Avoid redundant cache chest visits
This commit is contained in:
@@ -20,7 +20,7 @@ class CacheItemsStates:
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return None
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def init(self):
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self.skip_slots = []
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self.skip_inventory_slots = set()
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self.skip_items = []
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self.failed_transfer_slots = set()
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self.pending_transfer = None
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@@ -30,8 +30,8 @@ class CacheItemsStates:
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self.container_item_ids = None
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num_stacks = self.g.game.count_inventory_slots()
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minimum = getattr(
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self, 'minimum', self.g.get('minimum_cache_slots', 27))
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minimum = self.__dict__.pop(
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'minimum', self.g.get('minimum_cache_slots', 27))
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print('Inventory amount:', num_stacks)
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if num_stacks == 0:
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self.state = self.cleanup
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@@ -79,8 +79,7 @@ class CacheItemsStates:
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if key in self.checked_labeled_chests:
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continue
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self.checked_labeled_chests.add(key)
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if not any(item.present and item.item_id in container['item_ids']
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for item in self.g.inv.values()):
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if not self._has_transferable_item(container['item_ids']):
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continue
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self.area = container['position']
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@@ -97,6 +96,7 @@ class CacheItemsStates:
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self.opening = opening_position
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self.open_interaction = opening
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self.g.path = navpath
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self.g.look_at = None
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self.state = self.going_to_trapped_chest
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return
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self.bad_openings.add(opening_position)
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@@ -128,6 +128,7 @@ class CacheItemsStates:
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self.opening = opening_position
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self.open_interaction = opening
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self.g.path = navpath
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self.g.look_at = None
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self.state = self.going_to_trapped_chest
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return
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self.bad_openings.add(opening_position)
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@@ -140,6 +141,8 @@ class CacheItemsStates:
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self.g.look_at = self.open_interaction['look_at']
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self.wait_time = 0.5
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self.state = self.turn_to_trapped_chest
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else:
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self.g.look_at = None
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def turn_to_trapped_chest(self):
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self.g.look_at = self.open_interaction['look_at']
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@@ -191,6 +194,7 @@ class CacheItemsStates:
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return
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self.g.path = navpath
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self.g.look_at = None
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self.state = self.going_to_area
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def going_to_area(self):
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@@ -198,6 +202,8 @@ class CacheItemsStates:
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self.g.look_at = self.open_interaction['look_at']
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self.wait_time = 0.5
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self.state = self.turn_to_cache_spot
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else:
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self.g.look_at = None
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def turn_to_cache_spot(self):
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self.g.look_at = self.open_interaction['look_at']
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@@ -255,6 +261,24 @@ class CacheItemsStates:
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keep.add(max(stacks, key=lambda pair: pair[1].item_count)[0])
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return keep
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def _has_transferable_item(self, item_ids):
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item_ids = set(item_ids)
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needed_slots = self._needed_inventory_slots_to_keep()
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planned_skip_items = set(self.skip_items)
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for inventory_slot, item in self.g.inv.items():
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if (not item.present or item.item_id not in item_ids or
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inventory_slot in self.skip_inventory_slots):
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continue
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if (item.item_id in items.NEEDED_ITEMS and
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inventory_slot in needed_slots):
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continue
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if (item.item_id in items.WANTED_ITEMS and
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item.item_id not in planned_skip_items):
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planned_skip_items.add(item.item_id)
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continue
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return True
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return False
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def _window_player_slot(self, window_slot):
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offset = window_slot - self.g.window.container_slots
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if 0 <= offset < 27:
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@@ -333,7 +357,8 @@ class CacheItemsStates:
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elif slot.item_id in items.NEEDED_ITEMS:
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continue
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if (slot_num in self.skip_slots or
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inventory_slot = self._window_player_slot(slot_num)
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if (inventory_slot in self.skip_inventory_slots or
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slot_num in self.failed_transfer_slots):
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continue
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@@ -344,7 +369,9 @@ class CacheItemsStates:
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for slot_num, slot in slot_list:
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if slot.item_id in items.WANTED_ITEMS and slot.item_id not in self.skip_items:
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print('skipping wanted item', slot)
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self.skip_slots.append(slot_num)
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inventory_slot = self._window_player_slot(slot_num)
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if inventory_slot is not None:
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self.skip_inventory_slots.add(inventory_slot)
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self.skip_items.append(slot.item_id)
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continue
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@@ -393,7 +420,7 @@ class CacheItemsStates:
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self.silent = False
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self.skip_slots = []
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self.skip_inventory_slots = set()
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self.failed_transfer_slots = set()
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self.pending_transfer = None
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self.transferred_to_labeled_chest = False
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@@ -30,6 +30,39 @@ class CacheItemsTests(unittest.TestCase):
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'Found 11 labeled chests; found 0 trapped chests: []',
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output.getvalue())
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def test_wanted_single_stack_is_not_considered_transferable(self):
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wanted_id = items.WHEAT_SEEDS_ID
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old_wanted = items.WANTED_ITEMS
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items.WANTED_ITEMS = set(old_wanted) | {wanted_id}
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try:
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state = CacheItemsStates(Munch(inv={
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9: Munch(present=True, item_id=wanted_id, item_count=56),
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}))
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self.assertFalse(state._has_transferable_item({wanted_id}))
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state.g.inv[10] = Munch(
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present=True, item_id=wanted_id, item_count=12)
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self.assertTrue(state._has_transferable_item({wanted_id}))
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finally:
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items.WANTED_ITEMS = old_wanted
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def test_manual_cache_threshold_override_is_consumed_once(self):
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class FakeGame:
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@staticmethod
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def count_inventory_slots():
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return 5
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state = CacheItemsStates(Munch(
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game=FakeGame(), minimum_cache_slots=27))
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state.minimum = 0
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state.init()
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self.assertIs(state.state.__func__, state.find_trapped_chests.__func__)
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self.assertNotIn('minimum', state.__dict__)
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state.init()
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self.assertIs(state.state.__func__, state.cleanup.__func__)
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def test_successful_labeled_transfer_skips_placing_another_cache_chest(self):
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item_id = items.get_id('stone')
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stack = Munch(present=True, item_id=item_id, item_count=16)
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@@ -133,6 +166,27 @@ class CacheItemsTests(unittest.TestCase):
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self.assertFalse(state._opening_in_bad_region(FakeWorld(), candidate))
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self.assertNotIn(candidate, state.bad_openings)
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def test_cache_travel_looks_along_path_then_turns_to_chest(self):
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opening = (5, 64, 8)
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chest_look = (4.9, 64.1, 7.8)
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state = CacheItemsStates(Munch(
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pos=(2.5, 64, 2.5), look_at=(1, 64, 1)))
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state.opening = opening
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state.open_interaction = {'look_at': chest_look}
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state.going_to_trapped_chest()
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self.assertIsNone(state.g.look_at)
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state.g.pos = opening
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state.going_to_trapped_chest()
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self.assertEqual(state.g.look_at, chest_look)
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self.assertIs(state.state.__func__, state.turn_to_trapped_chest.__func__)
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state.g.pos = (2.5, 64, 2.5)
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state.g.look_at = (1, 64, 1)
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state.going_to_area()
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self.assertIsNone(state.g.look_at)
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def test_cache_chest_placement_sneaks_to_avoid_opening_support_container(self):
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calls = []
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