Shuffling sectors is improved slightly

Changing many logging statements to debug only
This commit is contained in:
aerinon
2019-10-25 13:56:44 -06:00
parent 050ae66bf6
commit 417fc0797f
2 changed files with 19 additions and 11 deletions

View File

@@ -577,7 +577,7 @@ def is_proposal_valid(proposal, buckets, candidates):
global search_iterations
search_iterations = search_iterations + 1
if search_iterations % 100 == 0:
logger.info('Iteration %s', search_iterations)
logger.debug('Iteration %s', search_iterations)
# check that proposal is complete
for i in range(len(proposal)):
if proposal[i] is -1:
@@ -591,6 +591,14 @@ def is_proposal_valid(proposal, buckets, candidates):
valid = is_polarity_neutral(test)
if not valid:
return False
for sector in test:
other_sectors = list(test)
other_sectors.remove(sector)
sector_mag = sector.magnitude()
other_mag = sum_vector(other_sectors, lambda x: x.magnitude())
for i in range(len(sector_mag)):
if sector_mag[i] > 0 and other_mag[i] == 0:
return False
return True
@@ -942,13 +950,13 @@ def shuffle_dungeon_no_repeats_new(world, player, available_sectors, entrance_re
continue
sector.outstanding_doors.remove(door)
# door_connected = False
logger.info('Linking %s', door.name)
logger.debug('Linking %s', door.name)
# Find an available region that has a compatible door
reachable_doors = [d.door for d in state.unattached_doors]
compatibles = find_all_compatible_door_in_sectors_ex(door, available_sectors, reachable_doors)
while len(compatibles) > 0:
connect_sector, connect_door = compatibles.pop()
logger.info(' Found possible new sector via %s', connect_door.name)
logger.debug(' Found possible new sector via %s', connect_door.name)
# Check if valid
if is_valid(door, connect_door, sector, connect_sector, available_sectors, reachable_doors, state, world, player):
# Apply connection and add the new region's doors to the available list
@@ -963,7 +971,7 @@ def shuffle_dungeon_no_repeats_new(world, player, available_sectors, entrance_re
connect_region = world.get_entrance(door.dest.name, player).parent_region
state = extend_reachable_state([connect_region], state, world, player)
break # skips else block below
logger.info(' Not Linking %s to %s', door.name, connect_door.name)
logger.debug(' Not Linking %s to %s', door.name, connect_door.name)
if len(compatibles) == 0: # time to try again
if len(state.unattached_doors) <= 1:
raise Exception('Rejected last option due to dead end... infinite loop ensues')
@@ -972,7 +980,7 @@ def shuffle_dungeon_no_repeats_new(world, player, available_sectors, entrance_re
compatibles = find_all_compatible_door_in_list(door, reachable_doors)
while len(compatibles) > 0:
connect_door = compatibles.pop()
logger.info(' Adding loop via %s', connect_door.name)
logger.debug(' Adding loop via %s', connect_door.name)
connect_sector = find_sector_for_door(connect_door, available_sectors)
# Check if valid
if is_loop_valid(door, connect_door, sector, connect_sector, available_sectors):
@@ -987,7 +995,7 @@ def shuffle_dungeon_no_repeats_new(world, player, available_sectors, entrance_re
sector.regions.extend(connect_sector.regions)
break # skips else block with exception
else:
logger.info(' Not Linking %s to %s', door.name, connect_door.name)
logger.debug(' Not Linking %s to %s', door.name, connect_door.name)
sector.outstanding_doors.insert(0, door)
if len(state.unattached_doors) <= 2:
raise Exception('Rejected last option due to likely improper loops...')
@@ -1469,7 +1477,7 @@ def reassign_key_doors(current_doors, proposal, world, player):
change_door_to_small_key(d1, world, player)
change_door_to_small_key(d2, world, player)
world.spoiler.set_door_type(d1.name+' <-> '+d2.name, 'Key Door', player)
logger.info('Key Door: %s', d1.name+' <-> '+d2.name)
logger.debug('Key Door: %s', d1.name+' <-> '+d2.name)
else:
d = obj
if d.type is DoorType.Interior:
@@ -1480,7 +1488,7 @@ def reassign_key_doors(current_doors, proposal, world, player):
elif d.type is DoorType.Normal:
change_door_to_small_key(d, world, player)
world.spoiler.set_door_type(d.name, 'Key Door', player)
logger.info('Key Door: %s', d.name)
logger.debug('Key Door: %s', d.name)
def change_door_to_small_key(d, world, player):