Initialize region cache in initialize_regions() and make it a 2d map for more efficient player filtering

This commit is contained in:
Bonta-kun 2019-12-14 19:19:08 +01:00
parent bf7a2d79fb
commit e4fef05d53
5 changed files with 13 additions and 10 deletions

View File

@ -30,8 +30,7 @@ class World(object):
self.required_medallions = dict([(player, ['Ether', 'Quake']) for player in range(1, players + 1)])
self._cached_entrances = None
self._cached_locations = None
self._entrance_cache = {}
self._region_cache = {}
self._region_cache = {player: {} for player in range(1, players + 1)}
self._entrance_cache = {}
self._location_cache = {}
self.required_locations = []
@ -84,19 +83,23 @@ class World(object):
self.spoiler = Spoiler(self)
self.lamps_needed_for_dark_rooms = 1
def intialize_regions(self):
for region in self.regions:
def initialize_regions(self, regions=None):
for region in regions if regions else self.regions:
region.world = self
self._region_cache[region.player][region.name] = region
def get_regions(self, player=None):
return self.regions if player is None else self._region_cache[player].values()
def get_region(self, regionname, player):
if isinstance(regionname, Region):
return regionname
try:
return self._region_cache[(regionname, player)]
return self._region_cache[player][regionname]
except KeyError:
for region in self.regions:
if region.name == regionname and region.player == player:
self._region_cache[(regionname, player)] = region
assert not region.world # this should only happen before initialization
return region
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):
world.shops.append(shop)
shop.add_inventory(0, 'Bomb Upgrade (+5)', 100, 7)
shop.add_inventory(1, 'Arrow Upgrade (+5)', 100, 7)
world.intialize_regions()
world.initialize_regions()
def create_lw_region(player, name, locations=None, exits=None):
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):
take_any.shop.add_inventory(0, 'Blue Potion', 0, 0)
take_any.shop.add_inventory(1, 'Boss Heart Container', 0, 0)
world.intialize_regions()
world.initialize_regions()
def create_dynamic_shop_locations(world, player):
for shop in world.shops:

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@ -295,8 +295,8 @@ def copy_world(world):
def copy_dynamic_regions_and_locations(world, ret):
for region in world.dynamic_regions:
new_reg = Region(region.name, region.type, region.hint_text, region.player)
new_reg.world = ret
ret.regions.append(new_reg)
ret.initialize_regions([new_reg])
ret.dynamic_regions.append(new_reg)
# 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):
world.shops.append(shop)
shop.add_inventory(0, 'Bomb Upgrade (+5)', 100, 7)
shop.add_inventory(1, 'Arrow Upgrade (+5)', 100, 7)
world.intialize_regions()
world.initialize_regions()
def create_lw_region(player, name, locations=None, exits=None):
return _create_region(player, name, RegionType.LightWorld, 'Light World', locations, exits)