Optimize simplified caching system
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d6ff27f0a5
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759c1a5686
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@ -227,12 +227,12 @@ class World(object):
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def get_reachable_locations(self, state=None, player=None):
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if state is None:
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state = self.state
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return [location for location in self.get_locations() if (player is None or location.player == player) and state.can_reach(location)]
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return [location for location in self.get_locations() if (player is None or location.player == player) and location.can_reach(state)]
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def get_placeable_locations(self, state=None, player=None):
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if state is None:
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state = self.state
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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)]
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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)]
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def unlocks_new_location(self, item):
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temp_state = self.state.copy()
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@ -316,32 +316,32 @@ class CollectionState(object):
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def __init__(self, parent):
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self.prog_items = []
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self.world = parent
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self.reachable_regions = set()
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self.reachable_regions = {player: set() for player in range(1, parent.players + 1)}
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self.events = []
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self.path = {}
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self.locations_checked = set()
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self.stale = True
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self.stale = {player: True for player in range(1, parent.players + 1)}
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def update_reachable_regions(self):
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self.stale=False
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def update_reachable_regions(self, player):
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self.stale[player] = False
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rrp = self.reachable_regions[player]
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new_regions = True
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reachable_regions_count = len(self.reachable_regions)
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reachable_regions_count = len(rrp)
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while new_regions:
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possible = [region for region in self.world.regions if region not in self.reachable_regions]
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possible = [region for region in self.world.regions if region not in rrp and region.player == player]
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for candidate in possible:
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if candidate.can_reach_private(self):
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self.reachable_regions.add(candidate)
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new_regions = len(self.reachable_regions) > reachable_regions_count
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reachable_regions_count = len(self.reachable_regions)
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rrp.add(candidate)
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new_regions = len(rrp) > reachable_regions_count
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reachable_regions_count = len(rrp)
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def copy(self):
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ret = CollectionState(self.world)
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ret.prog_items = copy.copy(self.prog_items)
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ret.reachable_regions = copy.copy(self.reachable_regions)
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ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in range(1, self.world.players + 1)}
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ret.events = copy.copy(self.events)
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ret.path = copy.copy(self.path)
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ret.locations_checked = copy.copy(self.locations_checked)
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ret.stale = True
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return ret
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def can_reach(self, spot, resolution_hint=None, player=None):
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@ -366,7 +366,7 @@ class CollectionState(object):
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while new_locations:
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if locations is None:
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locations = self.world.get_filled_locations()
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reachable_events = [location for location in locations if location.event and (not key_only or location.item.key) and self.can_reach(location)]
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reachable_events = [location for location in locations if location.event and (not key_only or location.item.key) and location.can_reach(self)]
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for event in reachable_events:
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if (event.name, event.player) not in self.events:
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self.events.append((event.name, event.player))
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@ -537,7 +537,7 @@ class CollectionState(object):
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self.prog_items.append((item.name, item.player))
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changed = True
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self.stale = True
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self.stale[item.player] = True
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if changed:
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if not event:
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@ -573,8 +573,8 @@ class CollectionState(object):
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return
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# invalidate caches, nothing can be trusted anymore now
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self.reachable_regions = set()
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self.stale = True
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self.reachable_regions[item.player] = set()
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self.stale[item.player] = True
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def __getattr__(self, item):
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if item.startswith('can_reach_'):
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@ -616,13 +616,13 @@ class Region(object):
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self.player = player
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def can_reach(self, state):
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if state.stale:
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state.update_reachable_regions()
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return self in state.reachable_regions
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if state.stale[self.player]:
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state.update_reachable_regions(self.player)
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return self in state.reachable_regions[self.player]
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def can_reach_private(self, state):
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for entrance in self.entrances:
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if state.can_reach(entrance):
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if entrance.can_reach(state):
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if not self in state.path:
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state.path[self] = (self.name, state.path.get(entrance, None))
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return True
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@ -658,7 +658,7 @@ class Entrance(object):
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self.player = player
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def can_reach(self, state):
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if state.can_reach(self.parent_region) and self.access_rule(state):
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if self.parent_region.can_reach(state) and self.access_rule(state):
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if not self in state.path:
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state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
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return True
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@ -746,7 +746,7 @@ class Location(object):
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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)))
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def can_reach(self, state):
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if state.can_reach(self.parent_region) and self.access_rule(state):
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if self.parent_region.can_reach(state) and self.access_rule(state):
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return True
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return False
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2
Main.py
2
Main.py
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@ -246,7 +246,7 @@ def copy_world(world):
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# copy progress items in state
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ret.state.prog_items = list(world.state.prog_items)
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ret.state.stale = True
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ret.state.stale = {player: True for player in range(1, world.players + 1)}
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for player in range(1, world.players + 1):
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set_rules(ret, player)
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