Fix some dungeon generation errors:

TR fails if the Big Chest entrance is locked behind another dungeon
Hyrule Castle fails if the only available entrance is Sanctuary
This commit is contained in:
compiling
2020-01-21 23:39:43 +11:00
parent 1586267a80
commit 0a8892806e
3 changed files with 22 additions and 3 deletions

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@@ -13,7 +13,7 @@ from Dungeons import dungeon_regions, region_starts, split_region_starts, flexib
from Dungeons import drop_entrances, dungeon_bigs, dungeon_keys from Dungeons import drop_entrances, dungeon_bigs, dungeon_keys
from Items import ItemFactory from Items import ItemFactory
from RoomData import DoorKind, PairedDoor from RoomData import DoorKind, PairedDoor
from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon, validate_tr
from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder
from KeyDoorShuffle import analyze_dungeon, validate_vanilla_key_logic, build_key_layout, validate_key_layout from KeyDoorShuffle import analyze_dungeon, validate_vanilla_key_logic, build_key_layout, validate_key_layout
@@ -339,7 +339,7 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
origin_list = list(builder.entrance_list) origin_list = list(builder.entrance_list)
find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, name) find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, name)
origin_list_sans_drops = remove_drop_origins(origin_list) origin_list_sans_drops = remove_drop_origins(origin_list)
if len(origin_list_sans_drops) <= 0: if len(origin_list_sans_drops) <= 0 or name == "Turtle Rock" and not validate_tr(name, builder.sectors, origin_list_sans_drops, world, player):
if last_key == builder.name: if last_key == builder.name:
raise Exception('Infinte loop detected %s' % builder.name) raise Exception('Infinte loop detected %s' % builder.name)
sector_queue.append(builder) sector_queue.append(builder)

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@@ -31,6 +31,25 @@ class GraphPiece:
self.possible_bk_locations = set() self.possible_bk_locations = set()
# Turtle Rock shouldn't be generated until the Big Chest entrance is reachable
def validate_tr(name, available_sectors, entrance_region_names, world, player):
entrance_regions = convert_regions(entrance_region_names, world, player)
proposed_map = {}
doors_to_connect = {}
all_regions = set()
bk_needed = False
bk_special = False
for sector in available_sectors:
for door in sector.outstanding_doors:
doors_to_connect[door.name] = door
all_regions.update(sector.regions)
bk_needed = bk_needed or determine_if_bk_needed(sector, False, world, player)
bk_special = bk_special or check_for_special(sector)
dungeon, hangers, hooks = gen_dungeon_info(name, available_sectors, entrance_regions, proposed_map,
doors_to_connect, bk_needed, bk_special, world, player)
return check_valid(dungeon, hangers, hooks, proposed_map, doors_to_connect, all_regions, bk_needed, False)
def generate_dungeon(name, available_sectors, entrance_region_names, split_dungeon, world, player): def generate_dungeon(name, available_sectors, entrance_region_names, split_dungeon, world, player):
logger = logging.getLogger('') logger = logging.getLogger('')
entrance_regions = convert_regions(entrance_region_names, world, player) entrance_regions = convert_regions(entrance_region_names, world, player)

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@@ -350,7 +350,7 @@ flexible_starts = {
} }
drop_entrances = [ drop_entrances = [
'Sewers Rat Path', 'Skull Pinball', 'Skull Left Drop' # Pot circle, Back drop have unique access 'Sewers Rat Path', 'Skull Pinball', 'Skull Left Drop', 'Sanctuary' # Pot circle, Back drop have unique access
] ]
dungeon_keys = { dungeon_keys = {