 @@ class CollectionState(object):
self.reachable_regions[item.player] = set()
self.stale[item.player] = True
def __getattr__(self, item):
if item.startswith('can_reach_'):
return self.can_reach(item[10])
#elif item.startswith('has_'):
# return self.has(item[4])
if item == '__len__':
return
raise RuntimeError('Cannot parse %s.' % item)
@unique
class RegionType(Enum):
LightWorld = 1

View File

@ -161,7 +161,7 @@ def distribute_items_staleness(world):
logging.getLogger('').debug('Unplaced items: %s - Unfilled Locations: %s', [item.name for item in itempool], [location.name for location in fill_locations])
def fill_restrictive(world, base_state, locations, itempool, single_player_placement = False):
def fill_restrictive(world, base_state: CollectionState, locations, itempool, single_player_placement=False):
def sweep_from_pool():
new_state = base_state.copy()
for item in itempool:
@ -190,7 +190,6 @@ def fill_restrictive(world, base_state, locations, itempool, single_player_place
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 has_beaten_game
for location in 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):
@ -200,9 +199,9 @@ def fill_restrictive(world, base_state, locations, itempool, single_player_place
else:
# we filled all reachable spots. Maybe the game can be beaten anyway?
unplaced_items.insert(0, item_to_place)
if world.can_beat_game():
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)
if world.accessibility[item_to_place.player] != 'none' and world.can_beat_game():
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)