Performance optimizations
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79
Fill.py
79
Fill.py
@@ -1,4 +1,6 @@
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import RaceRandom as random
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import collections
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import itertools
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import logging
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from BaseClasses import CollectionState
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@@ -491,9 +493,8 @@ def sell_keys(world, player):
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def balance_multiworld_progression(world):
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state = CollectionState(world)
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checked_locations = []
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unchecked_locations = world.get_locations().copy()
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random.shuffle(unchecked_locations)
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checked_locations = set()
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unchecked_locations = set(world.get_locations())
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reachable_locations_count = {}
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for player in range(1, world.players + 1):
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@@ -501,7 +502,7 @@ def balance_multiworld_progression(world):
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def get_sphere_locations(sphere_state, locations):
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sphere_state.sweep_for_events(key_only=True, locations=locations)
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return [loc for loc in locations if sphere_state.can_reach(loc) and sphere_state.not_flooding_a_key(sphere_state.world, loc)]
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return {loc for loc in locations if sphere_state.can_reach(loc) and sphere_state.not_flooding_a_key(sphere_state.world, loc)}
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while True:
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sphere_locations = get_sphere_locations(state, unchecked_locations)
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@@ -512,38 +513,42 @@ def balance_multiworld_progression(world):
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if checked_locations:
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threshold = max(reachable_locations_count.values()) - 20
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balancing_players = [player for player, reachables in reachable_locations_count.items() if reachables < threshold]
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if balancing_players is not None and len(balancing_players) > 0:
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balancing_players = {player for player, reachables in reachable_locations_count.items() if reachables < threshold}
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if balancing_players:
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balancing_state = state.copy()
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balancing_unchecked_locations = unchecked_locations.copy()
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balancing_reachables = reachable_locations_count.copy()
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balancing_sphere = sphere_locations.copy()
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candidate_items = []
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candidate_items = collections.defaultdict(set)
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while True:
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for location in balancing_sphere:
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if location.event and (world.keyshuffle[location.item.player] or not location.item.smallkey) and (world.bigkeyshuffle[location.item.player] or not location.item.bigkey):
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balancing_state.collect(location.item, True, location)
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if location.item.player in balancing_players and not location.locked:
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candidate_items.append(location)
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player = location.item.player
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if player in balancing_players and not location.locked and location.player != player:
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candidate_items[player].add(location)
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balancing_sphere = get_sphere_locations(balancing_state, balancing_unchecked_locations)
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for location in balancing_sphere:
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balancing_unchecked_locations.remove(location)
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balancing_reachables[location.player] += 1
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if world.has_beaten_game(balancing_state) or all([reachables >= threshold for reachables in balancing_reachables.values()]):
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if world.has_beaten_game(balancing_state) or all(reachables >= threshold for reachables in balancing_reachables.values()):
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break
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elif not balancing_sphere:
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raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
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unlocked_locations = [l for l in unchecked_locations if l not in balancing_unchecked_locations]
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unlocked_locations = collections.defaultdict(set)
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for l in unchecked_locations:
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if l not in balancing_unchecked_locations:
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unlocked_locations[l.player].add(l)
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items_to_replace = []
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for player in balancing_players:
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locations_to_test = [l for l in unlocked_locations if l.player == player]
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# only replace items that end up in another player's world
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items_to_test = [l for l in candidate_items if l.item.player == player and l.player != player]
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locations_to_test = unlocked_locations[player]
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items_to_test = candidate_items[player]
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while items_to_test:
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testing = items_to_test.pop()
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reducing_state = state.copy()
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for location in [*[l for l in items_to_replace if l.item.player == player], *items_to_test]:
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for location in itertools.chain((l for l in items_to_replace if l.item.player == player),
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items_to_test):
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reducing_state.collect(location.item, True, location)
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reducing_state.sweep_for_events(locations=locations_to_test)
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@@ -557,33 +562,43 @@ def balance_multiworld_progression(world):
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items_to_replace.append(testing)
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replaced_items = False
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replacement_locations = [l for l in checked_locations if not l.event and not l.locked]
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# sort then shuffle to maintain deterministic behaviour,
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# while allowing use of set for better algorithm growth behaviour elsewhere
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replacement_locations = sorted(l for l in checked_locations if not l.event and not l.locked)
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world.random.shuffle(replacement_locations)
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items_to_replace.sort()
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world.random.shuffle(items_to_replace)
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while replacement_locations and items_to_replace:
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new_location = replacement_locations.pop()
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old_location = items_to_replace.pop()
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for new_location in replacement_locations:
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if (new_location.can_fill(state, old_location.item, False) and
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old_location.can_fill(state, new_location.item, False)):
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replacement_locations.remove(new_location)
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new_location.item, old_location.item = old_location.item, new_location.item
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if world.shopsanity[new_location.player]:
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check_shop_swap(new_location)
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if world.shopsanity[old_location.player]:
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check_shop_swap(old_location)
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new_location.event, old_location.event = True, False
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logging.debug(f"Progression balancing moved {new_location.item} to {new_location}, "
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f"displacing {old_location.item} into {old_location}")
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state.collect(new_location.item, True, new_location)
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replaced_items = True
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break
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else:
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logging.warning(f"Could not Progression Balance {old_location.item}")
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while not new_location.can_fill(state, old_location.item, False) or (new_location.item and not old_location.can_fill(state, new_location.item, False)):
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replacement_locations.insert(0, new_location)
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new_location = replacement_locations.pop()
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new_location.item, old_location.item = old_location.item, new_location.item
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if world.shopsanity[new_location.player]:
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check_shop_swap(new_location)
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if world.shopsanity[old_location.player]:
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check_shop_swap(old_location)
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new_location.event, old_location.event = True, False
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state.collect(new_location.item, True, new_location)
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replaced_items = True
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if replaced_items:
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for location in get_sphere_locations(state, [l for l in unlocked_locations if l.player in balancing_players]):
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unlocked = {fresh for player in balancing_players for fresh in unlocked_locations[player]}
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for location in get_sphere_locations(state, unlocked):
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unchecked_locations.remove(location)
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reachable_locations_count[location.player] += 1
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sphere_locations.append(location)
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sphere_locations.add(location)
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for location in sphere_locations:
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if location.event and (world.keyshuffle[location.item.player] or not location.item.smallkey) and (world.bigkeyshuffle[location.item.player] or not location.item.bigkey):
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state.collect(location.item, True, location)
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checked_locations.extend(sphere_locations)
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checked_locations |= sphere_locations
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if world.has_beaten_game(state):
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break
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