284 lines
10 KiB
Python
284 lines
10 KiB
Python
# object to handle the smbools and optimize them
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from ..logic.cache import Cache
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from ..logic.smbool import SMBool, smboolFalse
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from ..logic.helpers import Bosses
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from ..logic.logic import Logic
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from ..utils.doorsmanager import DoorsManager
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from ..utils.objectives import Objectives
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from ..utils.parameters import Knows, isKnows
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import logging
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import sys
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class SMBoolManager(object):
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items = ['ETank', 'Missile', 'Super', 'PowerBomb', 'Bomb', 'Charge', 'Ice', 'HiJump', 'SpeedBooster', 'Wave', 'Spazer', 'SpringBall', 'Varia', 'Plasma', 'Grapple', 'Morph', 'Reserve', 'Gravity', 'XRayScope', 'SpaceJump', 'ScrewAttack', 'Nothing', 'NoEnergy', 'MotherBrain', 'Hyper', 'Gunship'] + Bosses.Golden4() + Bosses.miniBosses()
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countItems = ['Missile', 'Super', 'PowerBomb', 'ETank', 'Reserve']
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percentItems = ['Bomb', 'Charge', 'Ice', 'HiJump', 'SpeedBooster', 'Wave', 'Spazer', 'SpringBall', 'Varia', 'Plasma', 'Grapple', 'Morph', 'Gravity', 'XRayScope', 'SpaceJump', 'ScrewAttack']
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def __init__(self, player=0, maxDiff=sys.maxsize, onlyBossLeft = False):
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self._items = { }
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self._counts = { }
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self.player = player
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self.maxDiff = maxDiff
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self.onlyBossLeft = onlyBossLeft
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# cache related
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#self.cacheKey = 0
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#self.computeItemsPositions()
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Cache.reset()
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Logic.factory('vanilla')
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self.helpers = Logic.HelpersGraph(self)
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self.doorsManager = DoorsManager()
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self.objectives = Objectives.objDict[player] if player in Objectives.objDict.keys() else Objectives(player)
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self.createFacadeFunctions()
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self.createKnowsFunctions(player)
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self.resetItems()
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def computeItemsPositions(self):
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# compute index in cache key for each items
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self.itemsPositions = {}
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maxBitsForCountItem = 7 # 128 values with 7 bits
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for (i, item) in enumerate(self.countItems):
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pos = i*maxBitsForCountItem
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bitMask = (2<<(maxBitsForCountItem-1))-1
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bitMask = bitMask << pos
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self.itemsPositions[item] = (pos, bitMask)
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for (i, item) in enumerate(self.items, (i+1)*maxBitsForCountItem+1):
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if item in self.countItems:
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continue
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self.itemsPositions[item] = (i, 1<<i)
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def computeNewCacheKey(self, item, value):
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# generate an unique integer for each items combinations which is use as key in the cache.
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if item in ['Nothing', 'NoEnergy']:
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return
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(pos, bitMask) = self.itemsPositions[item]
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# print("--------------------- {} {} ----------------------------".format(item, value))
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# print("old: "+format(self.cacheKey, '#067b'))
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self.cacheKey = (self.cacheKey & (~bitMask)) | (value<<pos)
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# print("new: "+format(self.cacheKey, '#067b'))
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# self.printItemsInKey(self.cacheKey)
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def printItemsInKey(self, key):
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# for debug purpose
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print("key: "+format(key, '#067b'))
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msg = ""
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for (item, (pos, bitMask)) in self.itemsPositions.items():
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value = (key & bitMask) >> pos
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if value != 0:
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msg += " {}: {}".format(item, value)
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print("items:{}".format(msg))
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def isEmpty(self):
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for item in self.items:
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if self.haveItem(item):
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return False
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for item in self.countItems:
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if self.itemCount(item) > 0:
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return False
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return True
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def getItems(self):
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# get a dict of collected items and how many (to be displayed on the solver spoiler)
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itemsDict = {}
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for item in self.items:
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itemsDict[item] = 1 if self._items[item] == True else 0
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for item in self.countItems:
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itemsDict[item] = self._counts[item]
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return itemsDict
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def withItem(self, item, func):
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addAndRemoveItem = self.isCountItem(item) or not self.haveItem(item)
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if addAndRemoveItem:
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self.addItem(item)
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ret = func(self)
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if addAndRemoveItem:
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self.removeItem(item)
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return ret
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def resetItems(self):
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self._items = { item : smboolFalse for item in self.items }
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self._counts = { item : 0 for item in self.countItems }
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#self.cacheKey = 0
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#Cache.update(self.cacheKey)
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def addItem(self, item):
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# a new item is available
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self._items[item] = SMBool(True, items=[item])
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if self.isCountItem(item):
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count = self._counts[item] + 1
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self._counts[item] = count
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#self.computeNewCacheKey(item, count)
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#else:
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#self.computeNewCacheKey(item, 1)
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#Cache.update(self.cacheKey)
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def addItems(self, items):
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if len(items) == 0:
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return
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for item in items:
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self._items[item] = SMBool(True, items=[item])
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if self.isCountItem(item):
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count = self._counts[item] + 1
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self._counts[item] = count
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#self.computeNewCacheKey(item, count)
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#else:
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#self.computeNewCacheKey(item, 1)
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#Cache.update(self.cacheKey)
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def removeItem(self, item):
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# randomizer removed an item (or the item was added to test a post available)
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if self.isCountItem(item):
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count = self._counts[item] - 1
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self._counts[item] = count
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if count == 0:
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self._items[item] = smboolFalse
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#self.computeNewCacheKey(item, count)
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else:
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self._items[item] = smboolFalse
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#self.computeNewCacheKey(item, 0)
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#Cache.update(self.cacheKey)
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def createFacadeFunctions(self):
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for fun in dir(self.helpers):
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if fun != 'smbm' and fun[0:2] != '__':
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setattr(self, fun, getattr(self.helpers, fun))
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def traverse(self, doorName):
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return self.doorsManager.traverse(self, doorName)
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def canPassG4(self):
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return self.objectives.canClearGoals(self, 'Golden Four')
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def hasItemsPercent(self, percent, totalItemsCount=None):
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if totalItemsCount is None:
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totalItemsCount = self.objectives.getTotalItemsCount()
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currentItemsCount = self.getCollectedItemsCount()
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return SMBool(100*(currentItemsCount/totalItemsCount) >= percent)
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def getCollectedItemsCount(self):
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return (len([item for item in self._items if self.haveItem(item) and item in self.percentItems])
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+ sum([self.itemCount(item) for item in self._items if self.isCountItem(item)]))
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def createKnowsFunctions(self, player):
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# for each knows we have a function knowsKnows (ex: knowsAlcatrazEscape()) which
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# take no parameter
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for knows in Knows.__dict__:
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if isKnows(knows):
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self._createKnowsFunction(knows, player)
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def _setKnowsFunction(self, knows, k):
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setattr(self, 'knows'+knows, lambda: SMBool(k.bool, k.difficulty,
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knows=[knows]))
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def _createKnowsFunction(self, knows, player):
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if player in Knows.knowsDict and knows in Knows.knowsDict[player].__dict__:
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self._setKnowsFunction(knows, Knows.knowsDict[player].__dict__[knows])
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else:
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self._setKnowsFunction(knows, Knows.__dict__[knows])
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def changeKnows(self, knows, newVal):
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if isKnows(knows):
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self._setKnowsFunction(knows, newVal)
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#Cache.reset()
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else:
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raise ValueError("Invalid knows "+str(knows))
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def restoreKnows(self, knows):
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if isKnows(knows):
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self._createKnowsFunction(knows)
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#Cache.reset()
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else:
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raise ValueError("Invalid knows "+str(knows))
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def isCountItem(self, item):
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return item in self.countItems
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def itemCount(self, item):
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# return integer
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#self.state.item_count(item, self.player)
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return self._counts[item]
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def haveItem(self, item):
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#return self.state.has(item, self.player)
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return self._items[item]
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def haveItems(self, items):
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for item in items:
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if not self.haveItem(item):
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return smboolFalse
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return SMBool(True)
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wand = staticmethod(SMBool.wand)
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wandmax = staticmethod(SMBool.wandmax)
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wor = staticmethod(SMBool.wor)
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wnot = staticmethod(SMBool.wnot)
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def itemCountOk(self, item, count, difficulty=0):
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if self.itemCount(item) >= count:
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if item in ['ETank', 'Reserve']:
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item = str(count)+'-'+item
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return SMBool(True, difficulty, items = [item])
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else:
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return smboolFalse
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def energyReserveCountOk(self, count, difficulty=0):
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if self.energyReserveCount() >= count:
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nEtank = self.itemCount('ETank')
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if nEtank > count:
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nEtank = int(count)
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items = str(nEtank)+'-ETank'
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nReserve = self.itemCount('Reserve')
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if nEtank < count:
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nReserve = int(count) - nEtank
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items += ' - '+str(nReserve)+'-Reserve'
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return SMBool(True, difficulty, items = [items])
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else:
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return smboolFalse
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class SMBoolManagerPlando(SMBoolManager):
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def __init__(self):
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super(SMBoolManagerPlando, self).__init__()
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def addItem(self, item):
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# a new item is available
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already = self.haveItem(item)
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isCount = self.isCountItem(item)
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if isCount or not already:
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self._items[item] = SMBool(True, items=[item])
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else:
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# handle duplicate major items (plandos)
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self._items['dup_'+item] = True
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if isCount:
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count = self._counts[item] + 1
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self._counts[item] = count
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#self.computeNewCacheKey(item, count)
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#else:
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#self.computeNewCacheKey(item, 1)
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#Cache.update(self.cacheKey)
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def removeItem(self, item):
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# randomizer removed an item (or the item was added to test a post available)
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if self.isCountItem(item):
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count = self._counts[item] - 1
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self._counts[item] = count
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if count == 0:
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self._items[item] = smboolFalse
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#self.computeNewCacheKey(item, count)
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else:
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dup = 'dup_'+item
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if self._items.get(dup, None) is None:
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self._items[item] = smboolFalse
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#self.computeNewCacheKey(item, 0)
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else:
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del self._items[dup]
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#self.computeNewCacheKey(item, 1)
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#Cache.update(self.cacheKey)
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