Add a paths section to spoiler log

This section will contain the first path found to each location listed
in the spoiler log's walkthrough.

Also implemented is a performance enhancement that more than cancels out
any slowdown caused by the above code.
This commit is contained in:
Kevin Cathcart
2018-01-01 15:55:13 -05:00
parent dd72bb7581
commit c3bdef5c6c
2 changed files with 54 additions and 12 deletions

18
Main.py
View File

@@ -179,7 +179,7 @@ def create_playthrough(world):
# get locations containing progress items
prog_locations = [location for location in world.get_filled_locations() if location.item.advancement]
state_cache = [None]
collection_spheres = []
state = CollectionState(world)
sphere_candidates = list(prog_locations)
@@ -196,12 +196,13 @@ def create_playthrough(world):
for location in sphere:
sphere_candidates.remove(location)
state.collect(location.item, True)
state.collect(location.item, True, location)
collection_spheres.append(sphere)
logging.getLogger('').debug('Calculated sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(prog_locations))
state_cache.append(state.copy())
logging.getLogger('').debug('Calculated sphere %i, containing %i of %i progress items.', len(collection_spheres), len(sphere), len(prog_locations))
if not sphere:
logging.getLogger('').debug('The following items could not be reached: %s', ['%s at %s' % (location.item.name, location.name) for location in sphere_candidates])
if not world.check_beatable_only:
@@ -210,7 +211,7 @@ def create_playthrough(world):
break
# in the second phase, we cull each sphere such that the game is still beatable, reducing each range of influence to the bare minimum required inside it
for sphere in reversed(collection_spheres):
for num, sphere in reversed(list(enumerate(collection_spheres))):
to_delete = []
for location in sphere:
# we remove the item at location and check if game is still beatable
@@ -218,7 +219,7 @@ def create_playthrough(world):
old_item = location.item
location.item = None
state.remove(old_item)
if world.can_beat_game():
if world.can_beat_game(state_cache[num]):
to_delete.append(location)
else:
# still required, got to keep it around
@@ -234,5 +235,12 @@ def create_playthrough(world):
# store the required locations for statistical analysis
old_world.required_locations = [location.name for sphere in collection_spheres for location in sphere]
def flist_to_iter(node):
while node:
value, node = node
yield value
old_world.spoiler.paths = {location.name : list(reversed(list(map(str, flist_to_iter(state.path.get(location.parent_region, (location.parent_region, None))))))) for sphere in collection_spheres for location in sphere}
# we can finally output our playthrough
old_world.spoiler.playthrough = OrderedDict([(str(i + 1), {str(location): str(location.item) for location in sphere}) for i, sphere in enumerate(collection_spheres)])