Style fixes

A bunch of style fixes. Mostly white space and style import order
tweaks, but a few other stylistic changes are present too.
This commit is contained in:
Kevin Cathcart
2017-12-17 00:25:46 -05:00
parent 8b20e39588
commit 823657bc26
18 changed files with 224 additions and 212 deletions

View File

@@ -26,7 +26,6 @@ class World(object):
self._region_cache = {}
self._entrance_cache = {}
self._location_cache = {}
self._item_cache = {}
self.required_locations = []
self.place_dungeon_items = place_dungeon_items # configurable in future
self.shuffle_bonk_prizes = False
@@ -142,7 +141,7 @@ class World(object):
'Small Key (Swamp Palace)', 'Big Key (Ice Palace)'] + ['Small Key (Ice Palace)'] * 2 + ['Big Key (Misery Mire)', 'Big Key (Turtle Rock)', 'Big Key (Ganons Tower)'] + ['Small Key (Misery Mire)'] * 3 + ['Small Key (Turtle Rock)'] * 4 + ['Small Key (Ganons Tower)'] * 4):
soft_collect(item)
ret.sweep_for_events()
ret._clear_cache()
ret.clear_cached_unreachable()
return ret
def find_items(self, item):
@@ -158,7 +157,7 @@ class World(object):
if collect:
self.state.collect(item, location.event)
logging.getLogger('').debug('Placed %s at %s' % (item, location))
logging.getLogger('').debug('Placed %s at %s', item, location)
else:
raise RuntimeError('Cannot assign item %s to location %s.' % (item, location))
@@ -187,7 +186,7 @@ class World(object):
def unlocks_new_location(self, item):
temp_state = self.state.copy()
temp_state._clear_cache()
temp_state.clear_cached_unreachable()
temp_state.collect(item, True)
for location in self.get_unfilled_locations():
@@ -197,9 +196,10 @@ class World(object):
return False
def has_beaten_game(self, state):
if state.has('Triforce'): return True
if state.has('Triforce'):
return True
if self.goal in ['triforcehunt']:
if state.item_count('Triforce Piece')+state.item_count('Power Star')> self.treasure_hunt_count:
if state.item_count('Triforce Piece') + state.item_count('Power Star') > self.treasure_hunt_count:
return True
return False
@@ -242,7 +242,7 @@ class World(object):
goal = ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals'].index(self.goal)
shuffle = ['vanilla', 'simple', 'restricted', 'full', 'madness', 'insanity', 'dungeonsfull', 'dungeonssimple'].index(self.shuffle)
difficulty = ['easy', 'normal', 'hard', 'expert', 'insane'].index(self.difficulty)
timer = ['none', 'display', 'timed', 'timed-ohko', 'timed-countdown','ohko'].index(self.timer)
timer = ['none', 'display', 'timed', 'timed-ohko', 'timed-countdown', 'ohko'].index(self.timer)
progressive = ['on', 'off', 'random'].index(self.progressive)
algorithm = ['freshness', 'flood', 'vt21', 'vt22', 'vt25', 'vt26', 'balanced'].index(self.algorithm)
beatableonly = 1 if self.check_beatable_only else 0
@@ -262,7 +262,7 @@ class CollectionState(object):
self.recursion_count = 0
self.events = []
def _clear_cache(self):
def clear_cached_unreachable(self):
# we only need to invalidate results which were False, places we could reach before we can still reach after adding more items
self.region_cache = {k: v for k, v in self.region_cache.items() if v}
self.location_cache = {k: v for k, v in self.location_cache.items() if v}
@@ -337,8 +337,7 @@ class CollectionState(object):
def has(self, item, count=1):
if count == 1:
return item in self.prog_items
else:
return self.item_count(item) >= count
return self.item_count(item) >= count
def item_count(self, item):
return len([pritem for pritem in self.prog_items if pritem == item])
@@ -424,10 +423,10 @@ class CollectionState(object):
changed = True
if changed:
self._clear_cache()
self.clear_cached_unreachable()
if not event:
self.sweep_for_events()
self._clear_cache()
self.clear_cached_unreachable()
def remove(self, item):
if item.advancement:
@@ -497,10 +496,7 @@ class Region(object):
is_dungeon_item = item.key or item.map or item.compass
sewer_hack = self.world.mode == 'standard' and item.name == 'Small Key (Escape)'
if sewer_hack or (is_dungeon_item and not self.world.keysanity):
if self.dungeon and self.dungeon.is_dungeon_item(item):
return True
else:
return False
return self.dungeon and self.dungeon.is_dungeon_item(item)
return True
@@ -522,9 +518,7 @@ class Entrance(object):
self.spot_type = 'Entrance'
self.recursion_count = 0
self.vanilla = None
def access_rule(self, state):
return True
self.access_rule = lambda state: True
def can_reach(self, state):
if self.access_rule(state) and state.can_reach(self.parent_region):
@@ -586,12 +580,8 @@ class Location(object):
self.recursion_count = 0
self.staleness_count = 0
self.event = False
def access_rule(self, state):
return True
def item_rule(self, item):
return True
self.access_rule = lambda state: True
self.item_rule = lambda state: True
def can_fill(self, item):
return self.parent_region.can_fill(item) and self.item_rule(item)