First stab at fixing crystal switch spread - probably not done.

This commit is contained in:
aerinon
2020-01-15 16:28:22 -07:00
parent 21907e1b41
commit ef6b171233
2 changed files with 75 additions and 31 deletions

View File

@@ -375,6 +375,8 @@ 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)}
# todo: I don't know if these are required to check or not, when should they be checked?
self.crystal_connections = {player: set() for player in range(1, parent.players + 1)}
self.events = []
self.path = {}
self.locations_checked = set()
@@ -390,8 +392,9 @@ class CollectionState(object):
new_regions = True
reachable_regions_count = len(rrp)
while new_regions:
player_regions = [region for region in player_regions if region not in rrp]
for candidate in player_regions:
region_queue = deque([region for region in player_regions if region not in rrp])
while len(region_queue) > 0:
candidate = region_queue.popleft()
if candidate.can_reach_private(self):
rrp.add(candidate)
if candidate.type == RegionType.Dungeon:
@@ -402,20 +405,34 @@ class CollectionState(object):
c_switch_present = True
if c_switch_present:
ccr[candidate] = CrystalBarrier.Either
self.spread_crystal_access(candidate, CrystalBarrier.Either, rrp, ccr, player)
self.spread_crystal_access(candidate, CrystalBarrier.Either, rrp, ccr, region_queue, player)
else:
color_changed = False
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]
current_type = ccr[candidate] if candidate in ccr.keys() else None
ccr[candidate] = color_type if current_type is None or color_type == current_type else CrystalBarrier.Either
else:
color_type = None
if door.crystal in [CrystalBarrier.Orange, CrystalBarrier.Blue]:
color_type = door.crystal
elif entrance.parent_region in ccr.keys():
color_type = ccr[entrance.parent_region]
if color_type is not None:
current_type = ccr[candidate] if candidate in ccr.keys() else None
if current_type is None:
color_changed = True
if current_type is not None and current_type != CrystalBarrier.Either and color_type != current_type:
color_changed = True
ccr[candidate] = CrystalBarrier.Either
else:
ccr[candidate] = color_type
if color_changed:
self.spread_crystal_access(candidate, ccr[candidate], rrp, ccr, region_queue, player)
new_regions = len(rrp) > reachable_regions_count
reachable_regions_count = len(rrp)
def spread_crystal_access(self, region, crystal, rrp, ccr, player):
def spread_crystal_access(self, region, crystal, rrp, ccr, region_queue, player):
queue = deque([(region, crystal)])
visited = set()
while len(queue) > 0:
@@ -424,23 +441,36 @@ 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:
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 connect in rrp:
if ext.can_reach(self):
rc_pair = self.spread_crystal_door(crystal, ext, connect, ccr, player)
if rc_pair is not None:
queue.append(rc_pair)
else:
self.crystal_connections[player].add((ext, crystal))
elif connect not in rrp and connect not in region_queue and connect.can_reach_private(self):
region_queue.append(connect)
def spread_crystal_door(self, crystal, ext, connect, ccr, player):
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
return connect, crystal
else:
if door.crystal != current_crystal:
ccr[connect] = CrystalBarrier.Either
return connect, door.crystal
return None
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.crystal_connections = {player: copy.copy(self.crystal_connections[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)
@@ -461,14 +491,27 @@ 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):
# repeat = True
# while repeat:
# repeat = False
# for player, crystal_conn in self.crystal_connections.items():
# self.update_reachable_regions(player)
# new_regions = deque()
# remove_list = []
# for connection, crystal in crystal_conn:
# if connection.can_reach(self):
# remove_list.append((connection, crystal))
# rrp, ccr = self.reachable_regions[player], self.colored_regions[player]
# rc_pair = self.spread_crystal_door(crystal, connection, connection.parent_region, ccr, player)
# if rc_pair is not None:
# conn, new_crystal = rc_pair
# self.spread_crystal_access(conn, new_crystal, rrp, ccr, new_regions, player)
# for pair in remove_list:
# crystal_conn.remove(pair)
# if len(new_regions) > 0:
# self.update_reachable_regions(player)
# repeat = True
def sweep_for_events(self, key_only=False, locations=None):
# this may need improvement
@@ -487,8 +530,8 @@ 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():
@@ -719,6 +762,7 @@ class CollectionState(object):
self.stale[item.player] = True
if changed:
# self.sweep_for_crystal_access(item.player)
if not event:
self.sweep_for_events()