Focus of the Update: Compatibility with Stardew Valley 1.6 Released on March 19th 2024 This includes randomization for pretty much all of the new content, including but not limited to - Raccoon Bundles - Booksanity - Skill Masteries - New Recipes, Craftables, Fish, Maps, Farm Type, Festivals and Quests This also includes a significant reorganisation of the code into "Content Packs", to allow for easier modularity of various game mechanics between the settings and the supported mods. This improves maintainability quite a bit. In addition to that, a few **very** requested new features have been introduced, although they weren't the focus of this update - Walnutsanity - Player Buffs - More customizability in settings, such as shorter special orders, ER without farmhouse - New Remixed Bundles
		
			
				
	
	
		
			141 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			141 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
"""
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Copy of the script in test/benchmark, adapted to Stardew Valley.
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Run with `python -m worlds.stardew_valley.test.script.benchmark_locations --options minimal_locations_maximal_items`
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"""
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import argparse
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import collections
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import gc
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import logging
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import os
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import sys
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import time
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import typing
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from BaseClasses import CollectionState, Location
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from Utils import init_logging
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from worlds.stardew_valley.stardew_rule.rule_explain import explain
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from ... import test
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def run_locations_benchmark():
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    init_logging("Benchmark Runner")
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    logger = logging.getLogger("Benchmark")
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    class BenchmarkRunner:
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        gen_steps: typing.Tuple[str, ...] = (
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            "generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill")
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        rule_iterations: int = 100_000
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        @staticmethod
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        def format_times_from_counter(counter: collections.Counter[str], top: int = 5) -> str:
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            return "\n".join(f"  {time:.4f} in {name}" for name, time in counter.most_common(top))
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        def location_test(self, test_location: Location, state: CollectionState, state_name: str) -> float:
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            with TimeIt(f"{test_location.game} {self.rule_iterations} "
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                        f"runs of {test_location}.access_rule({state_name})", logger) as t:
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                for _ in range(self.rule_iterations):
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                    test_location.access_rule(state)
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                # if time is taken to disentangle complex ref chains,
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                # this time should be attributed to the rule.
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                gc.collect()
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            return t.dif
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        def main(self):
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            game = "Stardew Valley"
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            summary_data: typing.Dict[str, collections.Counter[str]] = {
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                "empty_state": collections.Counter(),
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                "all_state": collections.Counter(),
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            }
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            try:
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                parser = argparse.ArgumentParser()
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                parser.add_argument('--options', help="Define the option set to use, from the preset in test/__init__.py .", type=str, required=True)
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                parser.add_argument('--seed', help="Define the seed to use.", type=int, required=True)
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                parser.add_argument('--location', help="Define the specific location to benchmark.", type=str, default=None)
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                parser.add_argument('--state', help="Define the state in which the location will be benchmarked.", type=str, default=None)
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                args = parser.parse_args()
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                options_set = args.options
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                options = getattr(test, options_set)()
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                seed = args.seed
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                location = args.location
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                state = args.state
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                multiworld = test.setup_solo_multiworld(options, seed)
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                gc.collect()
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                if location:
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                    locations = [multiworld.get_location(location, 1)]
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                else:
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                    locations = sorted(multiworld.get_unfilled_locations())
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                all_state = multiworld.get_all_state(False)
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                for location in locations:
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                    if state != "all_state":
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                        time_taken = self.location_test(location, multiworld.state, "empty_state")
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                        summary_data["empty_state"][location.name] = time_taken
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                    if state != "empty_state":
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                        time_taken = self.location_test(location, all_state, "all_state")
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                        summary_data["all_state"][location.name] = time_taken
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                total_empty_state = sum(summary_data["empty_state"].values())
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                total_all_state = sum(summary_data["all_state"].values())
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                logger.info(f"{game} took {total_empty_state / len(locations):.4f} "
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                            f"seconds per location in empty_state and {total_all_state / len(locations):.4f} "
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                            f"in all_state. (all times summed for {self.rule_iterations} runs.)")
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                logger.info(f"Top times in empty_state:\n"
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                            f"{self.format_times_from_counter(summary_data['empty_state'])}")
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                logger.info(f"Top times in all_state:\n"
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                            f"{self.format_times_from_counter(summary_data['all_state'])}")
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                if len(locations) == 1:
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                    logger.info(str(explain(locations[0].access_rule, all_state, False)))
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            except Exception as e:
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                logger.exception(e)
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    runner = BenchmarkRunner()
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    runner.main()
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class TimeIt:
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    def __init__(self, name: str, time_logger=None):
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        self.name = name
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        self.logger = time_logger
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        self.timer = None
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        self.end_timer = None
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    def __enter__(self):
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        self.timer = time.perf_counter()
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        return self
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    @property
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    def dif(self):
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        return self.end_timer - self.timer
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    def __exit__(self, exc_type, exc_val, exc_tb):
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        if not self.end_timer:
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            self.end_timer = time.perf_counter()
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        if self.logger:
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            self.logger.info(f"{self.dif:.4f} seconds in {self.name}.")
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def change_home():
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    """Allow scripts to run from "this" folder."""
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    old_home = os.path.dirname(__file__)
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    sys.path.remove(old_home)
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    new_home = os.path.normpath(os.path.join(os.path.dirname(__file__), os.pardir, os.pardir))
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    os.chdir(new_home)
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    sys.path.append(new_home)
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    # fallback to local import
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    sys.path.append(old_home)
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    from Utils import local_path
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    local_path.cached_path = new_home
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if __name__ == "__main__":
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    run_locations_benchmark()
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