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https://github.com/MarioSpore/Grinch-AP.git
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Core: change Region caching to on_change from on-miss-strategy (#2366)
This commit is contained in:
185
BaseClasses.py
185
BaseClasses.py
@@ -1,14 +1,15 @@
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from __future__ import annotations
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import copy
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import itertools
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import functools
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import logging
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import random
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import secrets
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import typing # this can go away when Python 3.8 support is dropped
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from argparse import Namespace
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from collections import ChainMap, Counter, deque
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from collections.abc import Collection
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from collections import Counter, deque
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from collections.abc import Collection, MutableSequence
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from enum import IntEnum, IntFlag
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from typing import Any, Callable, Dict, Iterable, Iterator, List, NamedTuple, Optional, Set, Tuple, TypedDict, Union, \
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Type, ClassVar
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@@ -47,7 +48,6 @@ class ThreadBarrierProxy:
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class MultiWorld():
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debug_types = False
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player_name: Dict[int, str]
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_region_cache: Dict[int, Dict[str, Region]]
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difficulty_requirements: dict
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required_medallions: dict
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dark_room_logic: Dict[int, str]
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@@ -57,7 +57,7 @@ class MultiWorld():
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plando_connections: List
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worlds: Dict[int, auto_world]
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groups: Dict[int, Group]
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regions: List[Region]
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regions: RegionManager
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itempool: List[Item]
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is_race: bool = False
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precollected_items: Dict[int, List[Item]]
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@@ -92,6 +92,34 @@ class MultiWorld():
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def __getitem__(self, player) -> bool:
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return self.rule(player)
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class RegionManager:
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region_cache: Dict[int, Dict[str, Region]]
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entrance_cache: Dict[int, Dict[str, Entrance]]
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location_cache: Dict[int, Dict[str, Location]]
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def __init__(self, players: int):
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self.region_cache = {player: {} for player in range(1, players+1)}
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self.entrance_cache = {player: {} for player in range(1, players+1)}
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self.location_cache = {player: {} for player in range(1, players+1)}
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def __iadd__(self, other: Iterable[Region]):
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self.extend(other)
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return self
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def append(self, region: Region):
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self.region_cache[region.player][region.name] = region
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def extend(self, regions: Iterable[Region]):
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for region in regions:
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self.region_cache[region.player][region.name] = region
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def __iter__(self) -> Iterator[Region]:
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for regions in self.region_cache.values():
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yield from regions.values()
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def __len__(self):
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return sum(len(regions) for regions in self.region_cache.values())
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def __init__(self, players: int):
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# world-local random state is saved for multiple generations running concurrently
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self.random = ThreadBarrierProxy(random.Random())
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@@ -100,16 +128,12 @@ class MultiWorld():
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self.glitch_triforce = False
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self.algorithm = 'balanced'
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self.groups = {}
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self.regions = []
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self.regions = self.RegionManager(players)
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self.shops = []
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self.itempool = []
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self.seed = None
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self.seed_name: str = "Unavailable"
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self.precollected_items = {player: [] for player in self.player_ids}
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self._cached_entrances = None
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self._cached_locations = None
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self._entrance_cache = {}
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self._location_cache: Dict[Tuple[str, int], Location] = {}
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self.required_locations = []
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self.light_world_light_cone = False
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self.dark_world_light_cone = False
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@@ -137,7 +161,6 @@ class MultiWorld():
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def set_player_attr(attr, val):
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self.__dict__.setdefault(attr, {})[player] = val
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set_player_attr('_region_cache', {})
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set_player_attr('shuffle', "vanilla")
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set_player_attr('logic', "noglitches")
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set_player_attr('mode', 'open')
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@@ -199,7 +222,6 @@ class MultiWorld():
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self.game[new_id] = game
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self.player_types[new_id] = NetUtils.SlotType.group
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self._region_cache[new_id] = {}
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world_type = AutoWorld.AutoWorldRegister.world_types[game]
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self.worlds[new_id] = world_type.create_group(self, new_id, players)
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self.worlds[new_id].collect_item = classmethod(AutoWorld.World.collect_item).__get__(self.worlds[new_id])
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@@ -333,41 +355,17 @@ class MultiWorld():
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def world_name_lookup(self):
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return {self.player_name[player_id]: player_id for player_id in self.player_ids}
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def _recache(self):
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"""Rebuild world cache"""
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self._cached_locations = None
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for region in self.regions:
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player = region.player
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self._region_cache[player][region.name] = region
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for exit in region.exits:
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self._entrance_cache[exit.name, player] = exit
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for r_location in region.locations:
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self._location_cache[r_location.name, player] = r_location
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def get_regions(self, player: Optional[int] = None) -> Collection[Region]:
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return self.regions if player is None else self._region_cache[player].values()
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return self.regions if player is None else self.regions.region_cache[player].values()
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def get_region(self, regionname: str, player: int) -> Region:
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try:
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return self._region_cache[player][regionname]
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except KeyError:
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self._recache()
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return self._region_cache[player][regionname]
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def get_region(self, region_name: str, player: int) -> Region:
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return self.regions.region_cache[player][region_name]
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def get_entrance(self, entrance: str, player: int) -> Entrance:
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try:
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return self._entrance_cache[entrance, player]
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except KeyError:
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self._recache()
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return self._entrance_cache[entrance, player]
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def get_entrance(self, entrance_name: str, player: int) -> Entrance:
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return self.regions.entrance_cache[player][entrance_name]
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def get_location(self, location: str, player: int) -> Location:
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try:
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return self._location_cache[location, player]
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except KeyError:
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self._recache()
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return self._location_cache[location, player]
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def get_location(self, location_name: str, player: int) -> Location:
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return self.regions.location_cache[player][location_name]
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def get_all_state(self, use_cache: bool) -> CollectionState:
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cached = getattr(self, "_all_state", None)
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@@ -428,28 +426,22 @@ class MultiWorld():
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logging.debug('Placed %s at %s', item, location)
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def get_entrances(self) -> List[Entrance]:
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if self._cached_entrances is None:
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self._cached_entrances = [entrance for region in self.regions for entrance in region.entrances]
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return self._cached_entrances
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def clear_entrance_cache(self):
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self._cached_entrances = None
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def get_entrances(self, player: Optional[int] = None) -> Iterable[Entrance]:
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if player is not None:
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return self.regions.entrance_cache[player].values()
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return Utils.RepeatableChain(tuple(self.regions.entrance_cache[player].values()
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for player in self.regions.entrance_cache))
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def register_indirect_condition(self, region: Region, entrance: Entrance):
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"""Report that access to this Region can result in unlocking this Entrance,
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state.can_reach(Region) in the Entrance's traversal condition, as opposed to pure transition logic."""
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self.indirect_connections.setdefault(region, set()).add(entrance)
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def get_locations(self, player: Optional[int] = None) -> List[Location]:
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if self._cached_locations is None:
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self._cached_locations = [location for region in self.regions for location in region.locations]
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def get_locations(self, player: Optional[int] = None) -> Iterable[Location]:
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if player is not None:
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return [location for location in self._cached_locations if location.player == player]
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return self._cached_locations
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def clear_location_cache(self):
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self._cached_locations = None
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return self.regions.location_cache[player].values()
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return Utils.RepeatableChain(tuple(self.regions.location_cache[player].values()
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for player in self.regions.location_cache))
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def get_unfilled_locations(self, player: Optional[int] = None) -> List[Location]:
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return [location for location in self.get_locations(player) if location.item is None]
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@@ -471,16 +463,17 @@ class MultiWorld():
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valid_locations = [location.name for location in self.get_unfilled_locations(player)]
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else:
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valid_locations = location_names
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relevant_cache = self.regions.location_cache[player]
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for location_name in valid_locations:
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location = self._location_cache.get((location_name, player), None)
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if location is not None and location.item is None:
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location = relevant_cache.get(location_name, None)
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if location and location.item is None:
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yield location
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def unlocks_new_location(self, item: Item) -> bool:
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temp_state = self.state.copy()
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temp_state.collect(item, True)
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for location in self.get_unfilled_locations():
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for location in self.get_unfilled_locations(item.player):
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if temp_state.can_reach(location) and not self.state.can_reach(location):
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return True
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@@ -820,15 +813,83 @@ class Region:
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locations: List[Location]
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entrance_type: ClassVar[Type[Entrance]] = Entrance
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class Register(MutableSequence):
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region_manager: MultiWorld.RegionManager
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def __init__(self, region_manager: MultiWorld.RegionManager):
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self._list = []
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self.region_manager = region_manager
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def __getitem__(self, index: int) -> Location:
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return self._list.__getitem__(index)
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def __setitem__(self, index: int, value: Location) -> None:
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raise NotImplementedError()
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def __len__(self) -> int:
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return self._list.__len__()
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# This seems to not be needed, but that's a bit suspicious.
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# def __del__(self):
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# self.clear()
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def copy(self):
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return self._list.copy()
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class LocationRegister(Register):
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def __delitem__(self, index: int) -> None:
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location: Location = self._list.__getitem__(index)
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self._list.__delitem__(index)
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del(self.region_manager.location_cache[location.player][location.name])
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def insert(self, index: int, value: Location) -> None:
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self._list.insert(index, value)
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self.region_manager.location_cache[value.player][value.name] = value
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class EntranceRegister(Register):
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def __delitem__(self, index: int) -> None:
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entrance: Entrance = self._list.__getitem__(index)
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self._list.__delitem__(index)
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del(self.region_manager.entrance_cache[entrance.player][entrance.name])
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def insert(self, index: int, value: Entrance) -> None:
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self._list.insert(index, value)
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self.region_manager.entrance_cache[value.player][value.name] = value
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_locations: LocationRegister[Location]
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_exits: EntranceRegister[Entrance]
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def __init__(self, name: str, player: int, multiworld: MultiWorld, hint: Optional[str] = None):
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self.name = name
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self.entrances = []
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self.exits = []
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self.locations = []
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self._exits = self.EntranceRegister(multiworld.regions)
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self._locations = self.LocationRegister(multiworld.regions)
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self.multiworld = multiworld
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self._hint_text = hint
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self.player = player
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def get_locations(self):
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return self._locations
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def set_locations(self, new):
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if new is self._locations:
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return
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self._locations.clear()
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self._locations.extend(new)
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locations = property(get_locations, set_locations)
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def get_exits(self):
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return self._exits
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def set_exits(self, new):
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if new is self._exits:
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return
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self._exits.clear()
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self._exits.extend(new)
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exits = property(get_exits, set_exits)
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def can_reach(self, state: CollectionState) -> bool:
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if state.stale[self.player]:
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state.update_reachable_regions(self.player)
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