Reintroduce sweep_for_crystal_access - currently required in certain layouts (key door blocks flow of blue-state between reachable rooms)

This commit is contained in:
compiling
2020-01-17 21:19:31 +11:00
parent ee7d795780
commit b6d17e5f12
2 changed files with 34 additions and 34 deletions

View File

@@ -405,19 +405,21 @@ class CollectionState(object):
self.spread_crystal_access(candidate, CrystalBarrier.Either, rrp, ccr, player)
else:
for entrance in candidate.entrances:
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]
ccr[candidate] = color_type
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 connect in ccr:
if connect in rrp and ext.can_reach(self) 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]
@@ -437,17 +439,17 @@ class CollectionState(object):
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 ext.can_reach(self) and connect:
if connect in rrp and connect in ccr and ext.can_reach(self) and connect:
door = self.world.check_for_door(ext.name, player)
current_crystal = ccr[connect]
if door is not None and not door.blocked and current_crystal != crystal and current_crystal != CrystalBarrier.Either:
if door.crystal in [CrystalBarrier.Either, CrystalBarrier.Null]:
ccr[connect] = crystal
queue.append((connect, crystal))
else:
queue.append((connect, door.crystal))
if door.crystal != current_crystal:
ccr[connect] = CrystalBarrier.Either
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))
def copy(self):
ret = CollectionState(self.world)
@@ -474,14 +476,14 @@ 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]
# ccr = self.colored_regions[player]
# for region in dungeon_regions:
# if region in ccr.keys():
# self.spread_crystal_access(region, ccr[region], rrp, ccr, player)
# self.stale[player] = True
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]
ccr = self.colored_regions[player]
for region in dungeon_regions:
if region in ccr.keys():
self.spread_crystal_access(region, ccr[region], rrp, ccr, player)
def sweep_for_events(self, key_only=False, locations=None):
# this may need improvement
@@ -500,8 +502,8 @@ class CollectionState(object):
self.collect(event.item, True, event)
new_locations = len(reachable_events) > checked_locations
checked_locations = len(reachable_events)
#if new_locations:
# self.sweep_for_crystal_access()
if new_locations:
self.sweep_for_crystal_access()
def can_reach_blue(self, region, player):
if region not in self.colored_regions[player].keys():