fix(generation): reduce memory usage for bunny walk calculations

fix(key logic): make partial the default
This commit is contained in:
aerinon
2023-12-28 17:22:36 -07:00
committed by codemann8
parent ba904f3f63
commit 121091c5a3
4 changed files with 22 additions and 8 deletions

View File

@@ -170,7 +170,7 @@ class World(object):
set_player_attr('door_self_loops', False) set_player_attr('door_self_loops', False)
set_player_attr('door_type_mode', 'original') set_player_attr('door_type_mode', 'original')
set_player_attr('trap_door_mode', 'optional') set_player_attr('trap_door_mode', 'optional')
set_player_attr('key_logic_algorithm', 'default') set_player_attr('key_logic_algorithm', 'partial')
set_player_attr('shopsanity', False) set_player_attr('shopsanity', False)
set_player_attr('mixed_travel', 'prevent') set_player_attr('mixed_travel', 'prevent')

2
CLI.py
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@@ -228,7 +228,7 @@ def parse_settings():
"intensity": 3, "intensity": 3,
"door_type_mode": "original", "door_type_mode": "original",
"trap_door_mode": "optional", "trap_door_mode": "optional",
"key_logic_algorithm": "default", "key_logic_algorithm": "partial",
"decoupledoors": False, "decoupledoors": False,
"door_self_loops": False, "door_self_loops": False,
"experimental": False, "experimental": False,

View File

@@ -109,7 +109,19 @@ These are now independent of retro mode and have three options: None, Random, an
# Bug Fixes and Notes # Bug Fixes and Notes
* 1.2.0.22u * 1.4.0.0v
* Generation: fix for bunny walk logic taking up too much memory
* Key Logic: Partial is now the new default
* 1.3.0.9v
* Ganonhunt: playthrough no longer collects crystals
* Vanilla Fill: Uncle weapon is always a sword, medallions for Mire/TR will be vanilla
* Customizer: support shufflebosses/shuffleenemies as well as boss_shuffle/enemy_shuffle
* 1.3.0.8v
* No Logic Standard ER: Rain doors aren't blocked if no logic is enabled.
* MW Progression Balancing: Change to be percentage based instead of raw count. (80% threshold)
* Take anys: Good Bee cave chosen as take any should no longer prevent generation
* Money balancing: Fixed generation issue
1.2.0.22u
* Flute can't be activated in rain state (except glitched modes) (Thanks codemann!) * Flute can't be activated in rain state (except glitched modes) (Thanks codemann!)
* ER: Minor fix for Link's House on DM in Insanity (escape cave should not be re-used) * ER: Minor fix for Link's House on DM in Insanity (escape cave should not be re-used)
* Logic issues: * Logic issues:

View File

@@ -1711,16 +1711,17 @@ def set_bunny_rules(world, player, inverted):
# for each such entrance a new option is added that consist of: # for each such entrance a new option is added that consist of:
# a) being able to reach it, and # a) being able to reach it, and
# b) being able to access all entrances from there to `region` # b) being able to access all entrances from there to `region`
seen = {region} queue = deque([(region, [], {region})])
queue = deque([(region, [])]) seen_sets = set([frozenset({region})])
while queue: while queue:
(current, path) = queue.popleft() (current, path) = queue.popleft()
for entrance in current.entrances: for entrance in current.entrances:
new_region = entrance.parent_region new_region = entrance.parent_region
if new_region.type in (RegionType.Cave, RegionType.Dungeon) and new_region in seen: new_seen = seen.union({new_region})
if new_region.type in (RegionType.Cave, RegionType.Dungeon) and new_seen in seen_sets:
continue continue
new_path = path + [entrance.access_rule] new_path = path + [entrance.access_rule]
seen.add(new_region) seen_sets.add(frozenset(new_seen))
if not is_link(new_region): if not is_link(new_region):
if world.logic[player] == 'owglitches': if world.logic[player] == 'owglitches':
if region.type == RegionType.Dungeon and new_region.type != RegionType.Dungeon: if region.type == RegionType.Dungeon and new_region.type != RegionType.Dungeon:
@@ -1757,7 +1758,8 @@ def set_bunny_rules(world, player, inverted):
else: else:
continue continue
if is_bunny(new_region): if is_bunny(new_region):
queue.append((new_region, new_path)) # todo: if not owg or hmg and entrance is in bunny_impassible_doors, then skip this nonsense?
queue.append((new_region, new_path, new_seen))
else: else:
# we have reached pure light world, so we have a new possible option # we have reached pure light world, so we have a new possible option
possible_options.append(path_to_access_rule(new_path, entrance)) possible_options.append(path_to_access_rule(new_path, entrance))