def resolve( configuration: LayoutConfiguration, game: GameDescription, patches: GamePatches, status_update: Optional[Callable[[str], None]] = None) -> Optional[State]: if status_update is None: status_update = lambda s: None logic, starting_state = logic_bootstrap(configuration, game, patches) debug.log_resolve_start() return advance_depth(starting_state, logic, status_update)
async def resolve( configuration: BaseConfiguration, patches: GamePatches, status_update: Optional[Callable[[str], None]] = None) -> Optional[State]: if status_update is None: status_update = _quiet_print starting_state, logic = setup_resolver(configuration, patches) debug.log_resolve_start() return await advance_depth(starting_state, logic, status_update)
def resolve(configuration: LayoutConfiguration, patches: GamePatches, status_update: Optional[Callable[[str], None]] = None ) -> Optional[State]: if status_update is None: status_update = _quiet_print game = data_reader.decode_data(configuration.game_data) event_pickup.replace_with_event_pickups(game) new_game, starting_state = logic_bootstrap(configuration, game, patches) logic = Logic(new_game, configuration) starting_state.resources["add_self_as_requirement_to_resources"] = 1 debug.log_resolve_start() return advance_depth(starting_state, logic, status_update)
async def resolve( configuration: EchoesConfiguration, patches: GamePatches, status_update: Optional[Callable[[str], None]] = None) -> Optional[State]: if status_update is None: status_update = _quiet_print game = copy.deepcopy( default_database.game_description_for(configuration.game)) event_pickup.replace_with_event_pickups(game) new_game, starting_state = logic_bootstrap(configuration, game, patches) logic = Logic(new_game, configuration) starting_state.resources["add_self_as_requirement_to_resources"] = 1 debug.log_resolve_start() return await advance_depth(starting_state, logic, status_update)
async def resolve( configuration: BaseConfiguration, patches: GamePatches, status_update: Optional[Callable[[str], None]] = None) -> Optional[State]: if status_update is None: status_update = _quiet_print game = filtered_database.game_description_for_layout( configuration).get_mutable() derived_nodes.create_derived_nodes(game) bootstrap = game.game.generator.bootstrap game.resource_database = bootstrap.patch_resource_database( game.resource_database, configuration) event_pickup.replace_with_event_pickups(game) new_game, starting_state = bootstrap.logic_bootstrap( configuration, game, patches) logic = Logic(new_game, configuration) starting_state.resources["add_self_as_requirement_to_resources"] = 1 debug.log_resolve_start() return await advance_depth(starting_state, logic, status_update)