Temp remove sweep_for_crystal_access - not required?
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@@ -474,14 +474,14 @@ class CollectionState(object):
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return spot.can_reach(self)
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return spot.can_reach(self)
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def sweep_for_crystal_access(self):
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# def sweep_for_crystal_access(self):
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for player, rrp in self.reachable_regions.items():
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# for player, rrp in self.reachable_regions.items():
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dungeon_regions = [x for x in rrp if x.type == RegionType.Dungeon]
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# dungeon_regions = [x for x in rrp if x.type == RegionType.Dungeon]
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ccr = self.colored_regions[player]
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# ccr = self.colored_regions[player]
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for region in dungeon_regions:
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# for region in dungeon_regions:
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if region in ccr.keys():
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# if region in ccr.keys():
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self.spread_crystal_access(region, ccr[region], rrp, ccr, player)
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# self.spread_crystal_access(region, ccr[region], rrp, ccr, player)
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self.stale[player] = True
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# self.stale[player] = True
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def sweep_for_events(self, key_only=False, locations=None):
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def sweep_for_events(self, key_only=False, locations=None):
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# this may need improvement
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# this may need improvement
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@@ -500,8 +500,8 @@ class CollectionState(object):
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self.collect(event.item, True, event)
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self.collect(event.item, True, event)
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new_locations = len(reachable_events) > checked_locations
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new_locations = len(reachable_events) > checked_locations
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checked_locations = len(reachable_events)
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checked_locations = len(reachable_events)
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if new_locations:
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#if new_locations:
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self.sweep_for_crystal_access()
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# self.sweep_for_crystal_access()
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def can_reach_blue(self, region, player):
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def can_reach_blue(self, region, player):
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if region not in self.colored_regions[player].keys():
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if region not in self.colored_regions[player].keys():
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4
Main.py
4
Main.py
@@ -363,7 +363,7 @@ def create_playthrough(world):
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logging.getLogger('').debug('Building up collection spheres.')
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logging.getLogger('').debug('Building up collection spheres.')
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while sphere_candidates:
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while sphere_candidates:
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state.sweep_for_events(key_only=True)
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state.sweep_for_events(key_only=True)
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state.sweep_for_crystal_access()
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#state.sweep_for_crystal_access()
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sphere = []
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sphere = []
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# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
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# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
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@@ -425,7 +425,7 @@ def create_playthrough(world):
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collection_spheres = []
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collection_spheres = []
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while required_locations:
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while required_locations:
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state.sweep_for_events(key_only=True)
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state.sweep_for_events(key_only=True)
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state.sweep_for_crystal_access()
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#state.sweep_for_crystal_access()
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sphere = list(filter(lambda loc: state.can_reach(loc) and state.not_flooding_a_key(world, loc), required_locations))
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sphere = list(filter(lambda loc: state.can_reach(loc) and state.not_flooding_a_key(world, loc), required_locations))
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