Optimise crystal checks a bit - only check regions with out of logic doors.

This commit is contained in:
compiling
2020-01-18 11:24:18 +11:00
parent b6d17e5f12
commit 9033b5331f

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@@ -375,6 +375,7 @@ class CollectionState(object):
self.world = parent
self.reachable_regions = {player: set() for player in range(1, parent.players + 1)}
self.colored_regions = {player: {} for player in range(1, parent.players + 1)}
self.blocked_color_regions = {player: set() for player in range(1, parent.players + 1)}
self.events = []
self.path = {}
self.locations_checked = set()
@@ -387,6 +388,7 @@ class CollectionState(object):
self.stale[player] = False
rrp = self.reachable_regions[player]
ccr = self.colored_regions[player]
blocked = self.blocked_color_regions[player]
new_regions = True
reachable_regions_count = len(rrp)
while new_regions:
@@ -403,30 +405,35 @@ class CollectionState(object):
if c_switch_present:
ccr[candidate] = CrystalBarrier.Either
self.spread_crystal_access(candidate, CrystalBarrier.Either, rrp, ccr, player)
else:
for entrance in candidate.entrances:
if entrance.can_reach(self):
door = self.world.check_for_door(entrance.name, player)
if door is None or entrance.parent_region.type != RegionType.Dungeon:
ccr[candidate] = CrystalBarrier.Orange
if entrance.parent_region in ccr.keys():
color_type = ccr[entrance.parent_region]
if door is not None and door.crystal != CrystalBarrier.Null:
color_type &= door.crystal
if candidate in ccr.keys():
color_type |= ccr[candidate]
if not candidate in ccr.keys() or color_type != ccr[candidate]:
ccr[candidate] = color_type
for ext in candidate.exits:
connect = ext.connected_region
if connect in rrp and ext.can_reach(self) and connect in ccr:
if connect in rrp and not ext.access_rule(self):
blocked.add(candidate)
else:
color_type = CrystalBarrier.Null
for entrance in candidate.entrances:
if entrance.parent_region in rrp:
if entrance.access_rule(self):
door = self.world.check_for_door(entrance.name, player)
if door is None or entrance.parent_region.type != RegionType.Dungeon:
color_type |= CrystalBarrier.Orange
elif entrance.parent_region in ccr.keys():
color_type |= (ccr[entrance.parent_region] & (door.crystal or CrystalBarrier.Either))
else:
blocked.add(entrance.parent_region)
if color_type:
ccr[candidate] = color_type
for ext in candidate.exits:
connect = ext.connected_region
if connect in rrp and connect in ccr:
door = self.world.check_for_door(ext.name, player)
if door is not None and not door.blocked:
color_type = ccr[candidate]
if door.crystal != CrystalBarrier.Null:
color_type &= door.crystal
if (ccr[connect] | color_type) != ccr[connect]:
self.spread_crystal_access(candidate, CrystalBarrier.Either, rrp, ccr, player)
if ext.access_rule(self):
new_color = ccr[connect] | (ccr[candidate] & (door.crystal or CrystalBarrier.Either))
if new_color != ccr[connect]:
self.spread_crystal_access(candidate, new_color, rrp, ccr, player)
else:
blocked.add(candidate)
new_regions = len(rrp) > reachable_regions_count
reachable_regions_count = len(rrp)
@@ -438,24 +445,23 @@ class CollectionState(object):
visited.add(region)
for ext in region.exits:
connect = ext.connected_region
if connect not in visited and connect is not None and connect.type == RegionType.Dungeon:
if connect in rrp and connect in ccr and ext.can_reach(self) and connect:
door = self.world.check_for_door(ext.name, player)
if door is not None and not door.blocked:
current_crystal = ccr[connect]
new_crystal = crystal
if door.crystal != CrystalBarrier.Null:
new_crystal &= door.crystal
new_crystal |= current_crystal
if current_crystal != new_crystal:
ccr[connect] = new_crystal
queue.append((connect, new_crystal))
if connect is not None and connect.type == RegionType.Dungeon:
if connect not in visited and connect in rrp and connect in ccr:
if ext.access_rule(self):
door = self.world.check_for_door(ext.name, player)
if door is not None and not door.blocked:
current_crystal = ccr[connect]
new_crystal = current_crystal | (crystal & (door.crystal or CrystalBarrier.Either))
if current_crystal != new_crystal:
ccr[connect] = new_crystal
queue.append((connect, new_crystal))
def copy(self):
ret = CollectionState(self.world)
ret.prog_items = self.prog_items.copy()
ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in range(1, self.world.players + 1)}
ret.colored_regions = {player: copy.copy(self.colored_regions[player]) for player in range(1, self.world.players + 1)}
ret.blocked_color_regions = {player: copy.copy(self.blocked_color_regions[player]) for player in range(1, self.world.players + 1)}
ret.events = copy.copy(self.events)
ret.path = copy.copy(self.path)
ret.locations_checked = copy.copy(self.locations_checked)
@@ -477,11 +483,12 @@ class CollectionState(object):
return spot.can_reach(self)
def sweep_for_crystal_access(self):
for player, rrp in self.reachable_regions.items():
dungeon_regions = [x for x in rrp if x.type == RegionType.Dungeon]
if self.stale[player]:
self.update_reachable_regions(player)
dungeon_regions = self.blocked_color_regions[player]
ccr = self.colored_regions[player]
for region in dungeon_regions:
for region in dungeon_regions.copy():
if region in ccr.keys():
self.spread_crystal_access(region, ccr[region], rrp, ccr, player)