Initialize region cache in initialize_regions() and make it a 2d map for more efficient player filtering
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@ -30,8 +30,7 @@ class World(object):
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self.required_medallions = dict([(player, ['Ether', 'Quake']) for player in range(1, players + 1)])
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self._cached_entrances = None
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self._cached_locations = None
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self._entrance_cache = {}
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self._region_cache = {}
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self._region_cache = {player: {} for player in range(1, players + 1)}
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self._entrance_cache = {}
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self._location_cache = {}
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self.required_locations = []
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@ -84,19 +83,23 @@ class World(object):
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self.spoiler = Spoiler(self)
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self.lamps_needed_for_dark_rooms = 1
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def intialize_regions(self):
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for region in self.regions:
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def initialize_regions(self, regions=None):
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for region in regions if regions else self.regions:
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region.world = self
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self._region_cache[region.player][region.name] = region
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def get_regions(self, player=None):
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return self.regions if player is None else self._region_cache[player].values()
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def get_region(self, regionname, player):
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if isinstance(regionname, Region):
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return regionname
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try:
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return self._region_cache[(regionname, player)]
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return self._region_cache[player][regionname]
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except KeyError:
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for region in self.regions:
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if region.name == regionname and region.player == player:
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self._region_cache[(regionname, player)] = region
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assert not region.world # this should only happen before initialization
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return region
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raise RuntimeError('No such region %s for player %d' % (regionname, player))
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@ -316,7 +316,7 @@ def create_inverted_regions(world, player):
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world.shops.append(shop)
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shop.add_inventory(0, 'Bomb Upgrade (+5)', 100, 7)
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shop.add_inventory(1, 'Arrow Upgrade (+5)', 100, 7)
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world.intialize_regions()
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world.initialize_regions()
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def create_lw_region(player, name, locations=None, exits=None):
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return _create_region(player, name, RegionType.LightWorld, 'Light World', locations, exits)
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@ -303,7 +303,7 @@ def set_up_take_anys(world, player):
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take_any.shop.add_inventory(0, 'Blue Potion', 0, 0)
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take_any.shop.add_inventory(1, 'Boss Heart Container', 0, 0)
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world.intialize_regions()
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world.initialize_regions()
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def create_dynamic_shop_locations(world, player):
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for shop in world.shops:
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2
Main.py
2
Main.py
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@ -295,8 +295,8 @@ def copy_world(world):
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def copy_dynamic_regions_and_locations(world, ret):
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for region in world.dynamic_regions:
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new_reg = Region(region.name, region.type, region.hint_text, region.player)
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new_reg.world = ret
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ret.regions.append(new_reg)
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ret.initialize_regions([new_reg])
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ret.dynamic_regions.append(new_reg)
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# Note: ideally exits should be copied here, but the current use case (Take anys) do not require this
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@ -307,7 +307,7 @@ def create_regions(world, player):
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world.shops.append(shop)
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shop.add_inventory(0, 'Bomb Upgrade (+5)', 100, 7)
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shop.add_inventory(1, 'Arrow Upgrade (+5)', 100, 7)
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world.intialize_regions()
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world.initialize_regions()
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def create_lw_region(player, name, locations=None, exits=None):
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return _create_region(player, name, RegionType.LightWorld, 'Light World', locations, exits)
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