Optimize simplified caching system

This commit is contained in:
Kevin Cathcart 2019-07-11 00:18:30 -04:00
parent d6ff27f0a5
commit 759c1a5686
2 changed files with 24 additions and 24 deletions

View File

@ -227,12 +227,12 @@ class World(object):
def get_reachable_locations(self, state=None, player=None):
if state is None:
state = self.state
return [location for location in self.get_locations() if (player is None or location.player == player) and state.can_reach(location)]
return [location for location in self.get_locations() if (player is None or location.player == player) and location.can_reach(state)]
def get_placeable_locations(self, state=None, player=None):
if state is None:
state = self.state
return [location for location in self.get_locations() if (player is None or location.player == player) and location.item is None and state.can_reach(location)]
return [location for location in self.get_locations() if (player is None or location.player == player) and location.item is None and location.can_reach(state)]
def unlocks_new_location(self, item):
temp_state = self.state.copy()
@ -316,32 +316,32 @@ class CollectionState(object):
def __init__(self, parent):
self.prog_items = []
self.world = parent
self.reachable_regions = set()
self.reachable_regions = {player: set() for player in range(1, parent.players + 1)}
self.events = []
self.path = {}
self.locations_checked = set()
self.stale = True
self.stale = {player: True for player in range(1, parent.players + 1)}
def update_reachable_regions(self):
self.stale=False
def update_reachable_regions(self, player):
self.stale[player] = False
rrp = self.reachable_regions[player]
new_regions = True
reachable_regions_count = len(self.reachable_regions)
reachable_regions_count = len(rrp)
while new_regions:
possible = [region for region in self.world.regions if region not in self.reachable_regions]
possible = [region for region in self.world.regions if region not in rrp and region.player == player]
for candidate in possible:
if candidate.can_reach_private(self):
self.reachable_regions.add(candidate)
new_regions = len(self.reachable_regions) > reachable_regions_count
reachable_regions_count = len(self.reachable_regions)
rrp.add(candidate)
new_regions = len(rrp) > reachable_regions_count
reachable_regions_count = len(rrp)
def copy(self):
ret = CollectionState(self.world)
ret.prog_items = copy.copy(self.prog_items)
ret.reachable_regions = copy.copy(self.reachable_regions)
ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in range(1, self.world.players + 1)}
ret.events = copy.copy(self.events)
ret.path = copy.copy(self.path)
ret.locations_checked = copy.copy(self.locations_checked)
ret.stale = True
return ret
def can_reach(self, spot, resolution_hint=None, player=None):
@ -366,7 +366,7 @@ class CollectionState(object):
while new_locations:
if locations is None:
locations = self.world.get_filled_locations()
reachable_events = [location for location in locations if location.event and (not key_only or location.item.key) and self.can_reach(location)]
reachable_events = [location for location in locations if location.event and (not key_only or location.item.key) and location.can_reach(self)]
for event in reachable_events:
if (event.name, event.player) not in self.events:
self.events.append((event.name, event.player))
@ -537,7 +537,7 @@ class CollectionState(object):
self.prog_items.append((item.name, item.player))
changed = True
self.stale = True
self.stale[item.player] = True
if changed:
if not event:
@ -573,8 +573,8 @@ class CollectionState(object):
return
# invalidate caches, nothing can be trusted anymore now
self.reachable_regions = set()
self.stale = True
self.reachable_regions[item.player] = set()
self.stale[item.player] = True
def __getattr__(self, item):
if item.startswith('can_reach_'):
@ -616,13 +616,13 @@ class Region(object):
self.player = player
def can_reach(self, state):
if state.stale:
state.update_reachable_regions()
return self in state.reachable_regions
if state.stale[self.player]:
state.update_reachable_regions(self.player)
return self in state.reachable_regions[self.player]
def can_reach_private(self, state):
for entrance in self.entrances:
if state.can_reach(entrance):
if entrance.can_reach(state):
if not self in state.path:
state.path[self] = (self.name, state.path.get(entrance, None))
return True
@ -658,7 +658,7 @@ class Entrance(object):
self.player = player
def can_reach(self, state):
if state.can_reach(self.parent_region) and self.access_rule(state):
if self.parent_region.can_reach(state) and self.access_rule(state):
if not self in state.path:
state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
return True
@ -746,7 +746,7 @@ class Location(object):
return self.always_allow(state, item) or (self.parent_region.can_fill(item) and self.item_rule(item) and (not check_access or self.can_reach(state)))
def can_reach(self, state):
if state.can_reach(self.parent_region) and self.access_rule(state):
if self.parent_region.can_reach(state) and self.access_rule(state):
return True
return False

View File

@ -246,7 +246,7 @@ def copy_world(world):
# copy progress items in state
ret.state.prog_items = list(world.state.prog_items)
ret.state.stale = True
ret.state.stale = {player: True for player in range(1, world.players + 1)}
for player in range(1, world.players + 1):
set_rules(ret, player)