mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
Replace world exploration with a faster algorithm - use BFS and keep track of all entrances that are currently blocked by progression items
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@@ -4,9 +4,9 @@ import copy
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from enum import Enum, unique
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import logging
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import json
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from collections import OrderedDict, Counter
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from collections import OrderedDict, Counter, deque
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from EntranceShuffle import door_addresses
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from EntranceShuffle import door_addresses, indirect_connections
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from Utils import int16_as_bytes
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from typing import Union
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@@ -396,6 +396,7 @@ class CollectionState(object):
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self.prog_items = Counter()
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self.world = parent
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self.reachable_regions = {player: set() for player in range(1, parent.players + 1)}
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self.blocked_connections = {player: set() for player in range(1, parent.players + 1)}
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self.events = []
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self.path = {}
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self.locations_checked = set()
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@@ -404,24 +405,46 @@ class CollectionState(object):
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self.collect(item, True)
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def update_reachable_regions(self, player: int):
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player_regions = self.world.get_regions(player)
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self.stale[player] = False
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rrp = self.reachable_regions[player]
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new_regions = True
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reachable_regions_count = len(rrp)
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while new_regions:
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player_regions = [region for region in player_regions if region not in rrp]
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for candidate in player_regions:
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if candidate.can_reach_private(self):
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rrp.add(candidate)
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new_regions = len(rrp) > reachable_regions_count
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reachable_regions_count = len(rrp)
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bc = self.blocked_connections[player]
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queue = deque(self.blocked_connections[player])
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start = self.world.get_region('Menu', player)
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# init on first call - this can't be done on construction since the regions don't exist yet
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if not start in rrp:
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rrp.add(start)
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bc.update(start.exits)
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queue.extend(start.exits)
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# run BFS on all connections, and keep track of those blocked by missing items
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while True:
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try:
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connection = queue.popleft()
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new_region = connection.connected_region
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if new_region in rrp:
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bc.remove(connection)
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elif connection.can_reach(self):
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rrp.add(new_region)
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bc.remove(connection)
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bc.update(new_region.exits)
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queue.extend(new_region.exits)
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self.path[new_region] = (new_region.name, self.path.get(connection, None))
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# Retry connections if the new region can unblock them
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if new_region.name in indirect_connections:
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new_entrance = self.world.get_entrance(indirect_connections[new_region.name], player)
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if new_entrance in bc and new_entrance not in queue:
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queue.append(new_entrance)
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except IndexError:
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break
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def copy(self) -> CollectionState:
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ret = CollectionState(self.world)
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ret.prog_items = self.prog_items.copy()
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ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in
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range(1, self.world.players + 1)}
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ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in range(1, self.world.players + 1)}
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ret.events = copy.copy(self.events)
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ret.path = copy.copy(self.path)
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ret.locations_checked = copy.copy(self.locations_checked)
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@@ -737,6 +760,7 @@ class CollectionState(object):
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del (self.prog_items[to_remove, item.player])
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# invalidate caches, nothing can be trusted anymore now
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self.reachable_regions[item.player] = set()
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self.blocked_connections[item.player] = set()
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self.stale[item.player] = True
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@unique
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@@ -814,10 +838,11 @@ class Entrance(object):
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self.vanilla = None
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self.access_rule = lambda state: True
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self.player = player
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self.hide_path = False
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def can_reach(self, state):
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if self.parent_region.can_reach(state) and self.access_rule(state):
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if not self in state.path:
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if not self.hide_path and not self in state.path:
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state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
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return True
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