Fill Algorithm optimisations (somewhat minor, but easy pickings)
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@ -313,7 +313,8 @@ class World(object):
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def push_item(self, location: Location, item: Item, collect: bool = True):
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if not isinstance(location, Location):
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raise RuntimeError('Cannot assign item %s to location %s (player %d).' % (item, location, item.player))
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raise RuntimeError(
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'Cannot assign item %s to invalid location %s (player %d).' % (item, location, item.player))
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if location.can_fill(self.state, item, False):
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location.item = item
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@ -322,7 +323,7 @@ class World(object):
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if collect:
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self.state.collect(item, location.event, location)
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logging.getLogger('').debug('Placed %s at %s', item, location)
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logging.debug('Placed %s at %s', item, location)
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else:
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raise RuntimeError('Cannot assign item %s to location %s.' % (item, location))
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@ -353,8 +354,10 @@ class World(object):
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return [location for location in self.get_locations() if not location.item]
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def get_filled_locations(self, player=None) -> list:
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return [location for location in self.get_locations() if
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(player is None or location.player == player) and location.item is not None]
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if player is not None:
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return [location for location in self.get_locations() if
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location.player == player and location.item is not None]
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return [location for location in self.get_locations() if location.item is not None]
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def get_reachable_locations(self, state=None, player=None) -> list:
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if state is None:
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@ -498,15 +501,13 @@ class CollectionState(object):
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location.item.player] and location.item.bigkey))
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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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if event not in self.events:
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self.events.append(event)
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self.collect(event.item, True, event)
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new_locations = len(reachable_events) > checked_locations
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checked_locations = len(reachable_events)
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def has(self, item, player: int, count: int = 1):
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if count == 1:
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return (item, player) in self.prog_items
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return self.prog_items[item, player] >= count
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def has_key(self, item, player, count: int = 1):
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@ -531,18 +532,33 @@ class CollectionState(object):
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return self.item_count('Triforce Piece', player) + self.item_count('Power Star', player) >= count
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def has_crystals(self, count: int, player: int) -> bool:
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crystals = ['Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7']
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return len([crystal for crystal in crystals if self.has(crystal, player)]) >= count
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found: int = 0
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for itemname, itemplayer in self.prog_items:
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if itemplayer == player and itemname.startswith('Crystal '):
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found += 1
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if found >= count:
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return True
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return False
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def can_lift_rocks(self, player):
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def can_lift_rocks(self, player: int):
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return self.has('Power Glove', player) or self.has('Titans Mitts', player)
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def has_bottle(self, player: int) -> bool:
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return self.bottle_count(player) > 0
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return self.has_bottles(1, player)
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def bottle_count(self, player: int) -> int:
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return len(
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[item for (item, itemplayer) in self.prog_items if item.startswith('Bottle') and itemplayer == player])
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tuple(item for (item, itemplayer) in self.prog_items if itemplayer == player and item.startswith('Bottle')))
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def has_bottles(self, bottles: int, player: int):
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"""Version of bottle_count that allows fast abort"""
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found: int = 0
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for itemname, itemplayer in self.prog_items:
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if itemplayer == player and itemname.startswith('Bottle'):
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found += 1
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if found >= bottles:
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return True
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return False
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def has_hearts(self, player: int, count: int) -> int:
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# Warning: This only considers items that are marked as advancement items
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19
Fill.py
19
Fill.py
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@ -1,4 +1,5 @@
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import logging
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import typing
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from BaseClasses import CollectionState
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@ -199,10 +200,10 @@ def fill_restrictive(world, base_state: CollectionState, locations, itempool, si
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# we filled all reachable spots. Maybe the game can be beaten anyway?
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unplaced_items.insert(0, item_to_place)
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if world.accessibility[item_to_place.player] != 'none' and world.can_beat_game():
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logging.getLogger('').warning(
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'Not all items placed. Game beatable anyway. (Could not place %s)' % item_to_place)
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logging.warning(
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f'Not all items placed. Game beatable anyway. (Could not place {item_to_place})')
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continue
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raise FillError('No more spots to place %s' % item_to_place)
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raise FillError(f'No more spots to place {item_to_place}, locations {locations} are invalid')
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world.push_item(spot_to_fill, item_to_place, False)
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locations.remove(spot_to_fill)
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@ -297,9 +298,9 @@ def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None
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world.random.shuffle(fill_locations)
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fast_fill(world, prioitempool, fill_locations)
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prioitempool, fill_locations = fast_fill(world, prioitempool, fill_locations)
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fast_fill(world, restitempool, fill_locations)
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restitempool, fill_locations = fast_fill(world, restitempool, fill_locations)
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unplaced = [item.name for item in progitempool + prioitempool + restitempool]
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unfilled = [location.name for location in fill_locations]
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@ -307,9 +308,11 @@ def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None
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logging.warning('Unplaced items: %s - Unfilled Locations: %s', unplaced, unfilled)
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def fast_fill(world, item_pool, fill_locations):
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while item_pool and fill_locations:
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world.push_item(fill_locations.pop(), item_pool.pop(), False)
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def fast_fill(world, item_pool: typing.List, fill_locations: typing.List) -> typing.Tuple[typing.List, typing.List]:
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placing = min(len(item_pool), len(fill_locations))
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for item, location in zip(item_pool, fill_locations):
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world.push_item(location, item, False)
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return item_pool[placing:], fill_locations[placing:]
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def flood_items(world):
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12
Main.py
12
Main.py
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@ -444,7 +444,7 @@ def create_playthrough(world):
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collection_spheres = []
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state = CollectionState(world)
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sphere_candidates = list(prog_locations)
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logging.getLogger('').debug('Building up collection spheres.')
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logging.debug('Building up collection spheres.')
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while sphere_candidates:
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state.sweep_for_events(key_only=True)
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@ -462,11 +462,15 @@ def create_playthrough(world):
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state_cache.append(state.copy())
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logging.getLogger('').debug('Calculated sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(prog_locations))
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logging.debug('Calculated sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere),
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len(prog_locations))
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if not sphere:
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logging.getLogger('').debug('The following items could not be reached: %s', ['%s (Player %d) at %s (Player %d)' % (location.item.name, location.item.player, location.name, location.player) for location in sphere_candidates])
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logging.debug('The following items could not be reached: %s', ['%s (Player %d) at %s (Player %d)' % (
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location.item.name, location.item.player, location.name, location.player) for location in
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sphere_candidates])
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if any([world.accessibility[location.item.player] != 'none' for location in sphere_candidates]):
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raise RuntimeError('Not all progression items reachable. Something went terribly wrong here.')
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raise RuntimeError(f'Not all progression items reachable ({sphere_candidates}). '
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f'Something went terribly wrong here.')
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else:
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old_world.spoiler.unreachables = sphere_candidates.copy()
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break
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